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local modname = minetest.get_current_modname ( )
local S = minetest.get_translator ( modname )
local modpath = minetest.get_modpath ( modname )
mcl_structures = { }
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local rotations = {
" 0 " ,
" 90 " ,
" 180 " ,
" 270 "
}
local function ecb_place ( blockpos , action , calls_remaining , param )
if calls_remaining >= 1 then return end
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minetest.place_schematic ( param.pos , param.schematic , param.rotation , param.replacements , param.force_placement , param.flags )
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if param.after_placement_callback and param.p1 and param.p2 then
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param.after_placement_callback ( param.p1 , param.p2 , param.size , param.rotation , param.pr , param.callback_param )
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end
end
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function mcl_structures . place_schematic ( pos , schematic , rotation , replacements , force_placement , flags , after_placement_callback , pr , callback_param )
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local s = loadstring ( minetest.serialize_schematic ( schematic , " lua " , { lua_use_comments = false , lua_num_indent_spaces = 0 } ) .. " return schematic " ) ( )
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if s and s.size then
local x , z = s.size . x , s.size . z
if rotation then
if rotation == " random " and pr then
rotation = rotations [ pr : next ( 1 , # rotations ) ]
end
if rotation == " random " then
x = math.max ( x , z )
z = x
elseif rotation == " 90 " or rotation == " 270 " then
x , z = z , x
end
end
local p1 = { x = pos.x , y = pos.y , z = pos.z }
local p2 = { x = pos.x + x - 1 , y = pos.y + s.size . y - 1 , z = pos.z + z - 1 }
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minetest.log ( " verbose " , " [mcl_structures] size= " .. minetest.pos_to_string ( s.size ) .. " , rotation= " .. tostring ( rotation ) .. " , emerge from " .. minetest.pos_to_string ( p1 ) .. " to " .. minetest.pos_to_string ( p2 ) )
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local param = { pos = vector.new ( pos ) , schematic = s , rotation = rotation , replacements = replacements , force_placement = force_placement , flags = flags , p1 = p1 , p2 = p2 , after_placement_callback = after_placement_callback , size = vector.new ( s.size ) , pr = pr , callback_param = callback_param }
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minetest.emerge_area ( p1 , p2 , ecb_place , param )
end
end
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function mcl_structures . get_struct ( file )
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local localfile = modpath .. " /schematics/ " .. file
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local file , errorload = io.open ( localfile , " rb " )
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if errorload then
minetest.log ( " error " , " [mcl_structures] Could not open this struct: " .. localfile )
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return nil
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end
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local allnode = file : read ( " *a " )
file : close ( )
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return allnode
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end
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-- Call on_construct on pos.
-- Useful to init chests from formspec.
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local function init_node_construct ( pos )
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local node = minetest.get_node ( pos )
local def = minetest.registered_nodes [ node.name ]
if def and def.on_construct then
def.on_construct ( pos )
return true
end
return false
end
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-- The call of Struct
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function mcl_structures . call_struct ( pos , struct_style , rotation , pr )
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minetest.log ( " action " , " [mcl_structures] call_struct " .. struct_style .. " at " .. minetest.pos_to_string ( pos ) )
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if not rotation then
rotation = " random "
end
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if struct_style == " desert_temple " then
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return mcl_structures.generate_desert_temple ( pos , rotation , pr )
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elseif struct_style == " desert_well " then
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return mcl_structures.generate_desert_well ( pos , rotation )
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elseif struct_style == " igloo " then
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return mcl_structures.generate_igloo ( pos , rotation , pr )
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elseif struct_style == " witch_hut " then
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return mcl_structures.generate_witch_hut ( pos , rotation )
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elseif struct_style == " ice_spike_small " then
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return mcl_structures.generate_ice_spike_small ( pos , rotation )
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elseif struct_style == " ice_spike_large " then
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return mcl_structures.generate_ice_spike_large ( pos , rotation )
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elseif struct_style == " boulder " then
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return mcl_structures.generate_boulder ( pos , rotation , pr )
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elseif struct_style == " fossil " then
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return mcl_structures.generate_fossil ( pos , rotation , pr )
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elseif struct_style == " end_exit_portal " then
return mcl_structures.generate_end_exit_portal ( pos , rotation )
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elseif struct_style == " end_exit_portal_open " then
return mcl_structures.generate_end_exit_portal_open ( pos , rotation )
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elseif struct_style == " end_gateway_portal " then
return mcl_structures.generate_end_gateway_portal ( pos , rotation )
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elseif struct_style == " end_portal_shrine " then
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return mcl_structures.generate_end_portal_shrine ( pos , rotation , pr )
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end
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end
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function mcl_structures . generate_desert_well ( pos , rot )
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local newpos = { x = pos.x , y = pos.y - 2 , z = pos.z }
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local path = modpath .. " /schematics/mcl_structures_desert_well.mts "
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return mcl_structures.place_schematic ( newpos , path , rot or " 0 " , nil , true )
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end
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function mcl_structures . generate_igloo ( pos , rotation , pr )
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-- Place igloo
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local success , rotation = mcl_structures.generate_igloo_top ( pos , pr )
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-- Place igloo basement with 50% chance
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local r = pr : next ( 1 , 2 )
if r == 1 then
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-- Select basement depth
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local dim = mcl_worlds.pos_to_dimension ( pos )
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--local buffer = pos.y - (mcl_vars.mg_lava_overworld_max + 10)
local buffer
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if dim == " nether " then
buffer = pos.y - ( mcl_vars.mg_lava_nether_max + 10 )
elseif dim == " end " then
buffer = pos.y - ( mcl_vars.mg_end_min + 1 )
elseif dim == " overworld " then
buffer = pos.y - ( mcl_vars.mg_lava_overworld_max + 10 )
else
return success
end
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if buffer <= 19 then
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return success
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end
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local depth = pr : next ( 19 , buffer )
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local bpos = { x = pos.x , y = pos.y - depth , z = pos.z }
-- trapdoor position
local tpos
local dir , tdir
if rotation == " 0 " then
dir = { x =- 1 , y = 0 , z = 0 }
tdir = { x = 1 , y = 0 , z = 0 }
tpos = { x = pos.x + 7 , y = pos.y - 1 , z = pos.z + 3 }
elseif rotation == " 90 " then
dir = { x = 0 , y = 0 , z =- 1 }
tdir = { x = 0 , y = 0 , z =- 1 }
tpos = { x = pos.x + 3 , y = pos.y - 1 , z = pos.z + 1 }
elseif rotation == " 180 " then
dir = { x = 1 , y = 0 , z = 0 }
tdir = { x =- 1 , y = 0 , z = 0 }
tpos = { x = pos.x + 1 , y = pos.y - 1 , z = pos.z + 3 }
elseif rotation == " 270 " then
dir = { x = 0 , y = 0 , z = 1 }
tdir = { x = 0 , y = 0 , z = 1 }
tpos = { x = pos.x + 3 , y = pos.y - 1 , z = pos.z + 7 }
else
return success
end
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local function set_brick ( pos )
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local c = pr : next ( 1 , 3 ) -- cracked chance
local m = pr : next ( 1 , 10 ) -- chance for monster egg
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local brick
if m == 1 then
if c == 1 then
brick = " mcl_monster_eggs:monster_egg_stonebrickcracked "
else
brick = " mcl_monster_eggs:monster_egg_stonebrick "
end
else
if c == 1 then
brick = " mcl_core:stonebrickcracked "
else
brick = " mcl_core:stonebrick "
end
end
minetest.set_node ( pos , { name = brick } )
end
local ladder_param2 = minetest.dir_to_wallmounted ( tdir )
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local real_depth = 0
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-- Check how deep we can actuall dig
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for y = 1 , depth - 5 do
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real_depth = real_depth + 1
local node = minetest.get_node ( { x = tpos.x , y = tpos.y - y , z = tpos.z } )
local def = minetest.registered_nodes [ node.name ]
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if not ( def and def.walkable and def.liquidtype == " none " and def.is_ground_content ) then
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bpos.y = tpos.y - y + 1
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break
end
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end
if real_depth <= 6 then
return success
end
-- Generate ladder to basement
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for y = 1 , real_depth - 1 do
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set_brick ( { x = tpos.x - 1 , y = tpos.y - y , z = tpos.z } )
set_brick ( { x = tpos.x + 1 , y = tpos.y - y , z = tpos.z } )
set_brick ( { x = tpos.x , y = tpos.y - y , z = tpos.z - 1 } )
set_brick ( { x = tpos.x , y = tpos.y - y , z = tpos.z + 1 } )
minetest.set_node ( { x = tpos.x , y = tpos.y - y , z = tpos.z } , { name = " mcl_core:ladder " , param2 = ladder_param2 } )
end
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-- Place basement
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mcl_structures.generate_igloo_basement ( bpos , rotation , pr )
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-- Place hidden trapdoor
minetest.after ( 5 , function ( tpos , dir )
minetest.set_node ( tpos , { name = " mcl_doors:trapdoor " , param2 = 20 + minetest.dir_to_facedir ( dir ) } ) -- TODO: more reliable param2
end , tpos , dir )
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end
return success
end
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function mcl_structures . generate_igloo_top ( pos , pr )
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-- FIXME: This spawns bookshelf instead of furnace. Fix this!
-- Furnace does ot work atm because apparently meta is not set. :-(
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local newpos = { x = pos.x , y = pos.y - 1 , z = pos.z }
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local path = modpath .. " /schematics/mcl_structures_igloo_top.mts "
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local rotation = tostring ( pr : next ( 0 , 3 ) * 90 )
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return mcl_structures.place_schematic ( newpos , path , rotation , nil , true ) , rotation
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end
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local function igloo_placement_callback ( p1 , p2 , size , orientation , pr )
local chest_offset
if orientation == " 0 " then
chest_offset = { x = 5 , y = 1 , z = 5 }
elseif orientation == " 90 " then
chest_offset = { x = 5 , y = 1 , z = 3 }
elseif orientation == " 180 " then
chest_offset = { x = 3 , y = 1 , z = 1 }
elseif orientation == " 270 " then
chest_offset = { x = 1 , y = 1 , z = 5 }
else
return
end
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--local size = {x=9,y=5,z=7}
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local lootitems = mcl_loot.get_multi_loot ( {
{
stacks_min = 1 ,
stacks_max = 1 ,
items = {
{ itemstring = " mcl_core:apple_gold " , weight = 1 } ,
}
} ,
{
stacks_min = 2 ,
stacks_max = 8 ,
items = {
{ itemstring = " mcl_core:coal_lump " , weight = 15 , amount_min = 1 , amount_max = 4 } ,
{ itemstring = " mcl_core:apple " , weight = 15 , amount_min = 1 , amount_max = 3 } ,
{ itemstring = " mcl_farming:wheat_item " , weight = 10 , amount_min = 2 , amount_max = 3 } ,
{ itemstring = " mcl_core:gold_nugget " , weight = 10 , amount_min = 1 , amount_max = 3 } ,
{ itemstring = " mcl_mobitems:rotten_flesh " , weight = 10 } ,
{ itemstring = " mcl_tools:axe_stone " , weight = 2 } ,
{ itemstring = " mcl_core:emerald " , weight = 1 } ,
}
} } , pr )
local chest_pos = vector.add ( p1 , chest_offset )
init_node_construct ( chest_pos )
local meta = minetest.get_meta ( chest_pos )
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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function mcl_structures . generate_igloo_basement ( pos , orientation , pr )
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-- TODO: Add brewing stand
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-- TODO: Add monster eggs
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-- TODO: Spawn villager and zombie villager
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local path = modpath .. " /schematics/mcl_structures_igloo_basement.mts "
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mcl_structures.place_schematic ( pos , path , orientation , nil , true , nil , igloo_placement_callback , pr )
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end
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function mcl_structures . generate_boulder ( pos , rotation , pr )
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-- Choose between 2 boulder sizes (2× 2× 2 or 3× 3× 3)
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local r = pr : next ( 1 , 10 )
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local path
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if r <= 3 then
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path = modpath .. " /schematics/mcl_structures_boulder_small.mts "
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else
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path = modpath .. " /schematics/mcl_structures_boulder.mts "
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end
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local newpos = { x = pos.x , y = pos.y - 1 , z = pos.z }
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return minetest.place_schematic ( newpos , path , rotation ) -- don't serialize schematics for registered biome decorations, for MT 5.4.0, https://github.com/minetest/minetest/issues/10995
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end
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local function hut_placement_callback ( p1 , p2 , size , orientation , pr )
if not p1 or not p2 then return end
local legs = minetest.find_nodes_in_area ( p1 , p2 , " mcl_core:tree " )
for i = 1 , # legs do
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while minetest.get_item_group ( mcl_vars.get_node ( { x = legs [ i ] . x , y = legs [ i ] . y - 1 , z = legs [ i ] . z } , true , 333333 ) . name , " water " ) ~= 0 do
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legs [ i ] . y = legs [ i ] . y - 1
minetest.swap_node ( legs [ i ] , { name = " mcl_core:tree " , param2 = 2 } )
end
end
end
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function mcl_structures . generate_witch_hut ( pos , rotation , pr )
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local path = modpath .. " /schematics/mcl_structures_witch_hut.mts "
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mcl_structures.place_schematic ( pos , path , rotation , nil , true , nil , hut_placement_callback , pr )
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end
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function mcl_structures . generate_ice_spike_small ( pos , rotation )
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local path = modpath .. " /schematics/mcl_structures_ice_spike_small.mts "
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return minetest.place_schematic ( pos , path , rotation or " random " , nil , false ) -- don't serialize schematics for registered biome decorations, for MT 5.4.0
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end
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function mcl_structures . generate_ice_spike_large ( pos , rotation )
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local path = modpath .. " /schematics/mcl_structures_ice_spike_large.mts "
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return minetest.place_schematic ( pos , path , rotation or " random " , nil , false ) -- don't serialize schematics for registered biome decorations, for MT 5.4.0
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end
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function mcl_structures . generate_fossil ( pos , rotation , pr )
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-- Generates one out of 8 possible fossil pieces
local newpos = { x = pos.x , y = pos.y - 1 , z = pos.z }
local fossils = {
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" 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
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}
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local r = pr : next ( 1 , # fossils )
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local path = modpath .. " /schematics/ " .. fossils [ r ]
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return mcl_structures.place_schematic ( newpos , path , rotation or " random " , nil , true )
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end
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function mcl_structures . generate_end_exit_portal ( pos , rot )
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local path = modpath .. " /schematics/mcl_structures_end_exit_portal.mts "
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return mcl_structures.place_schematic ( pos , path , rot or " 0 " , { [ " mcl_portals:portal_end " ] = " air " } , true )
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end
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function mcl_structures . generate_end_exit_portal_open ( pos , rot )
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local path = modpath .. " /schematics/mcl_structures_end_exit_portal.mts "
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return mcl_structures.place_schematic ( pos , path , rot or " 0 " , nil , true )
end
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function mcl_structures . generate_end_gateway_portal ( pos , rot )
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local path = modpath .. " /schematics/mcl_structures_end_gateway_portal.mts "
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return mcl_structures.place_schematic ( pos , path , rot or " 0 " , nil , true )
end
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local function shrine_placement_callback ( p1 , p2 , size , rotation , pr )
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-- Find and setup spawner with silverfish
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local spawners = minetest.find_nodes_in_area ( p1 , p2 , " mcl_mobspawners:spawner " )
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for s = 1 , # spawners do
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--local meta = minetest.get_meta(spawners[s])
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mcl_mobspawners.setup_spawner ( spawners [ s ] , " mobs_mc:silverfish " )
end
-- Shuffle stone brick types
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local bricks = minetest.find_nodes_in_area ( p1 , p2 , " mcl_core:stonebrick " )
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for b = 1 , # bricks do
local r_bricktype = pr : next ( 1 , 100 )
local r_infested = pr : next ( 1 , 100 )
local bricktype
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if r_infested <= 5 then
if r_bricktype <= 30 then -- 30%
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bricktype = " mcl_monster_eggs:monster_egg_stonebrickmossy "
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elseif r_bricktype <= 50 then -- 20%
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bricktype = " mcl_monster_eggs:monster_egg_stonebrickcracked "
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else -- 50%
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bricktype = " mcl_monster_eggs:monster_egg_stonebrick "
end
else
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if r_bricktype <= 30 then -- 30%
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bricktype = " mcl_core:stonebrickmossy "
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elseif r_bricktype <= 50 then -- 20%
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bricktype = " mcl_core:stonebrickcracked "
end
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-- 50% stonebrick (no change necessary)
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end
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if bricktype then
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minetest.set_node ( bricks [ b ] , { name = bricktype } )
end
end
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-- Also replace stairs
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local stairs = minetest.find_nodes_in_area ( p1 , p2 , { " mcl_stairs:stair_stonebrick " , " mcl_stairs:stair_stonebrick_outer " , " mcl_stairs:stair_stonebrick_inner " } )
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for s = 1 , # stairs do
local stair = minetest.get_node ( stairs [ s ] )
local r_type = pr : next ( 1 , 100 )
if r_type <= 30 then -- 30% mossy
if stair.name == " mcl_stairs:stair_stonebrick " then
stair.name = " mcl_stairs:stair_stonebrickmossy "
elseif stair.name == " mcl_stairs:stair_stonebrick_outer " then
stair.name = " mcl_stairs:stair_stonebrickmossy_outer "
elseif stair.name == " mcl_stairs:stair_stonebrick_inner " then
stair.name = " mcl_stairs:stair_stonebrickmossy_inner "
end
minetest.set_node ( stairs [ s ] , stair )
elseif r_type <= 50 then -- 20% cracky
if stair.name == " mcl_stairs:stair_stonebrick " then
stair.name = " mcl_stairs:stair_stonebrickcracked "
elseif stair.name == " mcl_stairs:stair_stonebrick_outer " then
stair.name = " mcl_stairs:stair_stonebrickcracked_outer "
elseif stair.name == " mcl_stairs:stair_stonebrick_inner " then
stair.name = " mcl_stairs:stair_stonebrickcracked_inner "
end
minetest.set_node ( stairs [ s ] , stair )
end
-- 50% no change
end
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-- Randomly add ender eyes into end portal frames, but never fill the entire frame
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local frames = minetest.find_nodes_in_area ( p1 , p2 , " mcl_portals:end_portal_frame " )
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local eyes = 0
for f = 1 , # frames do
local r_eye = pr : next ( 1 , 10 )
if r_eye == 1 then
eyes = eyes + 1
if eyes < # frames then
local frame_node = minetest.get_node ( frames [ f ] )
frame_node.name = " mcl_portals:end_portal_frame_eye "
minetest.set_node ( frames [ f ] , frame_node )
end
end
end
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end
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function mcl_structures . generate_end_portal_shrine ( pos , rotation , pr )
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local offset = { x = 6 , y = 4 , z = 6 }
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--local size = {x=13, y=8, z=13}
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local newpos = { x = pos.x - offset.x , y = pos.y , z = pos.z - offset.z }
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local path = modpath .. " /schematics/mcl_structures_end_portal_room_simple.mts "
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mcl_structures.place_schematic ( newpos , path , rotation or " 0 " , nil , true , nil , shrine_placement_callback , pr )
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end
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local function temple_placement_callback ( p1 , p2 , size , rotation , pr )
-- Delete cacti leftovers:
local cactus_nodes = minetest.find_nodes_in_area_under_air ( p1 , p2 , " mcl_core:cactus " )
if cactus_nodes and # cactus_nodes > 0 then
for _ , pos in pairs ( cactus_nodes ) do
local node_below = minetest.get_node ( { x = pos.x , y = pos.y - 1 , z = pos.z } )
if node_below and node_below.name == " mcl_core:sandstone " then
minetest.swap_node ( pos , { name = " air " } )
end
end
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end
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-- 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.
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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
for c = 1 , # chests do
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 } ,
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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 , } ,
{ 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 , } ,
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{ itemstring = " mcl_mobitems:iron_horse_armor " , weight = 15 , } ,
{ itemstring = " mcl_mobitems:gold_horse_armor " , weight = 10 , } ,
{ 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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}
} ,
{
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 )
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init_node_construct ( chests [ c ] )
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local meta = minetest.get_meta ( chests [ c ] )
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
-- Remove plate
minetest.remove_node ( pplates [ p ] )
pplates_remove = pplates_remove - 1
else
-- Initialize plate
minetest.registered_nodes [ " mesecons_pressureplates:pressure_plate_stone_off " ] . on_construct ( pplates [ p ] )
end
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end
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end
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function mcl_structures . generate_desert_temple ( pos , rotation , pr )
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-- No Generating for the temple ... Why using it ? No Change
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local path = modpath .. " /schematics/mcl_structures_desert_temple.mts "
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local newpos = { x = pos.x , y = pos.y - 12 , z = pos.z }
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--local size = {x=22, y=24, z=22}
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if newpos == nil then
return
end
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mcl_structures.place_schematic ( newpos , path , rotation or " random " , nil , true , nil , temple_placement_callback , pr )
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end
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local registered_structures = { }
--[[ Returns a table of structure of the specified type.
Currently the only valid parameter is " stronghold " .
Format of return value :
{
{ pos = < position > , generated =< true / false > } , -- first structure
{ pos = < position > , generated =< true / false > } , -- second structure
-- and so on
}
TODO : Implement this function for all other structure types as well .
] ]
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function mcl_structures . get_registered_structures ( structure_type )
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if registered_structures [ structure_type ] then
return table.copy ( registered_structures [ structure_type ] )
else
return { }
end
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end
-- Register a structures table for the given type. The table format is the same as for
-- mcl_structures.get_registered_structures.
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function mcl_structures . register_structures ( structure_type , structures )
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registered_structures [ structure_type ] = structures
end
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local function dir_to_rotation ( dir )
local ax , az = math.abs ( dir.x ) , math.abs ( dir.z )
if ax > az then
if dir.x < 0 then
return " 270 "
end
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return " 90 "
end
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if dir.z < 0 then
return " 180 "
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end
return " 0 "
end
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-- Debug command
minetest.register_chatcommand ( " spawnstruct " , {
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params = " desert_temple | desert_well | igloo | witch_hut | boulder | ice_spike_small | ice_spike_large | fossil | end_exit_portal | end_exit_portal_open | end_gateway_portal | end_portal_shrine | nether_portal | dungeon " ,
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description = S ( " Generate a pre-defined structure near your position. " ) ,
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privs = { debug = true } ,
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func = function ( name , param )
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local player = minetest.get_player_by_name ( name )
if not player then return end
local pos = player : get_pos ( )
if not pos then return end
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pos = vector.round ( pos )
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local dir = minetest.yaw_to_dir ( player : get_look_horizontal ( ) )
local rot = dir_to_rotation ( dir )
local pr = PseudoRandom ( pos.x + pos.y + pos.z )
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local errord = false
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local message = S ( " Structure placed. " )
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if param == " desert_temple " then
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mcl_structures.generate_desert_temple ( pos , rot , pr )
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elseif param == " desert_well " then
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mcl_structures.generate_desert_well ( pos , rot )
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elseif param == " igloo " then
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mcl_structures.generate_igloo ( pos , rot , pr )
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elseif param == " witch_hut " then
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mcl_structures.generate_witch_hut ( pos , rot , pr )
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elseif param == " boulder " then
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mcl_structures.generate_boulder ( pos , rot , pr )
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elseif param == " fossil " then
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mcl_structures.generate_fossil ( pos , rot , pr )
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elseif param == " ice_spike_small " then
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mcl_structures.generate_ice_spike_small ( pos , rot , pr )
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elseif param == " ice_spike_large " then
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mcl_structures.generate_ice_spike_large ( pos , rot , pr )
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elseif param == " end_exit_portal " then
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mcl_structures.generate_end_exit_portal ( pos , rot , pr )
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elseif param == " end_exit_portal_open " then
mcl_structures.generate_end_exit_portal_open ( pos , rot , pr )
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elseif param == " end_gateway_portal " then
mcl_structures.generate_end_gateway_portal ( pos , rot , pr )
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elseif param == " end_portal_shrine " then
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mcl_structures.generate_end_portal_shrine ( pos , rot , pr )
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elseif param == " dungeon " and mcl_dungeons and mcl_dungeons.spawn_dungeon then
mcl_dungeons.spawn_dungeon ( pos , rot , pr )
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elseif param == " nether_portal " and mcl_portals and mcl_portals.spawn_nether_portal then
mcl_portals.spawn_nether_portal ( pos , rot , pr , name )
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elseif param == " " then
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message = S ( " Error: No structure type given. Please use “/spawnstruct <type>”. " )
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errord = true
else
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message = S ( " Error: Unknown structure type. Please use “/spawnstruct <type>”. " )
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errord = true
end
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minetest.chat_send_player ( name , message )
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if errord then
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minetest.chat_send_player ( name , S ( " Use /help spawnstruct to see a list of avaiable types. " ) )
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end
end
} )