update the village spawner and command

This commit is contained in:
davedevils 2015-07-04 04:56:02 +02:00
parent d3d99b402d
commit ab11df59d5
19 changed files with 2100 additions and 116 deletions

View file

@ -25,7 +25,8 @@ Mods Credit :
See README.txt in each mod directory for information about other authors. See README.txt in each mod directory for information about other authors.
Credit for Support : Credit for Support :
Tox82, MinetestForFun & Calinou for help Tox82, MinetestForFun & Calinou for help in dev
GravGun & Obani for Help in Build struct
Celeron55 for creating Minetest Celeron55 for creating Minetest
Bob Lennon because it's a pyro-barbare Bob Lennon because it's a pyro-barbare

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@ -135,7 +135,7 @@ worldedit.allocate = function(originpos, value)
end end
elseif version == 3 then --previous list format elseif version == 3 then --previous list format
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z) local x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
if x < pos1x then pos1x = x end if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end if z < pos1z then pos1z = z end
@ -166,7 +166,7 @@ worldedit.allocate = function(originpos, value)
count = #nodes count = #nodes
for index = 1, count do for index = 1, count do
local entry = nodes[index] local entry = nodes[index]
x, y, z = originx + entry.x, originy + entry.y, originz + entry.z local x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end if z < pos1z then pos1z = z end

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@ -0,0 +1,273 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--determines the version of serialized data `value`, returning the version as a positive integer or 0 for unknown versions
worldedit.valueversion = function(value)
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
return 3
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then --previous meta flat table format
return 2
end
return 1 --original flat table format
elseif value:find("%{") then --current nested table format
return 4
end
return 0 --unknown format
end
--converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized
worldedit.serialize = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local count = 0
local result = {}
local get_node, get_meta = minetest.get_node, minetest.get_meta
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta = get_meta(pos):to_table()
--convert metadata itemstacks to itemstrings
for name, inventory in pairs(meta.inventory) do
for index, stack in ipairs(inventory) do
inventory[index] = stack.to_string and stack:to_string() or stack
end
end
result[count] = {
x = pos.x - pos1.x,
y = pos.y - pos1.y,
z = pos.z - pos1.z,
name = node.name,
param1 = node.param1,
param2 = node.param2,
meta = meta,
}
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
result = minetest.serialize(result) --convert entries to a string
return result, count
end
--determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`, returning the two corner positions and the number of nodes
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.allocate = function(originpos, value)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --flat table format
--obtain the node table
local get_tables = loadstring(value)
if get_tables then --error loading value
return originpos, originpos, count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--check the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
else --previous meta flat table format
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
elseif version == 3 then --previous list format
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, count
end
--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.deserialize = function(originpos, value)
--make area stay loaded
local pos1, pos2 = worldedit.allocate(originpos, value)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --original flat table format
--obtain the node table
local get_tables = loadstring(value)
if not get_tables then --error loading value
return count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--load the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
add_node(pos, entry[2])
end
else --previous meta flat table format
for index = 1, #nodes do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
get_meta(entry):from_table(entry.meta)
end
end
elseif version == 3 then --previous list format
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
node.name, node.param1, node.param2 = name, param1, param2
add_node(pos, node)
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
--load the nodes
count = #nodes
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
get_meta(entry):from_table(entry.meta)
end
end
return count
end

16
mods/command/debug.lua Normal file
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@ -0,0 +1,16 @@
minetest.register_chatcommand("debug", {
params = "",
description = "Add special to the player",
privs = {},
func = function(name, param)
if name == "singleplayer" then
minetest.chat_send_all("/grant singleplayer all")
local receiverref = core.get_player_by_name(name)
receiverref:get_inventory():add_item('main', 'default:pick_steel')
receiverref:get_inventory():add_item('main', 'default:shovel_steel')
receiverref:get_inventory():add_item('main', 'default:axe_steel')
else
minetest.chat_send_player(name, "Only SinglePlayer commande")
end
end
})

53
mods/command/gm.lua Normal file
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@ -0,0 +1,53 @@
local god_mode = false
vanished_players = {}
minetest.register_privilege("vanish", "Allow to use /vanish command")
minetest.register_chatcommand("vanish", {
params = "",
description = "Make user invisible at eye of all",
privs = {vanish = true},
func = function(name, param)
local prop
vanished_players[name] = not vanished_players[name]
if vanished_players[name] then
prop = {visual_size = {x=0, y=0}, collisionbox = {0,0,0,0,0,0}}
minetest.chat_send_player(name, "Vannish Command: You are Invisible now")
else
-- default player size
prop = {visual_size = {x=1, y=1},
collisionbox = {-0.35, -1, -0.35, 0.35, 1, 0.35}}
minetest.chat_send_player(name, "Vannish Command: You are Visible now")
end
minetest.get_player_by_name(name):set_properties(prop)
end
})
minetest.register_privilege("god", "Allow to use /god command")
minetest.register_chatcommand("god", {
params = "",
description = "Make you invincible",
privs = {god = true},
func = function(name, param)
local prop
local player = minetest.get_player_by_name(name)
if god_mode == false then
player:set_hp(9999)
minetest.item_eat(9999)
minetest.chat_send_player(name, "God Command: You are Invincible")
else
player:set_hp(20)
minetest.chat_send_player(name, "God Command: You can die now")
end
minetest.get_player_by_name(name):set_properties(prop)
end
})

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@ -1,6 +1,6 @@
INFO_BLANK = "To find out more about certain items type the command '/info' with the params 'update', 'version', 'creative', 'suprise'" INFO_BLANK = "To find out more about certain items type the command '/info' with the params 'update', 'version', 'creative', 'suprise'"
INFO_VERSION = "0.1" INFO_VERSION = "0.24"
INFO_UPDATE = "I think nether ... but lot of monster before" INFO_UPDATE = "I think finish the struct system"
INFO_CREATIVE = "Type the command '/gamemode ' and use the params '0' or 's' for survival and '1' or 'c' for creative" INFO_CREATIVE = "Type the command '/gamemode ' and use the params '0' or 's' for survival and '1' or 'c' for creative"

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@ -1,10 +1,11 @@
local path = minetest.get_modpath(minetest.get_current_modname()) local path = minetest.get_modpath(minetest.get_current_modname())
-- Load Info command -- Load Info command
dofile(path.."/info.lua") dofile(path.."/info.lua")
-- Load vanish command -- Load GM command
dofile(path.."/vanish.lua") dofile(path.."/gm.lua")
-- Load time command -- Load time command
dofile(path.."/time.lua") dofile(path.."/time.lua")
@ -12,6 +13,9 @@ dofile(path.."/time.lua")
-- Load kits command -- Load kits command
dofile(path.."/kits.lua") dofile(path.."/kits.lua")
-- Load debug command
dofile(path.."/debug.lua")
-- By VanessaE, sfan5, and kaeza. -- By VanessaE, sfan5, and kaeza.
local disallowed = { local disallowed = {
["guest"] = "Guest accounts are disallowed on this server. ".. ["guest"] = "Guest accounts are disallowed on this server. "..

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@ -4,13 +4,14 @@ minetest.register_chatcommand("kit", {
privs = {}, privs = {},
func = function(name, param) func = function(name, param)
if param == "" then if param == "" then
minetest.chat_send_player(name, "No kit selected use ... Aviable : noob , pvp") minetest.chat_send_player(name, "No kit selected ... ")
minetest.chat_send_player(name, "List of Kit: noob , pvp")
end end
local receiverref = core.get_player_by_name(name) local receiverref = core.get_player_by_name(name)
if param == "noob" then if param == "noob" then
receiverref:get_inventory():add_item('main', 'default:pick_steel') receiverref:get_inventory():add_item('main', 'default:pick_steel')
receiverref:get_inventory():add_item('main', 'default:shovel_steel') receiverref:get_inventory():add_item('main', 'default:shovel_steel')
receiverref:get_inventory():add_item('main', 'default:torch 16') receiverref:get_inventory():add_item('main', 'torch:torch 16')
receiverref:get_inventory():add_item('main', 'default:axe_steel') receiverref:get_inventory():add_item('main', 'default:axe_steel')
receiverref:get_inventory():add_item('main', 'default:cobble 64') receiverref:get_inventory():add_item('main', 'default:cobble 64')
end end
@ -23,4 +24,4 @@ minetest.register_chatcommand("kit", {
receiverref:get_inventory():add_item('main', '3d_armor:boots_diamond') receiverref:get_inventory():add_item('main', '3d_armor:boots_diamond')
end end
end end
}) })

View file

@ -4,11 +4,11 @@ minetest.register_chatcommand("night", {
description = "Make the night", description = "Make the night",
privs = {settime = true}, privs = {settime = true},
func = function(name, param) func = function(name, param)
local player = minetest.env:get_player_by_name(name) local player = minetest.get_player_by_name(name)
if not player then if not player then
return return
end end
minetest.env:set_timeofday(0.22) minetest.set_timeofday(0.22)
end end
}) })
@ -17,11 +17,11 @@ minetest.register_chatcommand("day", {
description = "Make the day wakeup", description = "Make the day wakeup",
privs = {settime = true}, privs = {settime = true},
func = function(name, param) func = function(name, param)
local player = minetest.env:get_player_by_name(name) local player = minetest.get_player_by_name(name)
if not player then if not player then
return return
end end
minetest.env:set_timeofday(0.6) minetest.set_timeofday(0.6)
end end
}) })

View file

@ -10,7 +10,7 @@
local z = math.random(0, 9)/3 local z = math.random(0, 9)/3
pos.x = pos.x + x pos.x = pos.x + x
pos.z = pos.z + z pos.z = pos.z + z
minetest.env:add_item(pos, stack) minetest.add_item(pos, stack)
stack:clear() stack:clear()
inv:set_stack("main", i, stack) inv:set_stack("main", i, stack)
pos.x = pos.x - x pos.x = pos.x - x
@ -24,11 +24,11 @@
-- --
default.cool_lava_source = function(pos) default.cool_lava_source = function(pos)
minetest.env:set_node(pos, {name="default:obsidian"}) minetest.set_node(pos, {name="default:obsidian"})
end end
default.cool_lava_flowing = function(pos) default.cool_lava_flowing = function(pos)
minetest.env:set_node(pos, {name="default:stone"}) minetest.set_node(pos, {name="default:stone"})
end end
minetest.register_abm({ minetest.register_abm({
@ -58,17 +58,17 @@ minetest.register_abm({
-- Functions -- Functions
grow_cactus = function(pos, node) grow_cactus = function(pos, node)
pos.y = pos.y-1 pos.y = pos.y-1
local name = minetest.env:get_node(pos).name local name = minetest.get_node(pos).name
if minetest.get_item_group(name, "sand") ~= 0 then if minetest.get_item_group(name, "sand") ~= 0 then
pos.y = pos.y+1 pos.y = pos.y+1
local height = 0 local height = 0
while minetest.env:get_node(pos).name == "default:cactus" and height < 4 do while minetest.get_node(pos).name == "default:cactus" and height < 4 do
height = height+1 height = height+1
pos.y = pos.y+1 pos.y = pos.y+1
end end
if height < 4 then if height < 4 then
if minetest.env:get_node(pos).name == "air" then if minetest.get_node(pos).name == "air" then
minetest.env:set_node(pos, {name="default:cactus"}) minetest.set_node(pos, {name="default:cactus"})
end end
end end
end end
@ -76,20 +76,20 @@ end
grow_reeds = function(pos, node) grow_reeds = function(pos, node)
pos.y = pos.y-1 pos.y = pos.y-1
local name = minetest.env:get_node(pos).name local name = minetest.get_node(pos).name
if name == "default:dirt" or name == "default:dirt_with_grass" then if name == "default:dirt" or name == "default:dirt_with_grass" then
if minetest.env:find_node_near(pos, 3, {"group:water"}) == nil then if minetest.find_node_near(pos, 3, {"group:water"}) == nil then
return return
end end
pos.y = pos.y+1 pos.y = pos.y+1
local height = 0 local height = 0
while minetest.env:get_node(pos).name == "default:reeds" and height < 3 do while minetest.get_node(pos).name == "default:reeds" and height < 3 do
height = height+1 height = height+1
pos.y = pos.y+1 pos.y = pos.y+1
end end
if height < 3 then if height < 3 then
if minetest.env:get_node(pos).name == "air" then if minetest.get_node(pos).name == "air" then
minetest.env:set_node(pos, {name="default:reeds"}) minetest.set_node(pos, {name="default:reeds"})
end end
end end
end end
@ -106,11 +106,11 @@ minetest.register_abm({
for xp=-1,1 do for xp=-1,1 do
for zp=-1,1 do for zp=-1,1 do
local p = {x=pos.x+xp, y=pos.y, z=pos.z+zp} local p = {x=pos.x+xp, y=pos.y, z=pos.z+zp}
local n = minetest.env:get_node(p) local n = minetest.get_node(p)
-- On verifie si il y a de l'eau -- On verifie si il y a de l'eau
if (n.name=="default:water_flowing") then if (n.name=="default:water_flowing") then
drop_attached_node(pos) drop_attached_node(pos)
minetest.env:dig_node(pos) minetest.dig_node(pos)
break break
end end
end end
@ -118,11 +118,11 @@ minetest.register_abm({
-- cas rare -- cas rare
for yp=-1,1 do for yp=-1,1 do
local p = {x=pos.x, y=pos.y+yp, z=pos.z} local p = {x=pos.x, y=pos.y+yp, z=pos.z}
local n = minetest.env:get_node(p) local n = minetest.get_node(p)
-- On verifie si il y a de l'eau -- On verifie si il y a de l'eau
if (n.name=="default:water_flowing") then if (n.name=="default:water_flowing") then
drop_attached_node(pos) drop_attached_node(pos)
minetest.env:dig_node(pos) minetest.dig_node(pos)
break break
end end
end end
@ -161,9 +161,9 @@ minetest.register_on_dignode(function(pos, node)
while timber_nodenames[i]~=nil do while timber_nodenames[i]~=nil do
if node.name==timber_nodenames[i] then if node.name==timber_nodenames[i] then
np={x=pos.x, y=pos.y+1, z=pos.z} np={x=pos.x, y=pos.y+1, z=pos.z}
while minetest.env:get_node(np).name==timber_nodenames[i] do while minetest.get_node(np).name==timber_nodenames[i] do
minetest.env:remove_node(np) minetest.remove_node(np)
minetest.env:add_item(np, timber_nodenames[i]) minetest.add_item(np, timber_nodenames[i])
np={x=np.x, y=np.y+1, z=np.z} np={x=np.x, y=np.y+1, z=np.z}
end end
end end
@ -183,9 +183,9 @@ function get_nodedef_field(nodename, fieldname)
end end
function set_fire(pointed_thing) function set_fire(pointed_thing)
local n = minetest.env:get_node(pointed_thing.above) local n = minetest.get_node(pointed_thing.above)
if n.name ~= "" and n.name == "air" and not minetest.is_protected(pointed_thing.above, "fire") then if n.name ~= "" and n.name == "air" and not minetest.is_protected(pointed_thing.above, "fire") then
minetest.env:add_node(pointed_thing.above, {name="fire:basic_flame"}) minetest.add_node(pointed_thing.above, {name="fire:basic_flame"})
end end
end end
@ -229,17 +229,17 @@ end
function generate_tree(pos, trunk, leaves, typearbre) function generate_tree(pos, trunk, leaves, typearbre)
pos.y = pos.y-1 pos.y = pos.y-1
local nodename = minetest.env:get_node(pos).name local nodename = minetest.get_node(pos).name
pos.y = pos.y+1 pos.y = pos.y+1
if not minetest.env:get_node_light(pos) then if not minetest.get_node_light(pos) then
return return
end end
if typearbre == nil or typearbre == 1 then if typearbre == nil or typearbre == 1 then
node = {name = ""} node = {name = ""}
for dy=1,4 do for dy=1,4 do
pos.y = pos.y+dy pos.y = pos.y+dy
if minetest.env:get_node(pos).name ~= "air" then if minetest.get_node(pos).name ~= "air" then
return return
end end
pos.y = pos.y-dy pos.y = pos.y-dy
@ -247,8 +247,8 @@ function generate_tree(pos, trunk, leaves, typearbre)
node = {name = trunk} node = {name = trunk}
for dy=0,4 do for dy=0,4 do
pos.y = pos.y+dy pos.y = pos.y+dy
if minetest.env:get_node(pos).name == "air" then if minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
end end
pos.y = pos.y-dy pos.y = pos.y-dy
end end
@ -267,40 +267,40 @@ function generate_tree(pos, trunk, leaves, typearbre)
pos.z = pos.z+dz pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then if dx == 0 and dz == 0 and dy==3 then
if minetest.env:get_node(pos).name == "air" and math.random(1, 5) <= 4 then if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
if rarity == 1 then if rarity == 1 then
minetest.env:add_node(pos, apple_leave()) minetest.add_node(pos, apple_leave())
else else
minetest.env:add_node(pos, air_leave()) minetest.add_node(pos, air_leave())
end end
end end
elseif dx == 0 and dz == 0 and dy==4 then elseif dx == 0 and dz == 0 and dy==4 then
if minetest.env:get_node(pos).name == "air" and math.random(1, 5) <= 4 then if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
if rarity == 1 then if rarity == 1 then
minetest.env:add_node(pos, apple_leave()) minetest.add_node(pos, apple_leave())
else else
minetest.env:add_node(pos, air_leave()) minetest.add_node(pos, air_leave())
end end
end end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
if minetest.env:get_node(pos).name == "air" then if minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
if rarity == 1 then if rarity == 1 then
minetest.env:add_node(pos, apple_leave()) minetest.add_node(pos, apple_leave())
else else
minetest.env:add_node(pos, air_leave()) minetest.add_node(pos, air_leave())
end end
end end
else else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
if minetest.env:get_node(pos).name == "air" and math.random(1, 5) <= 4 then if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
if rarity == 1 then if rarity == 1 then
minetest.env:add_node(pos, apple_leave()) minetest.add_node(pos, apple_leave())
else else
minetest.env:add_node(pos, air_leave()) minetest.add_node(pos, air_leave())
end end
end end
end end
@ -318,7 +318,7 @@ function generate_tree(pos, trunk, leaves, typearbre)
local tree_size = math.random(15, 25) local tree_size = math.random(15, 25)
for dy=1,4 do for dy=1,4 do
pos.y = pos.y+dy pos.y = pos.y+dy
if minetest.env:get_node(pos).name ~= "air" then if minetest.get_node(pos).name ~= "air" then
return return
end end
pos.y = pos.y-dy pos.y = pos.y-dy
@ -329,14 +329,14 @@ function generate_tree(pos, trunk, leaves, typearbre)
for dz=0,1 do for dz=0,1 do
pos.z = pos.z + dz pos.z = pos.z + dz
--> 0 --> 0
if minetest.env:get_node(pos).name == "default:dirt_with_grass" if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.env:get_node(pos).name == "default:dirt" then else or minetest.get_node(pos).name == "default:dirt" then else
return return
end end
pos.x = pos.x+1 pos.x = pos.x+1
--> 1 --> 1
if minetest.env:get_node(pos).name == "default:dirt_with_grass" if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.env:get_node(pos).name == "default:dirt" then else or minetest.get_node(pos).name == "default:dirt" then else
return return
end end
pos.x = pos.x-1 pos.x = pos.x-1
@ -353,43 +353,43 @@ function generate_tree(pos, trunk, leaves, typearbre)
for dz=-1,2 do for dz=-1,2 do
if dz == -1 then if dz == -1 then
pos.z = pos.z + dz pos.z = pos.z + dz
if math.random(1, 3) == 1 and minetest.env:get_node(pos).name == "air" then if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, {name = "default:vine", param2 = 4}) minetest.add_node(pos, {name = "default:vine", param2 = 4})
end end
pos.x = pos.x+1 pos.x = pos.x+1
if math.random(1, 3) == 1 and minetest.env:get_node(pos).name == "air" then if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, {name = "default:vine", param2 = 4}) minetest.add_node(pos, {name = "default:vine", param2 = 4})
end end
pos.x = pos.x-1 pos.x = pos.x-1
pos.z = pos.z - dz pos.z = pos.z - dz
elseif dz == 2 then elseif dz == 2 then
pos.z = pos.z + dz pos.z = pos.z + dz
if math.random(1, 3) == 1 and minetest.env:get_node(pos).name == "air"then if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air"then
minetest.env:add_node(pos, {name = "default:vine", param2 = 5}) minetest.add_node(pos, {name = "default:vine", param2 = 5})
end end
pos.x = pos.x+1 pos.x = pos.x+1
if math.random(1, 3) == 1 and minetest.env:get_node(pos).name == "air" then if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, {name = "default:vine", param2 = 5}) minetest.add_node(pos, {name = "default:vine", param2 = 5})
end end
pos.x = pos.x-1 pos.x = pos.x-1
pos.z = pos.z - dz pos.z = pos.z - dz
else else
pos.z = pos.z + dz pos.z = pos.z + dz
pos.x = pos.x-1 pos.x = pos.x-1
if math.random(1, 3) == 1 and minetest.env:get_node(pos).name == "air" then if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, {name = "default:vine", param2 = 2}) minetest.add_node(pos, {name = "default:vine", param2 = 2})
end end
pos.x = pos.x+1 pos.x = pos.x+1
if minetest.env:get_node(pos).name == "air" then if minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, {name = trunk, param2=2}) minetest.add_node(pos, {name = trunk, param2=2})
end end
pos.x = pos.x+1 pos.x = pos.x+1
if minetest.env:get_node(pos).name == "air" then if minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, {name = trunk, param2=2}) minetest.add_node(pos, {name = trunk, param2=2})
end end
pos.x = pos.x+1 pos.x = pos.x+1
if math.random(1, 3) == 1 and minetest.env:get_node(pos).name == "air" then if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, {name = "default:vine", param2 = 3}) minetest.add_node(pos, {name = "default:vine", param2 = 3})
end end
pos.x = pos.x-2 pos.x = pos.x-2
pos.z = pos.z - dz pos.z = pos.z - dz
@ -410,26 +410,26 @@ function generate_tree(pos, trunk, leaves, typearbre)
pos.z = pos.z+dz pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then if dx == 0 and dz == 0 and dy==3 then
if minetest.env:get_node(pos).name == "air" or minetest.env:get_node(pos).name == "default:vine" and math.random(1, 2) == 1 then if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" and math.random(1, 2) == 1 then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
end end
elseif dx == 0 and dz == 0 and dy==4 then elseif dx == 0 and dz == 0 and dy==4 then
if minetest.env:get_node(pos).name == "air" or minetest.env:get_node(pos).name == "default:vine" and math.random(1, 5) == 1 then if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" and math.random(1, 5) == 1 then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
minetest.env:add_node(pos, air_leave()) minetest.add_node(pos, air_leave())
end end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
if minetest.env:get_node(pos).name == "air" or minetest.env:get_node(pos).name == "default:vine" then if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
end end
else else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
if minetest.env:get_node(pos).name == "air" or minetest.env:get_node(pos).name == "default:vine" and math.random(1, 3) == 1 then if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" and math.random(1, 3) == 1 then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
end end
else else
if math.random(1, 5) == 1 and minetest.env:get_node(pos).name == "air" then if math.random(1, 5) == 1 and minetest.get_node(pos).name == "air" then
minetest.env:add_node(pos, node) minetest.add_node(pos, node)
end end
end end
end end
@ -471,51 +471,51 @@ end)
function duengen(pointed_thing) function duengen(pointed_thing)
pos = pointed_thing.under pos = pointed_thing.under
n = minetest.env:get_node(pos) n = minetest.get_node(pos)
if n.name == "" then return end if n.name == "" then return end
local stage = "" local stage = ""
if n.name == "default:sapling" then if n.name == "default:sapling" then
minetest.env:add_node(pos, {name="air"}) minetest.add_node(pos, {name="air"})
generate_tree(pos, "default:tree", "default:leaves", 1) generate_tree(pos, "default:tree", "default:leaves", 1)
elseif string.find(n.name, "farming:wheat_") ~= nil then elseif string.find(n.name, "farming:wheat_") ~= nil then
stage = string.sub(n.name, 15) stage = string.sub(n.name, 15)
if stage == "3" then if stage == "3" then
minetest.env:add_node(pos, {name="farming:wheat"}) minetest.add_node(pos, {name="farming:wheat"})
elseif math.random(1,5) < 3 then elseif math.random(1,5) < 3 then
minetest.env:add_node(pos, {name="farming:wheat"}) minetest.add_node(pos, {name="farming:wheat"})
else else
minetest.env:add_node(pos, {name="farming:wheat_"..math.random(2,3)}) minetest.add_node(pos, {name="farming:wheat_"..math.random(2,3)})
end end
elseif string.find(n.name, "farming:potato_") ~= nil then elseif string.find(n.name, "farming:potato_") ~= nil then
stage = tonumber(string.sub(n.name, 16)) stage = tonumber(string.sub(n.name, 16))
if stage == 1 then if stage == 1 then
minetest.env:add_node(pos, {name="farming:potato_"..math.random(stage,2)}) minetest.add_node(pos, {name="farming:potato_"..math.random(stage,2)})
else else
minetest.env:add_node(pos, {name="farming:potato"}) minetest.add_node(pos, {name="farming:potato"})
end end
elseif string.find(n.name, "farming:carrot_") ~= nil then elseif string.find(n.name, "farming:carrot_") ~= nil then
stage = tonumber(string.sub(n.name, 16)) stage = tonumber(string.sub(n.name, 16))
if stage == 1 then if stage == 1 then
minetest.env:add_node(pos, {name="farming:carrot_"..math.random(stage,2)}) minetest.add_node(pos, {name="farming:carrot_"..math.random(stage,2)})
else else
minetest.env:add_node(pos, {name="farming:carrot"}) minetest.add_node(pos, {name="farming:carrot"})
end end
elseif string.find(n.name, "farming:pumpkin_") ~= nil then elseif string.find(n.name, "farming:pumpkin_") ~= nil then
stage = tonumber(string.sub(n.name, 17)) stage = tonumber(string.sub(n.name, 17))
if stage == 1 then if stage == 1 then
minetest.env:add_node(pos, {name="farming:pumpkin_"..math.random(stage,2)}) minetest.add_node(pos, {name="farming:pumpkin_"..math.random(stage,2)})
else else
minetest.env:add_node(pos, {name="farming:pumpkintige_unconnect"}) minetest.add_node(pos, {name="farming:pumpkintige_unconnect"})
end end
elseif string.find(n.name, "farming:melontige_") ~= nil then elseif string.find(n.name, "farming:melontige_") ~= nil then
stage = tonumber(string.sub(n.name, 18)) stage = tonumber(string.sub(n.name, 18))
if stage == 1 then if stage == 1 then
minetest.env:add_node(pos, {name="farming:melontige_"..math.random(stage,2)}) minetest.add_node(pos, {name="farming:melontige_"..math.random(stage,2)})
else else
minetest.env:add_node(pos, {name="farming:melontige_unconnect"}) minetest.add_node(pos, {name="farming:melontige_unconnect"})
end end
elseif n.name ~= "" and n.name == "default:junglesapling" then elseif n.name ~= "" and n.name == "default:junglesapling" then
minetest.env:add_node(pos, {name="air"}) minetest.add_node(pos, {name="air"})
generate_tree(pos, "default:jungletree", "default:jungleleaves", 2) generate_tree(pos, "default:jungletree", "default:jungleleaves", 2)
elseif n.name ~="" and n.name == "default:reeds" then elseif n.name ~="" and n.name == "default:reeds" then
grow_reeds(pos) grow_reeds(pos)
@ -526,14 +526,14 @@ function duengen(pointed_thing)
for j = -3, 2, 1 do for j = -3, 2, 1 do
pos = pointed_thing.above pos = pointed_thing.above
pos = {x=pos.x+i, y=pos.y, z=pos.z+j} pos = {x=pos.x+i, y=pos.y, z=pos.z+j}
n = minetest.env:get_node(pos) n = minetest.get_node(pos)
n2 = minetest.env:get_node({x=pos.x, y=pos.y-1, z=pos.z}) n2 = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
if n.name ~= "" and n.name == "air" and n2.name == "default:dirt_with_grass" then if n.name ~= "" and n.name == "air" and n2.name == "default:dirt_with_grass" then
if math.random(0,5) > 3 then if math.random(0,5) > 3 then
minetest.env:add_node(pos, {name=plant_tab[math.random(0, rnd_max)]}) minetest.add_node(pos, {name=plant_tab[math.random(0, rnd_max)]})
else else
minetest.env:add_node(pos, {name=plant_tab[math.random(0, 5)]}) minetest.add_node(pos, {name=plant_tab[math.random(0, 5)]})
end end
end end
@ -559,7 +559,7 @@ minetest.register_abm({
local can_change = 0 local can_change = 0
for i=1,4 do for i=1,4 do
local p = {x=pos.x, y=pos.y+i, z=pos.z} local p = {x=pos.x, y=pos.y+i, z=pos.z}
local n = minetest.env:get_node(p) local n = minetest.get_node(p)
-- On verifie si il y a de l'air -- On verifie si il y a de l'air
if (n.name=="air") then if (n.name=="air") then
can_change = can_change + 1 can_change = can_change + 1
@ -568,7 +568,7 @@ minetest.register_abm({
if can_change > 3 then if can_change > 3 then
local light = minetest.get_node_light(pos) local light = minetest.get_node_light(pos)
if light or light > 10 then if light or light > 10 then
minetest.env:add_node(pos, {name="default:dirt_with_grass"}) minetest.add_node(pos, {name="default:dirt_with_grass"})
end end
end end
@ -589,7 +589,7 @@ minetest.register_abm({
action = function(pos) action = function(pos)
local light = minetest.get_node_light(pos) local light = minetest.get_node_light(pos)
if light or light > 10 then if light or light > 10 then
minetest.env:add_node(pos, {name="air"}) minetest.add_node(pos, {name="air"})
generate_tree(pos, "default:tree", "default:leaves", 1) generate_tree(pos, "default:tree", "default:leaves", 1)
end end
end, end,
@ -604,7 +604,7 @@ minetest.register_abm({
action = function(pos) action = function(pos)
local light = minetest.get_node_light(pos) local light = minetest.get_node_light(pos)
if light or light > 10 then if light or light > 10 then
minetest.env:add_node(pos, {name="air"}) minetest.add_node(pos, {name="air"})
generate_tree(pos, "default:jungletree", "default:jungleleaves", 2) generate_tree(pos, "default:jungletree", "default:jungleleaves", 2)
end end
end, end,
@ -619,10 +619,10 @@ minetest.register_abm({
chance = 5, chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider) action = function(pos, node, active_object_count, active_object_count_wider)
local newpos = {x=pos.x, y=pos.y-1, z=pos.z} local newpos = {x=pos.x, y=pos.y-1, z=pos.z}
local n = minetest.env:get_node(newpos) local n = minetest.get_node(newpos)
if n.name == "air" then if n.name == "air" then
walldir = node.param2 walldir = node.param2
minetest.env:add_node(newpos, {name = "default:vine", param2 = walldir}) minetest.add_node(newpos, {name = "default:vine", param2 = walldir})
end end
end end
}) })
@ -638,7 +638,7 @@ snowball_VELOCITY=19
--Shoot snowball. --Shoot snowball.
snow_shoot_snowball=function (item, player, pointed_thing) snow_shoot_snowball=function (item, player, pointed_thing)
local playerpos=player:getpos() local playerpos=player:getpos()
local obj=minetest.env:add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "default:snowball_entity") local obj=minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "default:snowball_entity")
local dir=player:get_look_dir() local dir=player:get_look_dir()
obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY}) obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3}) obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
@ -659,7 +659,7 @@ snowball_ENTITY={
snowball_ENTITY.on_step = function(self, dtime) snowball_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime self.timer=self.timer+dtime
local pos = self.object:getpos() local pos = self.object:getpos()
local node = minetest.env:get_node(pos) local node = minetest.get_node(pos)
--Become item when hitting a node. --Become item when hitting a node.
if self.lastpos.x~=nil then --If there is no lastpos for some reason. if self.lastpos.x~=nil then --If there is no lastpos for some reason.
@ -874,7 +874,7 @@ minetest.register_abm({
end end
if not do_preserve then if not do_preserve then
-- Drop stuff other than the node itself -- Drop stuff other than the node itself
itemstacks = minetest.get_node_drops(n0.name) local itemstacks = minetest.get_node_drops(n0.name)
for _, itemname in ipairs(itemstacks) do for _, itemname in ipairs(itemstacks) do
if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
itemname ~= n0.name then itemname ~= n0.name then

View file

@ -335,7 +335,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
if is_shallow then if is_shallow then
for x1=-divlen,divlen do for x1=-divlen,divlen do
for z1=-divlen,divlen do for z1=-divlen,divlen do
if minetest.env:get_node({x=cx+x1,y=0,z=cz+z1}).name == "default:sand" then if minetest.env:get_node({x=cx+x1,y=0,z=cz+z1}).name == "default:sand" or minetest.env:get_node({x=cx+x1,y=0,z=cz+z1}).name == "default:sandstone" then
minetest.env:set_node({x=cx+x1,y=0,z=cz+z1}, {name="default:clay"}) minetest.env:set_node({x=cx+x1,y=0,z=cz+z1}, {name="default:clay"})
end end
end end
@ -366,6 +366,12 @@ minetest.register_on_generated(function(minp, maxp, seed)
minetest.env:find_node_near({x=x,y=1,z=z}, 1, "default:water_source") then minetest.env:find_node_near({x=x,y=1,z=z}, 1, "default:water_source") then
default.make_reeds({x=x,y=2,z=z}, pr:next(2, 4)) default.make_reeds({x=x,y=2,z=z}, pr:next(2, 4))
end end
if minetest.env:get_node({x=x,y=1,z=z}).name == "default:sand" then
if math.random(0,1000) == 1 then -- 0,12000
random_struct.call_struct(p,2)
end
end
end end
end end
end end
@ -443,6 +449,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
-- If dirt with grass, add grass -- If dirt with grass, add grass
elseif nn == "default:dirt_with_grass" then elseif nn == "default:dirt_with_grass" then
minetest.env:set_node(p,{name="default:grass"}) minetest.env:set_node(p,{name="default:grass"})
if math.random(0,12000) == 1 then
random_struct.call_struct(p,1)
end
end end
end end
end end

1050
mods/mobs/api.lua~ Normal file

File diff suppressed because it is too large Load diff

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View file

@ -15,5 +15,266 @@ random_struct.get_struct = function(file)
return allnode return allnode
end end
-- World edit function
random_struct.valueversion_WE = function(value)
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
return 3
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then --previous meta flat table format
return 2
end
return 1 --original flat table format
elseif value:find("%{") then --current nested table format
return 4
end
return 0 --unknown format
end
random_struct.allocate_WE = function(originpos, value)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local version = random_struct.valueversion_WE (value)
if version == 1 or version == 2 then --flat table format
--obtain the node table
local get_tables = loadstring(value)
if get_tables then --error loading value
return originpos, originpos, count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--check the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
else --previous meta flat table format
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
elseif version == 3 then --previous list format
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
local x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, count
end
random_struct.deserialise_WE = function(originpos, value)
--make area stay loaded
local pos1, pos2 = random_struct.allocate_WE(originpos, value)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = random_struct.valueversion_WE(value)
if version == 1 or version == 2 then --original flat table format
--obtain the node table
local get_tables = loadstring(value)
if not get_tables then --error loading value
return count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--load the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
add_node(pos, entry[2])
end
else --previous meta flat table format
for index = 1, #nodes do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
get_meta(entry):from_table(entry.meta)
end
end
elseif version == 3 then --previous list format
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
node.name, node.param1, node.param2 = name, param1, param2
add_node(pos, node)
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
--load the nodes
count = #nodes
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
get_meta(entry):from_table(entry.meta)
end
end
return count
end
-- End of world edit deserialise part
-- The call of Struct
random_struct.call_struct= function(pos, struct_style)
-- 1 : City , 2 : Temple Sand
if struct_style == 1 then
random_struct.generatecity(pos)
elseif struct_style == 2 then
random_struct.generate_temple_sand(pos)
end
end
random_struct.generatecity = function(pos)
-- No Generating for the moment only place it :D
local city = random_struct.get_struct("pnj_town_1.we")
local newpos = {x=pos.x,y=pos.y,z=pos.z}
if newpos == nil then
return
end
random_struct.deserialise_WE(newpos, city )
end
random_struct.generate_temple_sand = function(pos)
-- No Generating for the temple ... Why using it ? No Change
local temple = random_struct.get_struct("desert_temple.we")
local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
if newpos == nil then
return
end
random_struct.deserialise_WE(newpos, temple)
end
-- Debug command
minetest.register_chatcommand("spawnstruct", {
params = "",
description = "Spawn a Struct.",
func = function(name, param)
local pos= minetest.get_player_by_name(name):getpos()
if not pos then
return
end
if param == "" or param == "help" then
minetest.chat_send_player(name, "Please use instruction /spawnstruct TYPE")
minetest.chat_send_player(name, "TYPE avaiable : town, temple_sand")
end
if param == "town" then
random_struct.generatecity(pos)
minetest.chat_send_player(name, "Town Created")
end
if param == "temple_sand" then
random_struct.generate_temple_sand(pos)
minetest.chat_send_player(name, "Temple Sand Created")
end
end
})
local time_to_load= os.clock() - init local time_to_load= os.clock() - init
print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load)) print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))

View file

@ -0,0 +1,282 @@
local init = os.clock()
random_struct ={}
random_struct.get_struct = function(file)
local localfile = minetest.get_modpath("random_struct").."/build/"..file
local file, errorload = io.open(localfile, "rb")
if errorload ~= nil then
minetest.log("action", '[Random_Struct] error: could not open this struct "' .. localfile .. '"')
return nil
end
local allnode = file:read("*a")
file:close()
return allnode
end
-- World edit function
random_struct.valueversion_WE = function(value)
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
return 3
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then --previous meta flat table format
return 2
end
return 1 --original flat table format
elseif value:find("%{") then --current nested table format
return 4
end
return 0 --unknown format
end
random_struct.allocate_WE = function(originpos, value)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local version = random_struct.valueversion_WE (value)
if version == 1 or version == 2 then --flat table format
--obtain the node table
local get_tables = loadstring(value)
if get_tables then --error loading value
return originpos, originpos, count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--check the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
else --previous meta flat table format
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
elseif version == 3 then --previous list format
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
local x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, count
end
random_struct.deserialise_WE = function(originpos, value)
--make area stay loaded
local pos1, pos2 = random_struct.allocate_WE(originpos, value)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = random_struct.valueversion_WE(value)
if version == 1 or version == 2 then --original flat table format
--obtain the node table
local get_tables = loadstring(value)
if not get_tables then --error loading value
return count
end
local tables = get_tables()
--transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
local nodes = tables[1]
--load the node array
count = #nodes
if version == 1 then --original flat table format
for index = 1, count do
local entry = nodes[index]
local pos = entry[1]
pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
add_node(pos, entry[2])
end
else --previous meta flat table format
for index = 1, #nodes do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
get_meta(entry):from_table(entry.meta)
end
end
elseif version == 3 then --previous list format
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
node.name, node.param1, node.param2 = name, param1, param2
add_node(pos, node)
count = count + 1
end
elseif version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
--load the nodes
count = #nodes
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
get_meta(entry):from_table(entry.meta)
end
end
return count
end
-- End of world edit deserialise part
-- The call of Struct
random_struct.call_struct= function(pos, struct_style)
if math.random(1,2) == 1 then
-- 1 : City , 2 : Temple Sand
if struct_style == 1 then
random_struct.generatecity(pos)
elseif struct_style == 2 then
random_struct.generate_temple_sand(pos)
end
end
end
random_struct.generatecity = function(pos)
-- No Generating for the moment only place it :D
local city = random_struct.get_struct("pnj_town_1.we")
local newpos = {x=pos.x,y=pos.y,z=pos.z}
if newpos == nil then
return
end
random_struct.deserialise_WE(newpos, city )
end
random_struct.generate_temple_sand = function(pos)
-- No Generating for the temple ... Why using it ? No Change
local temple = random_struct.get_struct("desert_temple.we")
local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
if newpos == nil then
return
end
random_struct.deserialise_WE(newpos, temple)
end
-- Debug command
minetest.register_chatcommand("spawnstruct", {
params = "",
description = "Spawn a Struct.",
func = function(name, param)
local pos= minetest.get_player_by_name(name):getpos()
if not pos then
return
end
if param == "" or param == "help" then
minetest.chat_send_player(name, "Please use instruction /spawnstruct TYPE")
minetest.chat_send_player(name, "TYPE avaiable : town, temple_sand")
end
if param == "town" then
random_struct.generatecity(pos)
minetest.chat_send_player(name, "Town Created")
end
if param == "temple_sand" then
random_struct.generate_temple_sand(pos)
minetest.chat_send_player(name, "Temple Sand Created")
end
end
})
local time_to_load= os.clock() - init
print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))

View file

@ -36,6 +36,18 @@ function stairs.register_stair(subname, recipeitem, groups, images, description,
return itemstack return itemstack
end end
end end
local futurpos = pointed_thing.under
local frontstair = {x=futurpos.x-1, y=futurpos.y+1, z=futurpos.z}
local leftstair = {x=futurpos.x, y=futurpos.y+1, z=futurpos.z+1}
print( minetest.get_node(frontstair).name)
if minetest.get_node(frontstair).name == "stairs:stair_"..subname.."" and minetest.get_node(leftstair).name == "stairs:stair_"..subname.."" then
local fakestack = ItemStack("stairs:stair_" .. subname.."_corner_1")
local ret = minetest.item_place(fakestack, placer, pointed_thing)
if ret:is_empty() then
itemstack:take_item()
return itemstack
end
end
-- Otherwise place regularly -- Otherwise place regularly
return minetest.item_place(itemstack, placer, pointed_thing) return minetest.item_place(itemstack, placer, pointed_thing)
@ -60,6 +72,24 @@ function stairs.register_stair(subname, recipeitem, groups, images, description,
}, },
}) })
minetest.register_node(":stairs:stair_" .. subname.."_corner_1", {
drop = "stairs:stair_" .. subname,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
groups = groups,
sounds = sounds,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, -0, -0, 0, 0.5, 0.5},
},
},
})
minetest.register_craft({ minetest.register_craft({
output = 'stairs:stair_' .. subname .. ' 4', output = 'stairs:stair_' .. subname .. ' 4',
recipe = { recipe = {