local init = os.clock() mcl_structures ={} mcl_structures.get_struct = function(file) local localfile = minetest.get_modpath("mcl_structures").."/schematics/"..file local file, errorload = io.open(localfile, "rb") if errorload ~= nil then minetest.log("error", '[mcl_structures] Could not open this struct: ' .. localfile) return nil end local allnode = file:read("*a") file:close() return allnode end -- The call of Struct mcl_structures.call_struct = function(pos, struct_style, rotation) if not rotation then rotation = "random" end if struct_style == "village" then return mcl_structures.generate_village(pos, rotation) elseif struct_style == "desert_temple" then return mcl_structures.generate_desert_temple(pos, rotation) elseif struct_style == "desert_well" then return mcl_structures.generate_desert_well(pos, rotation) elseif struct_style == "igloo" then return mcl_structures.generate_igloo_top(pos, rotation) elseif struct_style == "witch_hut" then return mcl_structures.generate_witch_hut(pos, rotation) elseif struct_style == "ice_spike_small" then return mcl_structures.generate_ice_spike_small(pos, rotation) elseif struct_style == "ice_spike_large" then return mcl_structures.generate_ice_spike_large(pos, rotation) elseif struct_style == "boulder" then return mcl_structures.generate_boulder(pos, rotation) elseif struct_style == "fossil" then return mcl_structures.generate_fossil(pos, rotation) elseif struct_style == "end_exit_portal" then return mcl_structures.generate_end_exit_portal(pos, rotation) end end mcl_structures.generate_village = function(pos) -- No generating for the moment, only place it :D -- TODO: Do complete overhaul of the algorithm local newpos = {x=pos.x,y=pos.y-1,z=pos.z} local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_village.mts" return minetest.place_schematic(newpos, path, "random", nil, true) end mcl_structures.generate_desert_well = function(pos) local newpos = {x=pos.x,y=pos.y-2,z=pos.z} local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_well.mts" return minetest.place_schematic(newpos, path, "0", nil, true) end mcl_structures.generate_igloo_top = function(pos) -- FIXME: This spawns bookshelf instead of furnace. Fix this! -- Furnace does ot work atm because apparently meta is not set. :-( local newpos = {x=pos.x,y=pos.y-1,z=pos.z} local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_top.mts" return minetest.place_schematic(newpos, path, "random", nil, true) end mcl_structures.generate_igloo_basement = function(pos, orientation) -- TODO: Add brewing stand local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts" return minetest.place_schematic(pos, path, orientation, nil, true) end mcl_structures.generate_boulder = function(pos) -- Choose between 2 boulder sizes (2×2×2 or 3×3×3) local r = math.random(1, 10) local path if r <= 3 then path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts" else path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts" end local newpos = {x=pos.x,y=pos.y-1,z=pos.z} return minetest.place_schematic(newpos, path) end mcl_structures.generate_witch_hut = function(pos, rotation) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts" return minetest.place_schematic(pos, path, rotation, nil, true) end mcl_structures.generate_ice_spike_small = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts" return minetest.place_schematic(pos, path, "random", nil, false) end mcl_structures.generate_ice_spike_large = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts" return minetest.place_schematic(pos, path, "random", nil, false) end mcl_structures.generate_fossil = function(pos) -- Generates one out of 8 possible fossil pieces local newpos = {x=pos.x,y=pos.y-1,z=pos.z} local fossils = { "mcl_structures_fossil_skull_1.mts", -- 4×5×5 "mcl_structures_fossil_skull_2.mts", -- 5×5×5 "mcl_structures_fossil_skull_3.mts", -- 5×5×7 "mcl_structures_fossil_skull_4.mts", -- 7×5×5 "mcl_structures_fossil_spine_1.mts", -- 3×3×13 "mcl_structures_fossil_spine_2.mts", -- 5×4×13 "mcl_structures_fossil_spine_3.mts", -- 7×4×13 "mcl_structures_fossil_spine_4.mts", -- 8×5×13 } local r = math.random(1, #fossils) local path = minetest.get_modpath("mcl_structures").."/schematics/"..fossils[r] return minetest.place_schematic(newpos, path, "random", nil, true) end mcl_structures.generate_end_exit_portal = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_exit_portal.mts" return minetest.place_schematic(pos, path, "0", nil, true) end mcl_structures.generate_desert_temple = function(pos) -- No Generating for the temple ... Why using it ? No Change local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_temple.mts" local newpos = {x=pos.x,y=pos.y-12,z=pos.z} local size = {x=22, y=24, z=22} if newpos == nil then return end local ret = minetest.place_schematic(newpos, path, "random", nil, true) if ret == nil then return ret end -- Find chests. -- FIXME: Searching this large area just for the chets is not efficient. Need a better way to find the chests; -- probably let's just infer it from newpos because the schematic always the same. local chests = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mcl_chests:chest") -- Add desert temple loot into chests for c=1, #chests do -- FIXME: Use better seeding local pr = PseudoRandom(math.random(0, 4294967295)) local lootitems = mcl_loot.get_multi_loot({ { stacks_min = 2, stacks_max = 4, items = { { itemstring = "mcl_mobitems:bone", weight = 25, amount_min = 4, amount_max=6 }, { itemstring = "mcl_mobitems:rotten_flesh", weight = 25, amount_min = 3, amount_max=7 }, { itemstring = "mcl_mobitems:spider_eye", weight = 25, amount_min = 1, amount_max=3 }, -- TODO: Enchanted Book { itemstring = "mcl_books:book", weight = 20, }, { itemstring = "mcl_mobitems:saddle", weight = 20, }, { itemstring = "mcl_core:apple_gold", weight = 20, }, { itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 }, { itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 }, { itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 3 }, { itemstring = "", weight = 15, }, { itemstring = "mobs_mc:iron_horse_armor", weight = 15, }, { itemstring = "mobs_mc:gold_horse_armor", weight = 10, }, { itemstring = "mobs_mc:diamond_horse_armor", weight = 5, }, { itemstring = "mcl_core:diamond", weight = 5, amount_min = 1, amount_max = 3 }, -- TODO: Enchanted Golden Apple { itemstring = "mcl_core:apple_gold", weight = 2, }, } }, { stacks_min = 4, stacks_max = 4, items = { { itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 }, { itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 }, { itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 }, { itemstring = "mcl_core:sand", weight = 10, amount_min = 1, amount_max = 8 }, { itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 }, } }}, pr) local meta = minetest.get_meta(chests[c]) local inv = meta:get_inventory() inv:set_size("main", 9*3) for i=1, #lootitems do inv:add_item("main", lootitems[i]) end end -- Initialize pressure plates local pplates = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mesecons_pressureplates:pressure_plate_stone_off") for p=1, #pplates do minetest.registered_nodes["mesecons_pressureplates:pressure_plate_stone_off"].on_construct(pplates[p]) end return ret end -- Debug command minetest.register_chatcommand("spawnstruct", { params = "desert_temple | desert_well | igloo | village | witch_hut | boulder | ice_spike_small | ice_spike_large | fossil | end_exit_portal", description = "Generate a pre-defined structure near your position.", privs = {debug = true}, func = function(name, param) local pos= minetest.get_player_by_name(name):getpos() if not pos then return end local errord = false if param == "village" then mcl_structures.generate_village(pos) minetest.chat_send_player(name, "Village built.") elseif param == "desert_temple" then mcl_structures.generate_desert_temple(pos) minetest.chat_send_player(name, "Desert temple built.") elseif param == "desert_well" then mcl_structures.generate_desert_well(pos) minetest.chat_send_player(name, "Desert well built.") elseif param == "igloo" then mcl_structures.generate_igloo_top(pos) minetest.chat_send_player(name, "Igloo built.") elseif param == "witch_hut" then mcl_structures.generate_witch_hut(pos) minetest.chat_send_player(name, "Witch hut built.") elseif param == "boulder" then mcl_structures.generate_boulder(pos) minetest.chat_send_player(name, "Moss stone boulder placed.") elseif param == "fossil" then mcl_structures.generate_fossil(pos) minetest.chat_send_player(name, "Fossil placed.") elseif param == "ice_spike_small" then mcl_structures.generate_ice_spike_small(pos) minetest.chat_send_player(name, "Small ice spike placed.") elseif param == "ice_spike_large" then mcl_structures.generate_ice_spike_large(pos) minetest.chat_send_player(name, "Large ice spike placed.") elseif param == "end_exit_portal" then mcl_structures.generate_end_exit_portal(pos) minetest.chat_send_player(name, "End exit portal placed.") elseif param == "" then minetest.chat_send_player(name, "Error: No structure type given. Please use “/spawnstruct ”.") errord = true else minetest.chat_send_player(name, "Error: Unknown structure type. Please use “/spawnstruct ”.") errord = true end if errord then minetest.chat_send_player(name, "Use /help spawnstruct to see a list of avaiable types.") end end }) local time_to_load= os.clock() - init minetest.log("action", (string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load)))