2022-06-24 03:11:24 +03:00
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local modpath = minetest.get_modpath(modname)
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2022-06-24 04:08:52 +03:00
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local function temple_placement_callback(pos,def, pr)
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local hl = def.sidelen / 2
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local p1 = vector.offset(pos,-hl,-hl,-hl)
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local p2 = vector.offset(pos,hl,hl,hl)
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2022-06-24 03:11:24 +03:00
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-- Delete cacti leftovers:
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local cactus_nodes = minetest.find_nodes_in_area_under_air(p1, p2, "mcl_core:cactus")
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if cactus_nodes and #cactus_nodes > 0 then
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for _, pos in pairs(cactus_nodes) do
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local node_below = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
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if node_below and node_below.name == "mcl_core:sandstone" then
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minetest.swap_node(pos, {name="air"})
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end
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end
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end
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-- Find chests.
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-- FIXME: Searching this large area just for the chets is not efficient. Need a better way to find the chests;
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-- probably let's just infer it from newpos because the schematic always the same.
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local chests = minetest.find_nodes_in_area(p1, p2, "mcl_chests:chest")
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-- Add desert temple loot into chests
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for c=1, #chests do
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local lootitems = mcl_loot.get_multi_loot({
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 25, amount_min = 4, amount_max=6 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 25, amount_min = 3, amount_max=7 },
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{ itemstring = "mcl_mobitems:spider_eye", weight = 25, amount_min = 1, amount_max=3 },
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{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_mobitems:saddle", weight = 20, },
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{ itemstring = "mcl_core:apple_gold", weight = 20, },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "", weight = 15, },
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{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 15, },
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{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 10, },
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{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 5, },
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{ itemstring = "mcl_core:diamond", weight = 5, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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},
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{
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stacks_min = 4,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_core:sand", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 },
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}
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}}, pr)
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mcl_structures.init_node_construct(chests[c])
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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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mcl_loot.fill_inventory(inv, "main", lootitems, pr)
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end
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-- Initialize pressure plates and randomly remove up to 5 plates
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local pplates = minetest.find_nodes_in_area(p1, p2, "mesecons_pressureplates:pressure_plate_stone_off")
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local pplates_remove = 5
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for p=1, #pplates do
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if pplates_remove > 0 and pr:next(1, 100) >= 50 then
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-- Remove plate
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minetest.remove_node(pplates[p])
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pplates_remove = pplates_remove - 1
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else
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-- Initialize plate
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minetest.registered_nodes["mesecons_pressureplates:pressure_plate_stone_off"].on_construct(pplates[p])
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end
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end
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end
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mcl_structures.register_structure("desert_temple",{
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place_on = {"group:sand"},
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noise_params = {
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offset = 0,
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scale = 0.0000822,
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spread = {x = 250, y = 250, z = 250},
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seed = 34115,
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octaves = 3,
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persist = -0.4,
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flags = "absvalue",
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},
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flags = "place_center_x, place_center_z",
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solid_ground = true,
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make_foundation = true,
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sidelen = 18,
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y_offset = -12,
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chunk_probability = 256,
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y_max = mcl_vars.mg_overworld_max,
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y_min = 1,
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biomes = { "Desert" },
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filenames = { modpath.."/schematics/mcl_structures_desert_temple.mts" },
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2022-06-24 04:08:52 +03:00
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after_place = temple_placement_callback
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2022-06-24 03:11:24 +03:00
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})
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