357 lines
13 KiB
Lua
357 lines
13 KiB
Lua
local init = os.clock()
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mcl_structures ={}
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mcl_structures.get_struct = function(file)
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local localfile = minetest.get_modpath("mcl_structures").."/schematics/"..file
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local file, errorload = io.open(localfile, "rb")
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if errorload ~= nil then
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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")
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file:close()
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return allnode
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end
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-- World edit function
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mcl_structures.valueversion_WE = function(value)
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if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
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return 3
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elseif value:find("^[^\"']+%{%d+%}") then
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if value:find("%[\"meta\"%]") then --previous meta flat table format
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return 2
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end
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return 1 --original flat table format
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elseif value:find("%{") then --current nested table format
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return 4
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end
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return 0 --unknown format
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end
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mcl_structures.allocate_WE = function(originpos, value)
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local huge = math.huge
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local pos1x, pos1y, pos1z = huge, huge, huge
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local pos2x, pos2y, pos2z = -huge, -huge, -huge
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local count = 0
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local version = mcl_structures.valueversion_WE (value)
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if version == 4 then --current nested table format
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--wip: this is a filthy hack that works surprisingly well
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value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
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local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
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local startpos, startpos1, endpos = 1, 1
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local nodes = {}
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while true do
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startpos, endpos = escaped:find("},%s*{", startpos)
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if not startpos then
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break
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end
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local current = value:sub(startpos1, startpos)
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table.insert(nodes, minetest.deserialize("return " .. current))
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startpos, startpos1 = endpos, endpos
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end
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table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
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--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
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count = #nodes
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for index = 1, count do
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local entry = nodes[index]
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local x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
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if x < pos1x then pos1x = x end
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if y < pos1y then pos1y = y end
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if z < pos1z then pos1z = z end
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if x > pos2x then pos2x = x end
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if y > pos2y then pos2y = y end
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if z > pos2z then pos2z = z end
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end
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else
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minetest.log("error", "[mcl_structures] Unsupported WorldEdit file format ("..version..")")
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return
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end
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local pos1 = {x=pos1x, y=pos1y, z=pos1z}
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local pos2 = {x=pos2x, y=pos2y, z=pos2z}
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return pos1, pos2, count
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end
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--[[
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Deserialize WorldEdit string and set the nodes in the world.
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Returns: count, chests
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* count: Number of nodes set
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* chests: Table of chest positions (use these to spawn treasures
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]]
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mcl_structures.deserialise_WE = function(originpos, value)
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--make area stay loaded
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local pos1, pos2 = mcl_structures.allocate_WE(originpos, value)
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local count = 0
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local chests = {} -- Remember positions of all chests
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if not pos1 then
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return count, chests
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end
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local add_node, get_meta = minetest.add_node, minetest.get_meta
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local version = mcl_structures.valueversion_WE(value)
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if version == 4 then --current nested table format
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--wip: this is a filthy hack that works surprisingly well
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value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
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local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
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local startpos, startpos1, endpos = 1, 1
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local nodes = {}
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while true do
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startpos, endpos = escaped:find("},%s*{", startpos)
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if not startpos then
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break
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end
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local current = value:sub(startpos1, startpos)
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table.insert(nodes, minetest.deserialize("return " .. current))
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startpos, startpos1 = endpos, endpos
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end
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table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
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--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
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--load the nodes and remember chests
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count = #nodes
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for index = 1, count do
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local entry = nodes[index]
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entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
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add_node(entry, entry) --entry acts both as position and as node
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if entry.name == "mcl_chests:chest" then
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table.insert(chests, {x=entry.x, y=entry.y, z=entry.z})
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end
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end
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--load the metadata
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for index = 1, count do
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local entry = nodes[index]
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get_meta(entry):from_table(entry.meta)
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end
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end
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return count, chests
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end
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-- End of world edit deserialise part
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-- The call of Struct
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mcl_structures.call_struct= function(pos, struct_style)
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if struct_style == "village" then
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mcl_structures.generate_village(pos)
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elseif struct_style == "desert_temple" then
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mcl_structures.generate_desert_temple(pos)
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elseif struct_style == "desert_well" then
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mcl_structures.generate_desert_well(pos)
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elseif struct_style == "igloo" then
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mcl_structures.generate_igloo_top(pos)
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elseif struct_style == "witch_hut" then
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mcl_structures.generate_witch_hut(pos)
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elseif struct_style == "ice_spike_small" then
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mcl_structures.generate_ice_spike_small(pos)
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elseif struct_style == "ice_spike_large" then
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mcl_structures.generate_ice_spike_large(pos)
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elseif struct_style == "boulder" then
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mcl_structures.generate_boulder(pos)
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elseif struct_style == "fossil" then
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mcl_structures.generate_fossil(pos)
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end
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end
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mcl_structures.generate_village = function(pos)
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-- No generating for the moment, only place it :D
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-- TODO: Do complete overhaul of the algorithm
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local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_village.mts"
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minetest.place_schematic(newpos, path, "random", nil, true)
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end
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mcl_structures.generate_desert_well = function(pos)
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local newpos = {x=pos.x,y=pos.y-2,z=pos.z}
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_well.mts"
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minetest.place_schematic(newpos, path, "0", nil, true)
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end
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mcl_structures.generate_igloo_top = function(pos)
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-- FIXME: This spawns bookshelf instead of furnace. Fix this!
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-- 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 = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_top.mts"
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minetest.place_schematic(newpos, path, "random", nil, true)
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end
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mcl_structures.generate_igloo_basement = function(pos, orientation)
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-- TODO: Add brewing stand
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts"
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minetest.place_schematic(pos, path, orientation, nil, true)
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end
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mcl_structures.generate_boulder = function(pos)
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-- Choose between 2 boulder sizes (2×2×2 or 3×3×3)
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local r = math.random(1, 10)
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local path
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if r <= 3 then
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path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts"
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else
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path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts"
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end
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minetest.place_schematic(pos, path)
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end
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mcl_structures.generate_witch_hut = function(pos)
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts"
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minetest.place_schematic(pos, path, "random", nil, true)
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end
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mcl_structures.generate_ice_spike_small = function(pos)
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts"
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minetest.place_schematic(pos, path, "random", nil, false)
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end
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mcl_structures.generate_ice_spike_large = function(pos)
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts"
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minetest.place_schematic(pos, path, "random", nil, false)
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end
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mcl_structures.generate_fossil = function(pos)
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-- Generates one out of 8 possible fossil pieces
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local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
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local fossils = {
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"mcl_structures_fossil_skull_1.mts", -- 4×5×5
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"mcl_structures_fossil_skull_2.mts", -- 5×5×5
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"mcl_structures_fossil_skull_3.mts", -- 5×5×7
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"mcl_structures_fossil_skull_4.mts", -- 7×5×5
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"mcl_structures_fossil_spine_1.mts", -- 3×3×13
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"mcl_structures_fossil_spine_2.mts", -- 5×4×13
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"mcl_structures_fossil_spine_3.mts", -- 7×4×13
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"mcl_structures_fossil_spine_4.mts", -- 8×5×13
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}
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local r = math.random(1, #fossils)
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local path = minetest.get_modpath("mcl_structures").."/schematics/"..fossils[r]
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minetest.place_schematic(newpos, path, "random", nil, true)
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end
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mcl_structures.generate_desert_temple = function(pos)
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-- No Generating for the temple ... Why using it ? No Change
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local path = minetest.get_modpath("mcl_structures").."/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
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return
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end
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minetest.place_schematic(newpos, path, "random", nil, true)
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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({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "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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-- FIXME: Use better seeding
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local pr = PseudoRandom(math.random(0, 4294967295))
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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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-- TODO: Enchanted Book
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{ itemstring = "mcl_books:book", weight = 20, },
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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 = "mobs_mc:iron_horse_armor", weight = 15, },
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{ itemstring = "mobs_mc:gold_horse_armor", weight = 10, },
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{ itemstring = "mobs_mc: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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-- TODO: Enchanted Golden Apple
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{ itemstring = "mcl_core:apple_gold", 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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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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inv:set_size("main", 9*3)
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for i=1, #lootitems do
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inv:add_item("main", lootitems[i])
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end
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end
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end
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-- Debug command
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minetest.register_chatcommand("spawnstruct", {
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params = "desert_temple | desert_well | igloo | village | witch_hut | boulder | ice_spike_small | ice_spike_large | fossil",
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description = "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 pos= minetest.get_player_by_name(name):getpos()
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if not pos then
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return
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end
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local errord = false
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if param == "village" then
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mcl_structures.generate_village(pos)
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minetest.chat_send_player(name, "Village built.")
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elseif param == "desert_temple" then
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mcl_structures.generate_desert_temple(pos)
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minetest.chat_send_player(name, "Desert temple built.")
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elseif param == "desert_well" then
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mcl_structures.generate_desert_well(pos)
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minetest.chat_send_player(name, "Desert well built.")
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elseif param == "igloo" then
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mcl_structures.generate_igloo_top(pos)
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minetest.chat_send_player(name, "Igloo built.")
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elseif param == "witch_hut" then
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mcl_structures.generate_witch_hut(pos)
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minetest.chat_send_player(name, "Witch hut built.")
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elseif param == "boulder" then
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mcl_structures.generate_boulder(pos)
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minetest.chat_send_player(name, "Moss stone boulder placed.")
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elseif param == "fossil" then
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mcl_structures.generate_fossil(pos)
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minetest.chat_send_player(name, "Fossil placed.")
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elseif param == "ice_spike_small" then
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mcl_structures.generate_ice_spike_small(pos)
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minetest.chat_send_player(name, "Small ice spike placed.")
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elseif param == "ice_spike_large" then
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mcl_structures.generate_ice_spike_large(pos)
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minetest.chat_send_player(name, "Large ice spike placed.")
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elseif param == "" then
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minetest.chat_send_player(name, "Error: No structure type given. Please use “/spawnstruct <type>”.")
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errord = true
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else
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minetest.chat_send_player(name, "Error: Unknown structure type. Please use “/spawnstruct <type>”.")
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errord = true
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end
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if errord then
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minetest.chat_send_player(name, "Use /help spawnstruct to see a list of avaiable types.")
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end
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end
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})
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local time_to_load= os.clock() - init
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print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))
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