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- -- Pyramid width (must be an odd number)
- local PYRA_W = 23
- -- Pyramid width minus 1
- local PYRA_Wm = PYRA_W - 1
- -- Half of (Pyramid width minus 1)
- local PYRA_Wh = PYRA_Wm / 2
- -- Minimum spawn height
- local PYRA_MIN_Y = 3
- pyramids = {}
- dofile(minetest.get_modpath("pyramids").."/room.lua")
- local mg_name = minetest.get_mapgen_setting("mg_name")
- local function can_replace(pos)
- local n = minetest.get_node_or_nil(pos)
- if n and n.name and minetest.registered_nodes[n.name] and not minetest.registered_nodes[n.name].walkable then
- return true
- elseif not n then
- return true
- else
- return false
- end
- end
- local function make_foundation_part(pos, set_to_stone)
- local p2 = pos
- local cnt = 0
- p2.y = p2.y-1
- while can_replace(p2)==true do
- cnt = cnt+1
- if cnt > 25 then
- break
- end
- table.insert(set_to_stone, table.copy(p2))
- p2.y = p2.y-1
- end
- end
- local function make_entrance(pos, rot, brick, sand, flood_sand)
- local roffset_arr = {
- { x=0, y=0, z=1 }, -- front
- { x=-1, y=0, z=0 }, -- left
- { x=0, y=0, z=-1 }, -- back
- { x=1, y=0, z=0 }, -- right
- }
- local roffset = roffset_arr[rot + 1]
- local way
- if rot == 0 then
- way = vector.add(pos, {x=PYRA_Wh, y=0, z=0})
- elseif rot == 1 then
- way = vector.add(pos, {x=PYRA_Wm, y=0, z=PYRA_Wh})
- elseif rot == 2 then
- way = vector.add(pos, {x=PYRA_Wh, y=0, z=PYRA_Wm})
- else
- way = vector.add(pos, {x=0, y=0, z=PYRA_Wh})
- end
- local max_sand_height = math.random(1,3)
- for ie=0,6,1 do
- local sand_height = math.random(1,max_sand_height)
- for iy=2,3,1 do
- -- dig hallway
- local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
- if flood_sand and sand ~= "ignore" and iy <= sand_height and ie >= 3 then
- minetest.set_node(way_dir, {name=sand})
- else
- minetest.remove_node(way_dir)
- end
- -- build decoration above entrance
- if ie == 3 and iy == 3 then
- local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z}
- minetest.set_node(deco, {name=brick})
- if rot == 0 or rot == 2 then
- minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick})
- minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick})
- else
- minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick})
- minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick})
- end
- end
- end
- end
- end
- local function make_pyramid(pos, brick, sandstone, stone, sand)
- local set_to_brick = {}
- local set_to_stone = {}
- -- Build pyramid
- for iy=0,math.random(10,PYRA_Wh),1 do
- for ix=iy,PYRA_W-1-iy,1 do
- for iz=iy,PYRA_W-1-iy,1 do
- if iy < 1 then
- make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone)
- end
- table.insert(set_to_brick, {x=pos.x+ix,y=pos.y+iy,z=pos.z+iz})
- end
- end
- end
- minetest.bulk_set_node(set_to_stone , {name=stone})
- minetest.bulk_set_node(set_to_brick, {name=brick})
- end
- local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
- local bpos = table.copy(pos)
- -- Build pyramid
- make_pyramid(bpos, brick, sandstone, stone, sand)
- local rot = math.random(0, 3)
- -- Build room
- local ok, msg, flood_sand = pyramids.make_room(bpos, ptype, room_id, rot)
- -- Build entrance
- make_entrance(bpos, rot, brick, sand, flood_sand)
- -- Done
- minetest.log("action", "[pyramids] Created pyramid at "..minetest.pos_to_string(bpos)..".")
- return ok, msg
- end
- local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
- local perlin1 -- perlin noise buffer
- local function hlp_fnct(pos, name)
- local n = minetest.get_node_or_nil(pos)
- if n and n.name and n.name == name then
- return true
- else
- return false
- end
- end
- local function ground(pos, old)
- local p2 = table.copy(pos)
- while hlp_fnct(p2, "air") do
- p2.y = p2.y -1
- end
- if p2.y < old.y then
- return {x=old.x, y=p2.y, z=old.z}
- else
- return old
- end
- end
- -- Select the recommended type of pyramid to use, based on the environment.
- -- One of sandstone, desert sandstone, desert stone.
- local select_pyramid_type = function(minp, maxp)
- local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
- local sand
- local sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
- local p2
- local psand = {}
- local sand
- local cnt = 0
- local sand_cnt_max = 0
- local sand_cnt_max_id
- -- Look for sand or desert stone to place the pyramid on
- for s=1, #sands do
- cnt = 0
- local sand_cnt = 0
- sand = sands[s]
- psand[s] = minetest.find_node_near(mpos, 25, sand)
- while cnt < 5 do
- cnt = cnt+1
- mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
- local spos = minetest.find_node_near(mpos, 25, sand)
- if spos ~= nil then
- sand_cnt = sand_cnt + 1
- if psand[s] == nil then
- psand[s] = spos
- end
- end
- if sand_cnt > sand_cnt_max then
- sand_cnt_max = sand_cnt
- sand_cnt_max_id = s
- p2 = psand[s]
- end
- end
- end
- -- Select the material type by the most prominent node type
- -- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
- if sand_cnt_max_id then
- sand = sands[sand_cnt_max_id]
- else
- sand = nil
- p2 = nil
- end
- return sand, p2
- end
- -- Attempt to generate a pyramid in the generated area.
- -- Up to one pyramid per mapchunk.
- minetest.register_on_generated(function(minp, maxp, seed)
- if maxp.y < PYRA_MIN_Y then return end
- -- TODO: Use Minetests pseudo-random tools
- math.randomseed(seed)
- if not perlin1 then
- perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
- end
- --[[ Make sure the pyramid doesn't bleed outside of maxp,
- so it doesn't get placed incompletely by the mapgen.
- This creates a bias somewhat, as this means there are some coordinates in
- which pyramids cannot spawn. But it's still better to have broken pyramids.
- ]]
- local limit = function(pos, maxp)
- pos.x = math.min(pos.x, maxp.x - PYRA_W+1)
- pos.y = math.min(pos.y, maxp.y - PYRA_Wh)
- pos.z = math.min(pos.z, maxp.z - PYRA_W+1)
- return pos
- end
- local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})
- if noise1 > 0.25 or noise1 < -0.26 then
- -- Need a bit of luck to place a pyramid
- if math.random(0,10) > 7 then
- minetest.log("verbose", "[pyramids] Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
- return
- end
- local sand, p2
- sand, p2 = select_pyramid_type(minp, maxp)
- if p2 == nil then
- minetest.log("verbose", "[pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
- return
- end
- -- Select the material type by the most prominent node type
- -- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
- if sand_cnt_max_id then
- sand = sands[sand_cnt_max_id]
- end
- if p2.y < PYRA_MIN_Y then
- minetest.log("info", "[pyramids] Pyramid not placed, too deep. p2="..minetest.pos_to_string(p2))
- return
- end
- -- Now sink the pyramid until each corner of it is no longer floating in mid-air
- p2 = limit(p2, maxp)
- local oposses = {
- {x=p2.x,y=p2.y-1,z=p2.z},
- {x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z+PYRA_Wm},
- {x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z},
- {x=p2.x,y=p2.y-1,z=p2.z+PYRA_Wm},
- }
- for o=1, #oposses do
- local opos = oposses[o]
- local n = minetest.get_node_or_nil(opos)
- if n and n.name and n.name == "air" then
- local old = table.copy(p2)
- p2 = ground(opos, p2)
- end
- end
- -- Random bonus sinking
- p2.y = math.max(p2.y - math.random(0,3), PYRA_MIN_Y)
- -- Bad luck, we have hit the chunk border!
- if p2.y < minp.y then
- minetest.log("info", "[pyramids] Pyramid not placed, sunken too much. p2="..minetest.pos_to_string(p2))
- return
- end
- -- Make sure the pyramid is not near a "killer" node, like water
- local middle = vector.add(p2, {x=PYRA_Wh, y=0, z=PYRA_Wh})
- if minetest.find_node_near(p2, 5, {"default:water_source"}) ~= nil or
- minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=0}), 5, {"default:water_source"}) ~= nil or
- minetest.find_node_near(vector.add(p2, {x=0, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
- minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
- minetest.find_node_near(middle, PYRA_W, {"default:dirt_with_grass"}) ~= nil or
- minetest.find_node_near(middle, 52, {"default:sandstonebrick", "default:desert_sandstone_brick", "default:desert_stonebrick"}) ~= nil or
- minetest.find_node_near(middle, PYRA_Wh + 3, {"default:cactus", "group:leaves", "group:tree"}) ~= nil then
- minetest.log("info", "[pyramids] Pyramid not placed, inappropriate node nearby. p2="..minetest.pos_to_string(p2))
- return
- end
- -- Bonus chance to spawn a sandstone pyramid in v6 desert because otherwise they would be too rare in v6
- if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
- sand = "default:sand"
- end
- -- Desert stone pyramids only generate in areas with almost no sand
- if sand == "default:desert_stone" then
- local nodes = minetest.find_nodes_in_area(vector.add(p2, {x=-1, y=-2, z=-1}), vector.add(p2, {x=PYRA_W+1, y=PYRA_Wh, z=PYRA_W+1}), {"group:sand"})
- if #nodes > 5 then
- sand = "default:desert_sand"
- end
- end
- -- Generate the pyramid!
- if sand == "default:desert_sand" then
- -- Desert sandstone pyramid
- make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
- elseif sand == "default:sand" then
- -- Sandstone pyramid
- make(p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
- else
- -- Desert stone pyramid
- make(p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone")
- end
- end
- end)
- minetest.register_chatcommand("spawnpyramid", {
- description = "Generate a pyramid",
- params = "[<room_type>]",
- privs = { server = true },
- func = function(name, param)
- local player = minetest.get_player_by_name(name)
- if not player then
- return false, "No player."
- end
- local pos = player:get_pos()
- pos = vector.round(pos)
- local s = math.random(1,3)
- local r = tonumber(param)
- local room_id
- if r then
- room_id = r
- end
- local ok, msg
- pos = vector.add(pos, {x=-PYRA_Wh, y=-1, z=0})
- if s == 1 then
- -- Sandstone
- ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
- elseif s == 2 then
- -- Desert sandstone
- ok, msg = make(pos, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone", room_id)
- else
- -- Desert stone
- ok, msg = make(pos, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone", room_id)
- end
- if ok then
- return true, "Pyramid generated at @1.", minetest.pos_to_string(pos)
- else
- return false, msg
- end
- end,
- }
- )
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