Add 'deploy_nodes' modpack

master
AntumDeluge 2017-05-26 17:34:59 -07:00
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@ -190,6 +190,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
* oerrki
* sheep
* zombie
* [deploy_nodes][] ([BSD 3-Clause][lic.deploy_nodes]) -- version [1.0.0 (d8790ef Git)][ver.deploy_nodes] *2014-01-16*
* [homedecor_modpack][homedecor] ([LGPL / WTFPL / CC BY-SA / CC0][lic.homedecor]) -- version: [8e467ef Git][ver.homedecor] *2017-01-24* ([patched][patch.homedecor])
* mp_homedecor_modpack/
* building_blocks
@ -261,6 +262,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
[creeper]: https://forum.minetest.net/viewtopic.php?t=11891
[crops]: https://forum.minetest.net/viewtopic.php?t=11795
[currency]: https://github.com/minetest-mods/currency
[deploy_nodes]: https://cornernote.github.io/minetest-deploy_nodes/
[drawers]: https://forum.minetest.net/viewtopic.php?t=17134
[elevator]: https://forum.minetest.net/viewtopic.php?t=12944
[enchanting]: https://forum.minetest.net/viewtopic.php?t=7354
@ -367,6 +369,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
[lic.creeper]: mods/mobs_aggressive/creeper/LICENSE.md
[lic.crops]: mods/farming/crops/LICENSE
[lic.currency]: https://forum.minetest.net/viewtopic.php?t=7002
[lic.deploy_nodes]: mods/mp_deploy_nodes/LICENSE
[lic.elevator]: mods/buildings/elevator/readme.txt
[lic.enchanting]: mods/enchanting/LICENSE
[lic.ethereal]: mods/world/ethereal/license.txt
@ -460,6 +463,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
[ver.creeper]: https://github.com/Rui-Minetest/creeper/tree/036666e
[ver.crops]: https://github.com/minetest-mods/crops/tree/2b1bb37
[ver.currency]: https://github.com/minetest-mods/currency/tree/21f9811
[ver.deploy_nodes]: https://github.com/cornernote/minetest-deploy_nodes/tree/d8790ef
[ver.drawers]: https://github.com/minetest-mods/drawers/tree/7b9a384
[ver.enchanting]: https://github.com/minetest-mods/enchanting/tree/13ea31c
[ver.ethereal]: https://github.com/tenplus1/ethereal/tree/2c24961

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Copyright (c) 2013, Brett O'Donnell http://cornernote.github.io
All rights reserved.
_____ _____ _____ _____ _____ _____
| |___| __ | | |___| __ | | |___|_ _|___
| --| . | -| | | | -_| -| | | | . | | | | -_|
|_____|___|__|__|_|___|___|__|__|_|___|___| |_| |___|
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this
list of conditions and the following disclaimer in the documentation and/or
other materials provided with the distribution.
* Neither the name of the organization nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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# Deploy Nodes for Minetest
Craftable nodes that when placed turn into shapes or structures.
## Features
- easy to use - no chat commands, just nice easy structures that you can build by crafting and placing nodes
- lightweight - there are no ABMs, the nodes are created using after_place_node() in the node definitions
- grief-resistant - before nodes deploy a check is run to ensure that only air exists in the new area
- server friendly - all players can create impressive structures easily
## Resources
- **[Documentation](http://cornernote.github.io/minetest-deploy_nodes)**
- **[GitHub Project](https://github.com/cornernote/minetest-deploy_nodes)**
- **[Minetest Forum](http://minetest.net/forum/viewtopic.php?id=3192)**
## Support
- Does this README need improvement? Go ahead and [suggest a change](https://github.com/cornernote/minetest-deploy_nodes/edit/master/README.md).
- Found a bug, or need help using this project? Check the [open issues](https://github.com/cornernote/minetest-deploy_nodes/issues) or [create an issue](https://github.com/cornernote/minetest-deploy_nodes/issues/new).
## About
This module is open source, so it's distributed freely. If you find it useful then I ask not for your wealth, but simply to spare your time to consider the world we share by watching [Earthlings](http://earthlings.com/), a multi-award winning film available to watch online for free. A must-see for anyone who wishes to make the world a better place.
## Credits
- mauvebic - author of multinode which provided code for spheres and cylinders
- Echo - author of maze which provided code for spheres
- neko259 - author of livehouse which inspired building spawning
- VanessaE - contributed buildings
- kddekadenz - contributed buildings
- ACDC - contributed buildings
- Nanuk - contributed buildings
- irksomeduck - contributed buildings
## License
[BSD-3-Clause](https://raw.github.com/cornernote/minetest-deploy_nodes/master/LICENSE), Copyright © 2013-2014 [Brett O'Donnell](http://cornernote.github.io/)

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@ -0,0 +1,829 @@
0 0 0 default:wood 0 0
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3 5 5 default:glass 157 0
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3 5 13 default:ladder 170 4
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4 8 4 default:torch 0 2
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4 9 4 stairs:stair_cobble 205 3
4 9 5 stairs:stair_cobble 189 3
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6 0 0 default:wood 0 0
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8 0 0 default:dirt_with_grass 0 0
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8 1 9 default:ladder 141 3
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8 4 5 default:ladder 157 3
8 4 9 default:ladder 125 3
8 5 5 default:ladder 173 3
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11 1 6 default:fence_wood 109 0
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12 1 6 default:fence_wood 93 0
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13 0 0 default:dirt_with_grass 0 0
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14 1 6 default:fence_wood 61 0
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15 0 0 default:dirt_with_grass 0 0
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15 0 12 default:dirt_with_grass 0 0
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15 1 6 default:fence_wood 45 0
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16 0 0 default:dirt_with_grass 0 0
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16 0 13 default:dirt_with_grass 0 0
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16 1 6 default:fence_wood 29 0
16 1 8 default:fence_wood 29 0
17 0 6 stairs:stair_brick 13 3
17 0 7 stairs:stair_stone 13 3
17 0 8 stairs:stair_brick 13 3

View File

@ -0,0 +1,367 @@
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@ -0,0 +1,502 @@
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View File

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View File

@ -0,0 +1,104 @@
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View File

@ -0,0 +1,32 @@
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1 2 0 default:wood 0 0
1 2 1 default:wood 0 0
-1 3 -1 default:stone 0 0
-1 3 0 default:stone 0 0
-1 3 1 default:stone 0 0
0 3 -1 default:stone 0 0
0 3 0 default:stone 0 0
0 3 1 default:stone 0 0
1 3 -1 default:stone 0 0
1 3 0 default:stone 0 0
1 3 1 default:stone 0 0

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@ -0,0 +1,33 @@
-1 0 -1 default:wood 0 0
-1 0 0 default:wood 0 0
-1 0 1 default:wood 0 0
0 0 -1 default:wood 0 0
0 0 0 default:wood 0 0
0 0 1 default:wood 0 0
1 0 -1 default:wood 0 0
1 0 0 default:wood 0 0
1 0 1 default:wood 0 0
-1 1 -1 default:wood 0 0
-1 1 0 default:wood 0 0
-1 1 1 default:wood 0 0
0 1 1 default:wood 0 0
1 1 -1 default:wood 0 0
1 1 0 default:wood 0 0
1 1 1 default:wood 0 0
-1 2 -1 default:wood 0 0
-1 2 0 default:glass 0 0
-1 2 1 default:wood 0 0
0 2 1 default:wood 0 0
1 2 -1 default:wood 0 0
1 2 0 default:glass 0 0
1 2 1 default:wood 0 0
-1 3 -1 default:stone 0 0
-1 3 0 default:stone 0 0
-1 3 1 default:stone 0 0
0 3 -1 default:stone 0 0
0 3 0 default:stone 0 0
0 3 1 default:stone 0 0
1 3 -1 default:stone 0 0
1 3 0 default:stone 0 0
1 3 1 default:stone 0 0
0 4 0 default:stone 0 0

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@ -0,0 +1,36 @@
-1 0 -1 default:wood 0 0
-1 0 0 default:wood 0 0
-1 0 1 default:wood 0 0
0 0 -1 default:wood 0 0
0 0 0 default:wood 0 0
0 0 1 default:wood 0 0
1 0 -1 default:wood 0 0
1 0 0 default:wood 0 0
1 0 1 default:wood 0 0
-1 1 -1 default:wood 0 0
-1 1 0 default:wood 0 0
-1 1 1 default:wood 0 0
0 1 -1 default:wood 0 0
0 1 1 default:wood 0 0
1 1 -1 default:wood 0 0
1 1 1 default:wood 0 0
-1 2 -1 default:wood 0 0
-1 2 0 default:wood 0 0
-1 2 1 default:wood 0 0
0 2 -1 default:glass 0 0
0 2 1 default:glass 0 0
1 2 -1 default:wood 0 0
1 2 1 default:wood 0 0
-1 3 -1 default:stone 0 0
-1 3 0 default:stone 0 0
-1 3 1 default:stone 0 0
0 3 -1 default:stone 0 0
0 3 0 default:stone 0 0
0 3 1 default:stone 0 0
1 3 -1 default:stone 0 0
1 3 0 default:stone 0 0
1 3 1 default:stone 0 0
-1 4 -1 default:stone 0 0
-1 4 1 default:stone 0 0
1 4 -1 default:stone 0 0
1 4 1 default:stone 0 0

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0 0 0 default:wood 0 0
0 0 1 default:wood 0 0
0 0 2 default:wood 0 0
0 0 3 default:wood 0 0
0 0 4 default:wood 0 0
0 0 5 default:wood 0 0
0 0 6 default:wood 0 0
0 1 0 default:fence_wood 188 0
0 1 1 default:fence_wood 173 0
0 1 2 default:fence_wood 157 0
0 1 4 default:fence_wood 157 0
0 1 5 default:fence_wood 173 0
0 1 6 default:fence_wood 189 0
1 0 0 default:wood 0 0
1 0 1 default:wood 0 0
1 0 2 default:wood 0 0
1 0 3 default:wood 0 0
1 0 4 default:wood 0 0
1 0 5 default:wood 0 0
1 0 6 default:wood 0 0
1 1 0 default:fence_wood 205 0
1 1 1 default:fence_wood 188 0
1 1 5 default:fence_wood 188 0
1 1 6 default:fence_wood 205 0
1 2 0 default:torch 15 1
1 2 1 default:fence_wood 205 0
1 2 5 default:fence_wood 205 0
1 2 6 default:torch 15 1
1 3 1 default:wood 0 0
1 3 2 default:wood 0 0
1 3 3 default:wood 0 0
1 3 4 default:wood 0 0
1 3 5 default:wood 0 0
2 0 0 default:wood 0 0
2 0 1 default:wood 0 0
2 0 2 default:wood 0 0
2 0 3 default:wood 0 0
2 0 4 default:wood 0 0
2 0 5 default:wood 0 0
2 0 6 default:wood 0 0
2 1 0 default:fence_wood 189 0
2 1 1 default:chest 0 2
2 1 6 default:fence_wood 189 0
2 3 1 default:wood 0 0
2 3 5 default:wood 0 0
2 4 2 default:wood 0 0
2 4 3 default:wood 0 0
2 4 4 default:wood 0 0
3 0 0 default:wood 0 0
3 0 1 default:wood 0 0
3 0 2 default:wood 0 0
3 0 3 default:wood 0 0
3 0 4 default:wood 0 0
3 0 5 default:wood 0 0
3 0 6 default:wood 0 0
3 1 0 default:fence_wood 173 0
3 1 1 default:chest 0 2
3 1 6 default:fence_wood 173 0
3 3 1 default:wood 0 0
3 3 5 default:wood 0 0
3 4 2 default:wood 0 0
3 4 3 default:wood 0 0
3 4 4 default:wood 0 0
4 0 0 default:wood 0 0
4 0 1 default:wood 0 0
4 0 2 default:wood 0 0
4 0 3 default:wood 0 0
4 0 4 default:wood 0 0
4 0 5 default:wood 0 0
4 0 6 default:wood 0 0
4 1 0 default:fence_wood 189 0
4 1 1 default:chest 0 2
4 1 6 default:fence_wood 189 0
4 3 1 default:wood 0 0
4 3 5 default:wood 0 0
4 4 2 default:wood 0 0
4 4 3 default:wood 0 0
4 4 4 default:wood 0 0
5 0 0 default:wood 0 0
5 0 1 default:wood 0 0
5 0 2 default:wood 0 0
5 0 3 default:wood 0 0
5 0 4 default:wood 0 0
5 0 5 default:wood 0 0
5 0 6 default:wood 0 0
5 1 0 default:fence_wood 205 0
5 1 1 default:fence_wood 188 0
5 1 5 default:fence_wood 188 0
5 1 6 default:fence_wood 205 0
5 2 0 default:torch 15 1
5 2 1 default:fence_wood 205 0
5 2 5 default:fence_wood 205 0
5 2 6 default:torch 15 1
5 3 1 default:wood 0 0
5 3 2 default:wood 0 0
5 3 3 default:wood 0 0
5 3 4 default:wood 0 0
5 3 5 default:wood 0 0
6 0 0 default:wood 0 0
6 0 1 default:wood 0 0
6 0 5 default:wood 0 0
6 0 6 default:wood 0 0
6 1 0 default:fence_wood 189 0
6 1 1 default:fence_wood 173 0
6 1 5 default:fence_wood 173 0
6 1 6 default:fence_wood 189 0

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0 0 4 default:wood 0 0
0 0 5 default:wood 0 0
0 0 6 default:wood 0 0
0 1 4 default:wood 0 0
0 1 5 default:wood 0 0
0 1 6 default:wood 0 0
0 2 4 default:wood 0 0
0 2 5 default:wood 0 0
0 2 6 default:wood 0 0
0 7 0 default:ladder 77 4
0 7 1 default:fence_wood 93 0
0 7 4 default:cobble 0 0
0 7 5 default:cobble 0 0
0 7 6 default:cobble 0 0
0 8 4 default:cobble 0 0
0 8 5 default:cobble 0 0
0 8 6 default:cobble 0 0
1 0 3 default:wood 0 0
1 0 7 default:wood 0 0
1 1 3 default:wood 0 0
1 1 7 default:wood 0 0
1 2 3 default:wood 0 0
1 2 7 default:wood 0 0
1 3 3 default:wood 0 0
1 3 4 default:wood 0 0
1 3 5 default:wood 0 0
1 3 6 default:wood 0 0
1 3 7 default:wood 0 0
1 4 4 default:wood 0 0
1 4 5 default:wood 0 0
1 4 6 default:wood 0 0
1 5 4 default:wood 0 0
1 5 5 default:wood 0 0
1 5 6 default:wood 0 0
1 6 4 default:wood 0 0
1 6 5 default:wood 0 0
1 6 6 default:wood 0 0
1 7 0 default:ladder 93 4
1 7 1 default:fence_wood 109 0
1 7 3 default:cobble 0 0
1 7 4 default:wood 0 0
1 7 5 default:wood 0 0
1 7 6 default:wood 0 0
1 7 7 default:cobble 0 0
1 8 3 default:cobble 0 0
1 8 4 default:wood 0 0
1 8 5 default:wood 0 0
1 8 6 default:wood 0 0
1 8 7 default:cobble 0 0
1 9 4 default:cobble 0 0
1 9 5 default:cobble 0 0
1 9 6 default:cobble 0 0
2 0 2 default:wood 0 0
2 0 8 default:wood 0 0
2 1 1 default:torch 0 4
2 1 2 default:wood 0 0
2 1 8 default:wood 0 0
2 2 2 default:wood 0 0
2 2 8 default:wood 0 0
2 3 3 default:wood 0 0
2 3 7 default:wood 0 0
2 4 3 default:wood 0 0
2 4 7 default:wood 0 0
2 5 3 default:wood 0 0
2 5 7 default:wood 0 0
2 6 3 default:wood 0 0
2 6 7 default:wood 0 0
2 7 1 default:fence_wood 125 0
2 7 2 default:cobble 0 0
2 7 3 default:wood 0 0
2 7 7 default:wood 0 0
2 7 8 default:cobble 0 0
2 8 2 default:cobble 0 0
2 8 3 default:wood 0 0
2 8 7 default:wood 0 0
2 8 8 default:cobble 0 0
2 9 3 default:cobble 0 0
2 9 7 default:cobble 0 0
2 10 4 default:cobble 0 0
2 10 5 default:cobble 0 0
2 10 6 default:cobble 0 0
3 0 8 default:wood 0 0
3 1 8 default:wood 0 0
3 2 2 default:wood 0 0
3 2 8 default:wood 0 0
3 3 3 default:wood 0 0
3 3 7 default:wood 0 0
3 4 0 default:ladder 141 4
3 4 1 default:fence_wood 156 0
3 4 3 default:wood 0 0
3 4 7 default:wood 0 0
3 5 0 default:ladder 125 4
3 5 1 default:fence_wood 140 0
3 5 3 default:wood 0 0
3 5 7 default:wood 0 0
3 6 1 default:fence_wood 124 0
3 6 3 default:wood 0 0
3 6 7 default:wood 0 0
3 7 1 default:fence_wood 108 0
3 7 2 default:fence_wood 123 0
3 7 3 default:fence_wood 138 0
3 7 7 default:wood 0 0
3 7 8 default:cobble 0 0
3 8 1 default:fence_wood 93 0
3 8 2 default:cobble 0 0
3 8 3 default:wood 0 0
3 8 7 default:wood 0 0
3 8 8 default:cobble 0 0
3 9 0 default:ladder 61 4
3 9 1 default:fence_wood 77 0
3 9 3 default:cobble 0 0
3 9 7 default:cobble 0 0
3 10 0 default:ladder 45 4
3 10 1 default:fence_wood 61 0
3 10 4 default:cobble 0 0
3 10 5 default:cobble 0 0
3 10 6 default:cobble 0 0
4 0 2 default:wood 0 0
4 0 8 default:wood 0 0
4 1 1 default:torch 0 4
4 1 2 default:wood 0 0
4 1 8 default:wood 0 0
4 2 2 default:wood 0 0
4 2 8 default:wood 0 0
4 3 3 default:wood 0 0
4 3 7 default:wood 0 0
4 4 3 default:wood 0 0
4 4 7 default:wood 0 0
4 5 3 default:wood 0 0
4 5 5 default:torch 0 2
4 5 7 default:wood 0 0
4 6 3 default:wood 0 0
4 6 7 default:wood 0 0
4 7 1 default:fence_wood 125 0
4 7 2 default:cobble 0 0
4 7 3 default:wood 0 0
4 7 7 default:wood 0 0
4 7 8 default:cobble 0 0
4 8 2 default:cobble 0 0
4 8 3 default:wood 0 0
4 8 7 default:wood 0 0
4 8 8 default:cobble 0 0
4 9 3 default:cobble 0 0
4 9 7 default:cobble 0 0
4 10 4 default:cobble 0 0
4 10 5 default:cobble 0 0
4 10 6 default:cobble 0 0
5 0 3 default:wood 0 0
5 0 7 default:wood 0 0
5 1 3 default:wood 0 0
5 1 7 default:wood 0 0
5 2 3 default:wood 0 0
5 2 7 default:wood 0 0
5 3 3 default:wood 0 0
5 3 4 default:wood 0 0
5 3 5 default:wood 0 0
5 3 6 default:wood 0 0
5 3 7 default:wood 0 0
5 4 4 default:wood 0 0
5 4 5 default:wood 0 0
5 4 6 default:wood 0 0
5 5 4 default:wood 0 0
5 5 5 default:wood 0 0
5 5 6 default:wood 0 0
5 6 4 default:wood 0 0
5 6 5 default:wood 0 0
5 6 6 default:wood 0 0
5 7 0 default:ladder 93 4
5 7 1 default:fence_wood 109 0
5 7 3 default:cobble 0 0
5 7 4 default:wood 0 0
5 7 5 default:wood 0 0
5 7 6 default:wood 0 0
5 7 7 default:cobble 0 0
5 8 3 default:cobble 0 0
5 8 4 default:wood 0 0
5 8 5 default:wood 0 0
5 8 6 default:wood 0 0
5 8 7 default:cobble 0 0
5 9 4 default:cobble 0 0
5 9 5 default:cobble 0 0
5 9 6 default:cobble 0 0
6 0 4 default:wood 0 0
6 0 5 default:wood 0 0
6 0 6 default:wood 0 0
6 1 4 default:wood 0 0
6 1 5 default:wood 0 0
6 1 6 default:wood 0 0
6 2 4 default:wood 0 0
6 2 5 default:wood 0 0
6 2 6 default:wood 0 0
6 7 0 default:ladder 77 4
6 7 1 default:fence_wood 93 0
6 7 4 default:cobble 0 0
6 7 5 default:cobble 0 0
6 7 6 default:cobble 0 0
6 8 4 default:cobble 0 0
6 8 5 default:cobble 0 0
6 8 6 default:cobble 0 0

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deploy_nodes

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--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
Shape based on livehouse mod by neko259: http://minetest.net/forum/viewtopic.php?id=1675
BUILDING
]]--
-- expose api
deploy_building = {}
-- get_files
deploy_building.get_files = function(size)
local modpath = minetest.get_modpath("deploy_building")
local output
if os.getenv('HOME')~=nil then
os.execute('\ls -a "'..modpath..'/buildings/'..size..'/" | grep .we > "'..modpath..'/buildings/'..size..'/_buildings"') -- linux/mac
local file, err = io.open(modpath..'/buildings/'..size..'/_buildings', "rb")
if err ~= nil then
return
end
output = file:lines()
else
output = io.popen('dir "'..modpath..'\\buildings\\'..size..'\\*.we" /b'):lines() -- windows
end
local i, t = 0, {}
for filename in output do
i = i + 1
t[i] = filename
end
return t
end
-- deploy
deploy_building.deploy = function(originpos, placer, size)
-- load building data
local files = deploy_building.get_files(size)
local filepath = minetest.get_modpath("deploy_building").."/buildings/"..size.."/"..files[math.random(#files)]
local file, err = io.open(filepath, "rb")
if err ~= nil then
minetest.chat_send_player(placer:get_player_name(), "[deploy_building] error: could not open file \"" .. filepath .. "\"")
return
end
local contents = file:read("*a")
file:close()
-- check for space
if deploy_nodes.check_for_space==true then
local minpos = {x=0,y=0,z=0}
local maxpos = {x=0,y=0,z=0}
for x, y, z, name, param1, param2 in contents:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do
x = tonumber(x)
y = tonumber(y)
z = tonumber(z)
if x < minpos.x then minpos.x = x end
if y < minpos.y then minpos.y = y end
if z < minpos.z then minpos.z = z end
if x > maxpos.x then maxpos.x = x end
if y > maxpos.y then maxpos.y = y end
if z > maxpos.z then maxpos.z = z end
end
for x=minpos.x,maxpos.x do
for y=minpos.y,maxpos.y do
for z=minpos.z,maxpos.z do
if x~=0 or y~=0 or z~=0 then
local checkpos = {x=originpos.x+x,y=originpos.y+y,z=originpos.z+z}
local checknode = minetest.env:get_node(checkpos).name
if checknode~="air" then
minetest.chat_send_player(placer:get_player_name(), "[deploy_building] no room to build because "..checknode.." is in the way at "..dump(checkpos).."")
return
end
end
end
end
end
end
-- remove building node
minetest.env:remove_node(originpos)
-- create building
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in contents:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do
pos.x = originpos.x + tonumber(x)
pos.y = originpos.y + tonumber(y)
pos.z = originpos.z + tonumber(z)
node.name = name
node.param1 = param1
node.param2 = param2
minetest.env:add_node(pos, node)
end
end
-- small
minetest.register_node("deploy_building:small", {
description = "Small Building",
tiles = {"default_wood.png^deploy_building_small.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_building.deploy(pos,placer,"small")
end,
})
minetest.register_craft({
output = "deploy_building:small",
recipe = {
{"deploy_building:blueprint", "default:wood", "default:stone"},
},
})
-- medium
minetest.register_node("deploy_building:medium", {
description = "Medium Building",
tiles = {"default_wood.png^deploy_building_medium.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_building.deploy(pos,placer,"medium")
end,
})
minetest.register_craft({
output = "deploy_building:medium",
recipe = {
{"deploy_building:blueprint", "deploy_building:small", "deploy_building:small"},
},
})
-- large
minetest.register_node("deploy_building:large", {
description = "Large Building",
tiles = {"default_wood.png^deploy_building_large.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_building.deploy(pos,placer,"large")
end,
})
minetest.register_craft({
output = "deploy_building:large",
recipe = {
{"deploy_building:blueprint", "deploy_building:medium", "deploy_building:medium"},
},
})
-- arrow
table.insert(arrows,{"deploy_building:arrow", "deploy_building:arrow_entity"})
minetest.register_craftitem("deploy_building:arrow", {
description = "Building Arrow",
inventory_image = "deploy_building_arrow.png",
})
minetest.register_node("deploy_building:arrow_box", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
--Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
--Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
},
tiles = {"deploy_building_arrow.png", "deploy_building_arrow.png", "deploy_building_arrow_back.png", "deploy_building_arrow_front.png", "deploy_building_arrow_2.png", "deploy_building_arrow.png"},
})
minetest.register_entity("deploy_building:arrow_entity", {
physical = false,
timer=0,
visual = "wielditem",
visual_size = {x=0.1, y=0.1},
textures = {"deploy_building:arrow_box"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
player = "",
on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.timer>0.2 then
local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "deploy_building:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_building:arrow"))
end
self.object:remove()
end
else
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_building:arrow"))
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= "air" then
deploy_building.deploy(self.lastpos,self.player,"small")
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end,
})
minetest.register_craft({
output = "deploy_building:arrow",
recipe = {
{"default:stick", "default:stick", "deploy_building:small"},
}
})
-- blueprint
minetest.register_craftitem("deploy_building:blueprint", {
description = "Building Blueprint",
inventory_image = "deploy_nodes_blueprint.png^deploy_building_blueprint.png",
})
minetest.register_craft({
output = "deploy_building:blueprint",
recipe = {
{"deploy_nodes:blueprint", "", "deploy_nodes:blueprint"},
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
},
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))

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deploy_nodes

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--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
Shape based on Multinode mod by mauvebic: http://minetest.net/forum/viewtopic.php?id=2398
CYLINDER Y
]]--
-- expose api
deploy_cylinder_y = {}
-- deploy
deploy_cylinder_y.deploy = function(pos,placer,nodename,radius,height)
-- set the pos to the center of the node
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
-- check for space
if deploy_nodes.check_for_space==true then
for y=0,height do
for x=-radius,radius do
for z=-radius,radius do
if x*x+z*z <= radius * radius + radius then
if x~=0 or y~=0 or z~=0 then
local checkpos={x=pos.x+x,y=pos.y+y,z=pos.z+z}
local checknode = minetest.env:get_node(checkpos).name
if checknode~="air" then
minetest.chat_send_player(placer:get_player_name(), "[deploy_cylinder_y] no room to build because "..checknode.." is in the way at "..dump(checkpos).."")
return
end
end
end
end
end
end
end
-- remove cylinder node
minetest.env:remove_node(pos)
-- build the cylinder
local hollow = 1
for y=0,height do
for x=-radius,radius do
for z=-radius,radius do
if x*x+z*z >= (radius-hollow) * (radius-hollow) + (radius-hollow) and x*x+z*z <= radius * radius + radius then
minetest.env:add_node({x=pos.x+x,y=pos.y+y,z=pos.z+z},{type="node",name=nodename})
end
end
end
end
end
-- register
deploy_cylinder_y.register = function(label,name,material,texture)
-- small
minetest.register_node("deploy_cylinder_y:"..name.."_small", {
description = "Small "..label.." Cylinder",
tiles = {texture.."^deploy_cylinder_y_small.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_cylinder_y.deploy(pos,placer,material,3,6)
end,
})
minetest.register_craft({
output = "deploy_cylinder_y:"..name.."_small",
recipe = {
{"deploy_cylinder_y:blueprint", material, material},
},
})
-- medium
minetest.register_node("deploy_cylinder_y:"..name.."_medium", {
description = "Medium "..label.." Cylinder",
tiles = {texture.."^deploy_cylinder_y_medium.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_cylinder_y.deploy(pos,placer,material,6,12)
end,
})
minetest.register_craft({
output = "deploy_cylinder_y:"..name.."_medium",
recipe = {
{"deploy_cylinder_y:blueprint", "deploy_cylinder_y:"..name.."_small", "deploy_cylinder_y:"..name.."_small"},
},
})
-- large
minetest.register_node("deploy_cylinder_y:"..name.."_large", {
description = "Large "..label.." Cylinder",
tiles = {texture.."^deploy_cylinder_y_large.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_cylinder_y.deploy(pos,placer,material,12,24)
end,
})
minetest.register_craft({
output = "deploy_cylinder_y:"..name.."_large",
recipe = {
{"deploy_cylinder_y:blueprint", "deploy_cylinder_y:"..name.."_medium", "deploy_cylinder_y:"..name.."_medium"},
},
})
-- arrow
table.insert(arrows,{"deploy_cylinder_y:"..name.."_arrow", "deploy_cylinder_y:"..name.."_arrow_entity"})
minetest.register_craftitem("deploy_cylinder_y:"..name.."_arrow", {
description = label.." Cylinder Y Arrow",
inventory_image = "deploy_cylinder_y_arrow.png",
})
minetest.register_node("deploy_cylinder_y:"..name.."_arrow_box", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
--Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
--Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
},
tiles = {"deploy_cylinder_y_arrow.png", "deploy_cylinder_y_arrow.png", "deploy_cylinder_y_arrow_back.png", "deploy_cylinder_y_arrow_front.png", "deploy_cylinder_y_arrow_2.png", "deploy_cylinder_y_arrow.png"},
})
minetest.register_entity("deploy_cylinder_y:"..name.."_arrow_entity", {
physical = false,
timer=0,
visual = "wielditem",
visual_size = {x=0.1, y=0.1},
textures = {"deploy_cylinder_y:"..name.."_arrow_box"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
player = "",
on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.timer>0.2 then
local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "deploy_cylinder_y:"..name.."_arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_cylinder_y:"..name.."_arrow"))
end
self.object:remove()
end
else
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_cylinder_y:"..name.."_arrow"))
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= "air" then
deploy_cylinder_y.deploy(self.lastpos,self.player,material,3,6)
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end,
})
minetest.register_craft({
output = "deploy_cylinder_y:"..name.."_arrow",
recipe = {
{"default:stick", "default:stick", "deploy_cylinder_y:"..name.."_small"},
}
})
end
-- register cylinders
deploy_cylinder_y.register("Dirt","dirt","default:dirt","default_dirt.png")
deploy_cylinder_y.register("Wood","wood","default:wood","default_wood.png")
deploy_cylinder_y.register("Brick","brick","default:brick","default_brick.png")
deploy_cylinder_y.register("Cobble","cobble","default:cobble","default_cobble.png")
deploy_cylinder_y.register("Stone","stone","default:stone","default_stone.png")
deploy_cylinder_y.register("Glass","glass","default:glass","default_glass.png")
-- blueprint
minetest.register_craftitem("deploy_cylinder_y:blueprint", {
description = "Cylinder Y Blueprint",
inventory_image = "deploy_nodes_blueprint.png^deploy_cylinder_y_blueprint.png",
})
minetest.register_craft({
output = "deploy_cylinder_y:blueprint",
recipe = {
{"", "deploy_nodes:blueprint", ""},
{"deploy_nodes:blueprint", "", "deploy_nodes:blueprint"},
{"", "deploy_nodes:blueprint", ""},
},
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))

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--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
Shape based on Maze mod by Echo: http://minetest.net/forum/viewtopic.php?id=2814
MAZE
]]--
-- expose api
deploy_maze = {}
-- deploy
deploy_maze.deploy = function(originpos, placer, material, size, floors)
-- set the pos to the center of the node
originpos.x = math.floor(originpos.x+0.5)
originpos.y = math.floor(originpos.y+0.5)
originpos.z = math.floor(originpos.z+0.5)
-- setup some variables
--math.randomseed(os.time())
local min_size = 11
local maze_size_x = tonumber(size)
if maze_size_x == nil then maze_size_x = 20 end
if maze_size_x < min_size then maze_size_x = min_size end
local maze_size_z = tonumber(size)
if maze_size_z == nil then maze_size_z = 20 end
if maze_size_z < min_size then maze_size_z = min_size end
local maze_size_l = tonumber(floors)
if maze_size_l == nil then maze_size_l = 3 end
if maze_size_l < 1 then maze_size_l = 1 end
-- get transform factors to place the maze in "look_dir" of player
local player_dir = placer:get_look_dir()
local cosine = 1
local sine = 0
if math.abs(player_dir.x) > math.abs(player_dir.z) then
if player_dir.x > 0 then
cosine = 1
sine = 0
else
cosine = -1
sine = 0
end
else
if player_dir.z < 0 then
cosine = 0
sine = -1
else
cosine = 0
sine = 1
end
end
-- check for space
if deploy_nodes.check_for_space==true then
for z = 0, maze_size_l*3+1 do
for y = 0, maze_size_z - 1, 1 do
for x = 0, maze_size_x - 1, 1 do
if x~=0 or y~=0 or z~=0 then
local checkpos = {}
checkpos.x = cosine * x - sine * (y - math.floor(maze_size_z / 2)) + originpos.x
checkpos.z = sine * x + cosine * (y - math.floor(maze_size_z / 2)) + originpos.z
checkpos.y = originpos.y + y
local checknode = minetest.env:get_node(checkpos).name
if checknode~="air" then
minetest.chat_send_player(placer:get_player_name(), "[deploy_cylinder_y] no room to build because "..checknode.." is in the way at "..dump(checkpos).."")
return
end
end
end
end
end
end
-- remove maze node
minetest.env:remove_node(originpos)
-- tweak the pos
originpos.y = originpos.y+1
-- fill the table with walls
local maze = {}
for l = 0, maze_size_l-1, 1 do
maze[l] = {}
for x = 0, maze_size_x-1, 1 do
maze[l][x] = {}
for y = 0, maze_size_z-1, 1 do
maze[l][x][y] = true
end
end
end
-- create maze map
local start_x = 0
local start_y = math.floor(maze_size_z/2)
local start_l = 0
local pos_x = start_x
local pos_y = start_y
local pos_l = start_l
maze[pos_l][pos_x][pos_y] = false -- the entrance
local moves = {}
local updowns = {}
local possible_ways = {}
local direction = ""
local pos = {x = 0, y = 0, l = 0}
local forward = true
local dead_end = {}
table.insert(moves, {x = pos_x, y = pos_y, l = pos_l})
repeat
possible_ways = {}
-- is D possible?
if
pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_z - 1 and
pos_l < maze_size_l - 1 and
maze[pos_l + 1][pos_x - 1][pos_y - 1] and
maze[pos_l + 1][pos_x - 1][pos_y] and
maze[pos_l + 1][pos_x - 1][pos_y + 1] and
maze[pos_l + 1][pos_x][pos_y - 1] and
maze[pos_l + 1][pos_x][pos_y] and
maze[pos_l + 1][pos_x][pos_y + 2] and
maze[pos_l + 1][pos_x + 1][pos_y - 1] and
maze[pos_l + 1][pos_x + 1][pos_y] and
maze[pos_l + 1][pos_x + 1][pos_y + 1]
then
table.insert(possible_ways, "D")
end
-- is U possible?
if
pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_z - 1 and
pos_l > 0 and
maze[pos_l - 1][pos_x - 1][pos_y - 1] and
maze[pos_l - 1][pos_x - 1][pos_y] and
maze[pos_l - 1][pos_x - 1][pos_y + 1] and
maze[pos_l - 1][pos_x][pos_y - 1] and
maze[pos_l - 1][pos_x][pos_y] and
maze[pos_l - 1][pos_x][pos_y + 2] and
maze[pos_l - 1][pos_x + 1][pos_y - 1] and
maze[pos_l - 1][pos_x + 1][pos_y] and
maze[pos_l - 1][pos_x + 1][pos_y + 1]
then
table.insert(possible_ways, "U")
end
-- is N possible?
if
pos_y - 2 >= 0 and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and
maze[pos_l][pos_x][pos_y - 1] and -- N is wall
maze[pos_l][pos_x][pos_y - 2] and -- N from N is wall
maze[pos_l][pos_x - 1][pos_y - 2] and -- NW from N is wall
maze[pos_l][pos_x + 1][pos_y - 2] and -- NE from N is wall
maze[pos_l][pos_x - 1][pos_y - 1] and -- W from N is wall
maze[pos_l][pos_x + 1][pos_y - 1] -- E from N is wall
then
table.insert(possible_ways, "N")
table.insert(possible_ways, "N") -- twice as possible as U and D
end
-- is E possible?
if
pos_x + 2 < maze_size_x and pos_y - 1 >= 0 and pos_y + 1 < maze_size_z and
maze[pos_l][pos_x + 1][pos_y] and -- E is wall
maze[pos_l][pos_x + 2][pos_y] and -- E from E is wall
maze[pos_l][pos_x + 2][pos_y - 1] and -- NE from E is wall
maze[pos_l][pos_x + 2][pos_y + 1] and -- SE from E is wall
maze[pos_l][pos_x + 1][pos_y - 1] and -- N from E is wall
maze[pos_l][pos_x + 1][pos_y + 1] -- S from E is wall
then
table.insert(possible_ways, "E")
table.insert(possible_ways, "E") -- twice as possible as U and D
end
-- is S possible?
if
pos_y + 2 < maze_size_z and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and
maze[pos_l][pos_x][pos_y + 1] and -- S is wall
maze[pos_l][pos_x][pos_y + 2] and -- S from S is wall
maze[pos_l][pos_x - 1][pos_y + 2] and -- SW from S is wall
maze[pos_l][pos_x + 1][pos_y + 2] and -- SE from S is wall
maze[pos_l][pos_x - 1][pos_y + 1] and -- W from S is wall
maze[pos_l][pos_x + 1][pos_y + 1] -- E from S is wall
then
table.insert(possible_ways, "S")
table.insert(possible_ways, "S") -- twice as possible as U and D
end
-- is W possible?
if
pos_x - 2 >= 0 and pos_y - 1 >= 0 and pos_y + 1 < maze_size_z and
maze[pos_l][pos_x - 1][pos_y] and -- W is wall
maze[pos_l][pos_x - 2][pos_y] and -- W from W is wall
maze[pos_l][pos_x - 2][pos_y - 1] and -- NW from W is wall
maze[pos_l][pos_x - 2][pos_y + 1] and -- SW from W is wall
maze[pos_l][pos_x - 1][pos_y - 1] and -- N from W is wall
maze[pos_l][pos_x - 1][pos_y + 1] -- S from W is wall
then
table.insert(possible_ways, "W")
table.insert(possible_ways, "W") -- twice as possible as U and D
end
if #possible_ways > 0 then
forward = true
direction = possible_ways[math.random(# possible_ways)]
if direction == "N" then
pos_y = pos_y - 1
elseif direction == "E" then
pos_x = pos_x + 1
elseif direction == "S" then
pos_y = pos_y + 1
elseif direction == "W" then
pos_x = pos_x - 1
elseif direction == "D" then
table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way down
pos_l = pos_l + 1
elseif direction == "U" then
pos_l = pos_l - 1
table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way up = down from level above
end
table.insert(moves, {x = pos_x, y = pos_y, l = pos_l})
maze[pos_l][pos_x][pos_y] = false
else -- there is no possible way forward
if forward then -- the last step was forward, now back, so we're in a dead end
-- mark dead end for possible braid
if not maze[pos_l][pos_x - 1][pos_y] then -- dead end to E, only way is W
table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 1, dy = 0})
elseif not maze[pos_l][pos_x + 1][pos_y] then -- dead end to W, only way is E
table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = -1, dy = 0})
elseif not maze[pos_l][pos_x][pos_y - 1] then -- dead end to S, only way is N
table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = 1})
elseif not maze[pos_l][pos_x][pos_y + 1] then -- dead end to N, only way is S
table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = -1})
end
forward = false
end
pos = table.remove(moves)
pos_x = pos.x
pos_y = pos.y
pos_l = pos.l
end
until pos_x == start_x and pos_y == start_y
-- create partial braid maze, about 20%
if size > 15 then
for _, braid_pos in pairs(dead_end) do
-- print(braid_pos.x.."/"..braid_pos.y.."/"..braid_pos.l.." "..braid_pos.dx.."/"..braid_pos.dy)
x = braid_pos.x + braid_pos.dx * 2
y = braid_pos.y + braid_pos.dy * 2
if math.random(5) == 1 and x > 0 and x < maze_size_x - 1 and y > 0 and y < maze_size_z - 1 and not maze[braid_pos.l][x][y] then
-- remove wall if behind is corridor with 20% chance
maze[braid_pos.l][braid_pos.x + braid_pos.dx][braid_pos.y + braid_pos.dy] = false
-- print("removed "..braid_pos.l.."/"..braid_pos.x + braid_pos.dx.."/"..braid_pos.y + braid_pos.dy)
end
end
end
-- create exit on opposite end of maze and make sure it is reachable
local exit_x = maze_size_x - 1 -- exit always on opposite side of maze
local exit_y = math.random(maze_size_z - 3) + 1
local exit_l = math.random(maze_size_l) - 1
local exit_reachable = false
repeat
maze[exit_l][exit_x][exit_y] = false
exit_reachable = not maze[exit_l][exit_x - 1][exit_y] or not maze[exit_l][exit_x][exit_y - 1] or not maze[exit_l][exit_x][exit_y + 1]
exit_x = exit_x - 1
until exit_reachable
-- build maze in minetest-world
local offset_x = 1
local offset_y = 1
local line = ""
local pos = {x = 0, y = 0, z = 0}
local change_level_down = false
local change_level_up = false
local ladder_direction = 2
for l = maze_size_l - 1, 0, -1 do
for y = 0, maze_size_z - 1, 1 do
if l == 0 and y == math.floor(maze_size_z / 2) then line = "<-" else line = " " end
for x = 0, maze_size_x - 1, 1 do
-- rotate the maze in players view-direction and move it to his position
pos.x = cosine * x - sine * (y - math.floor(maze_size_z / 2)) + originpos.x
pos.z = sine * x + cosine * (y - math.floor(maze_size_z / 2)) + originpos.z
pos.y = originpos.y - 1 - 3 * l + (maze_size_l*3-2)
change_level_down = false
change_level_up = false
for i, v in ipairs(updowns) do
if v.x == x and v.y == y and v.l == l then
change_level_down = true
-- find direction for the ladders
ladder_direction = 2
if maze[l][x - 1][y] and maze[l + 1][x - 1][y] then ladder_direction = 3 end
if maze[l][x + 1][y] and maze[l + 1][x + 1][y] then ladder_direction = 2 end
if maze[l][x][y - 1] and maze[l + 1][x][y - 1] then ladder_direction = 5 end
if maze[l][x][y + 1] and maze[l + 1][x][y + 1] then ladder_direction = 4 end
end
if v.x == x and v.y == y and v.l == l - 1 then
change_level_up = true
-- find direction for the ladders
ladder_direction = 2
-- if maze[l - 1][x - 1][y] and maze[l][x - 1][y] then ladder_direction = 3 end
-- if maze[l - 1][x + 1][y] and maze[l][x + 1][y] then ladder_direction = 2 end
-- if maze[l - 1][x][y - 1] and maze[l][x][y - 1] then ladder_direction = 5 end
-- if maze[l - 1][x][y + 1] and maze[l][x][y + 1] then ladder_direction = 4 end
if maze[l][x - 1][y] then ladder_direction = 3 end
if maze[l][x + 1][y] then ladder_direction = 2 end
if maze[l][x][y - 1] then ladder_direction = 5 end
if maze[l][x][y + 1] then ladder_direction = 4 end
end
end
-- rotate direction for the ladders
if cosine == -1 then
if ladder_direction == 2 then ladder_direction = 3
elseif ladder_direction == 3 then ladder_direction = 2
elseif ladder_direction == 4 then ladder_direction = 5
elseif ladder_direction == 5 then ladder_direction = 4 end
end
if sine == -1 then
if ladder_direction == 2 then ladder_direction = 5
elseif ladder_direction == 3 then ladder_direction = 4
elseif ladder_direction == 4 then ladder_direction = 2
elseif ladder_direction == 5 then ladder_direction = 3 end
end
if sine == 1 then
if ladder_direction == 2 then ladder_direction = 4
elseif ladder_direction == 3 then ladder_direction = 5
elseif ladder_direction == 4 then ladder_direction = 3
elseif ladder_direction == 5 then ladder_direction = 2 end
end
if not change_level_down then
minetest.env:add_node(pos, {type = "node", name = material})
end
if maze[l][x][y] then
line = "X" .. line
pos.y = pos.y + 1
minetest.env:add_node(pos, {type = "node", name = material})
pos.y = pos.y + 1
minetest.env:add_node(pos, {type = "node", name = material})
else
line = " " .. line
pos.y = pos.y + 1
minetest.env:add_node(pos, {type = "node", name = "air"})
if change_level_up then minetest.env:add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end
pos.y = pos.y + 1
minetest.env:add_node(pos, {type = "node", name = "air"})
if change_level_up then minetest.env:add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end
end
pos.y = pos.y + 1
if change_level_up then
minetest.env:add_node(pos, {type = "node", name = "air"})
minetest.env:add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction})
else
minetest.env:add_node(pos, {type = "node", name = material})
end
end
if l==exit_l and y==exit_y then line = "<-" .. line else line = " " .. line end
end
end
end
-- register
deploy_maze.register = function(label,name,material,texture)
-- small
minetest.register_node("deploy_maze:"..name.."_small", {
description = "Small "..label.." Maze",
tiles = {texture.."^deploy_maze_small.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_maze.deploy(pos,placer,material,11,1)
end,
})
minetest.register_craft({
output = "deploy_maze:"..name.."_small",
recipe = {
{"deploy_maze:blueprint", material, material},
},
})
-- medium
minetest.register_node("deploy_maze:"..name.."_medium", {
description = "Medium "..label.." Maze",
tiles = {texture.."^deploy_maze_medium.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_maze.deploy(pos,placer,material,22,2)
end,
})
minetest.register_craft({
output = "deploy_maze:"..name.."_medium",
recipe = {
{"deploy_maze:blueprint", "deploy_maze:"..name.."_small", "deploy_maze:"..name.."_small"},
},
})
-- large
minetest.register_node("deploy_maze:"..name.."_large", {
description = "Large "..label.." Maze",
tiles = {texture.."^deploy_maze_large.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_maze.deploy(pos,placer,material,44,4)
end,
})
minetest.register_craft({
output = "deploy_maze:"..name.."_large",
recipe = {
{"deploy_maze:blueprint", "deploy_maze:"..name.."_medium", "deploy_maze:"..name.."_medium"},
},
})
-- arrow
table.insert(arrows,{"deploy_maze:"..name.."_arrow", "deploy_maze:"..name.."_arrow_entity"})
minetest.register_craftitem("deploy_maze:"..name.."_arrow", {
description = label.." Maze Arrow",
inventory_image = "deploy_maze_arrow.png",
})
minetest.register_node("deploy_maze:"..name.."_arrow_box", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
--Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
--Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
},
tiles = {"deploy_maze_arrow.png", "deploy_maze_arrow.png", "deploy_maze_arrow_back.png", "deploy_maze_arrow_front.png", "deploy_maze_arrow_2.png", "deploy_maze_arrow.png"},
})
minetest.register_entity("deploy_maze:"..name.."_arrow_entity", {
physical = false,
timer=0,
visual = "wielditem",
visual_size = {x=0.1, y=0.1},
textures = {"deploy_maze:"..name.."_arrow_box"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
player = "",
on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.timer>0.2 then
local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "deploy_maze:"..name.."_arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_maze:"..name.."_arrow"))
end
self.object:remove()
end
else
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_maze:"..name.."_arrow"))
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= "air" then
deploy_maze.deploy(self.lastpos,self.player,material,11,1)
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end,
})
minetest.register_craft({
output = "deploy_maze:"..name.."_arrow",
recipe = {
{"default:stick", "default:stick", "deploy_maze:"..name.."_small"},
}
})
end
-- register mazes
deploy_maze.register("Dirt","dirt","default:dirt","default_dirt.png")
deploy_maze.register("Wood","wood","default:wood","default_wood.png")
deploy_maze.register("Brick","brick","default:brick","default_brick.png")
deploy_maze.register("Cobble","cobble","default:cobble","default_cobble.png")
deploy_maze.register("Stone","stone","default:stone","default_stone.png")
deploy_maze.register("Glass","glass","default:glass","default_glass.png")
-- blueprint
minetest.register_craftitem("deploy_maze:blueprint", {
description = "Maze Blueprint",
inventory_image = "deploy_nodes_blueprint.png^deploy_maze_blueprint.png",
})
minetest.register_craft({
output = "deploy_maze:blueprint",
recipe = {
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
{"", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", ""},
},
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))

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default
throwing

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--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
MAIN LOADER
]]--
-- expose api
deploy_nodes = {}
-- check for non-air blocks before deploying structure
deploy_nodes.check_for_space = false
-- blueprint
minetest.register_craftitem("deploy_nodes:blueprint", {
description = "Empty Blueprint",
inventory_image = "deploy_nodes_blueprint.png^deploy_nodes_blueprint.png",
})
minetest.register_craft({
output = "deploy_nodes:blueprint",
recipe = {{"default:paper", "default:coal_lump", "default:stick"}},
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))

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--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
Shape based on WorldEdit mod by Temperest: http://minetest.net/forum/viewtopic.php?id=2398
PYRAMID
]]--
-- expose api
deploy_pyramid = {}
-- deploy
deploy_pyramid.deploy = function(pos,placer,nodename,height)
-- check for space
if deploy_nodes.check_for_space==true then
for x=-height*0.5,height*0.5 do
for y=0,height do
for z=-height*0.5,height*0.5 do
if x~=0 or y~=0 or z~=0 then
local checkpos = {x=pos.x+x,y=pos.y+y,z=pos.z+z}
local checknode = minetest.env:get_node(checkpos).name
if checknode~="air" then
minetest.chat_send_player(placer:get_player_name(), "[deploy_pyramid] no room to build because "..checknode.." is in the way at "..dump(checkpos).."")
return
end
end
end
end
end
end
-- remove pyramid node
minetest.env:remove_node(pos)
-- build the pyramid
local pos1 = {x=pos.x-height, y=pos.y, z=pos.z-height}
local pos2 = {x=pos.x+height, y=pos.y+height, z=pos.z+height}
local np = {x=0, y=pos1.y, z=0}
local node = {name=nodename}
while np.y <= pos2.y do --each vertical level of the pyramid
np.x = pos1.x
while np.x <= pos2.x do
np.z = pos1.z
while np.z <= pos2.z do
minetest.env:add_node({x=np.x-height*0.5,y=np.y,z=np.z-height*0.5}, node)
np.z = np.z + 1
end
np.x = np.x + 1
end
np.y = np.y + 1
pos1.x, pos2.x = pos1.x + 1, pos2.x - 1
pos1.z, pos2.z = pos1.z + 1, pos2.z - 1
end
end
-- register
deploy_pyramid.register = function(label,name,material,texture)
-- small
minetest.register_node("deploy_pyramid:"..name.."_small", {
description = "Small "..label.." Pyramid",
tiles = {texture.."^deploy_pyramid_small.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_pyramid.deploy(pos,placer,material,3,1,1)
end,
})
minetest.register_craft({
output = "deploy_pyramid:"..name.."_small",
recipe = {
{"deploy_pyramid:blueprint", material, material},
},
})
-- medium
minetest.register_node("deploy_pyramid:"..name.."_medium", {
description = "Medium "..label.." Pyramid",
tiles = {texture.."^deploy_pyramid_medium.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_pyramid.deploy(pos,placer,material,6,2,2)
end,
})
minetest.register_craft({
output = "deploy_pyramid:"..name.."_medium",
recipe = {
{"deploy_pyramid:blueprint", "deploy_pyramid:"..name.."_small", "deploy_pyramid:"..name.."_small"},
},
})
-- large
minetest.register_node("deploy_pyramid:"..name.."_large", {
description = "Large "..label.." Pyramid",
tiles = {texture.."^deploy_pyramid_large.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_pyramid.deploy(pos,placer,material,12,4,3)
end,
})
minetest.register_craft({
output = "deploy_pyramid:"..name.."_large",
recipe = {
{"deploy_pyramid:blueprint", "deploy_pyramid:"..name.."_medium", "deploy_pyramid:"..name.."_medium"},
},
})
-- arrow
table.insert(arrows,{"deploy_pyramid:"..name.."_arrow", "deploy_pyramid:"..name.."_arrow_entity"})
minetest.register_craftitem("deploy_pyramid:"..name.."_arrow", {
description = label.." Pyramid Arrow",
inventory_image = "deploy_pyramid_arrow.png",
})
minetest.register_node("deploy_pyramid:"..name.."_arrow_box", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
--Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
--Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
},
tiles = {"deploy_pyramid_arrow.png", "deploy_pyramid_arrow.png", "deploy_pyramid_arrow_back.png", "deploy_pyramid_arrow_front.png", "deploy_pyramid_arrow_2.png", "deploy_pyramid_arrow.png"},
})
minetest.register_entity("deploy_pyramid:"..name.."_arrow_entity", {
physical = false,
timer=0,
visual = "wielditem",
visual_size = {x=0.1, y=0.1},
textures = {"deploy_pyramid:"..name.."_arrow_box"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
player = "",
on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.timer>0.2 then
local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "deploy_pyramid:"..name.."_arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_pyramid:"..name.."_arrow"))
end
self.object:remove()
end
else
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_pyramid:"..name.."_arrow"))
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= "air" then
deploy_pyramid.deploy(self.lastpos,self.player,material,3,1,1)
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end,
})
minetest.register_craft({
output = "deploy_pyramid:"..name.."_arrow",
recipe = {
{"default:stick", "default:stick", "deploy_pyramid:"..name.."_small"},
}
})
end
-- register pyramids
deploy_pyramid.register("Dirt","dirt","default:dirt","default_dirt.png")
deploy_pyramid.register("Wood","wood","default:wood","default_wood.png")
deploy_pyramid.register("Brick","brick","default:brick","default_brick.png")
deploy_pyramid.register("Cobble","cobble","default:cobble","default_cobble.png")
deploy_pyramid.register("Stone","stone","default:stone","default_stone.png")
deploy_pyramid.register("Glass","glass","default:glass","default_glass.png")
-- blueprint
minetest.register_craftitem("deploy_pyramid:blueprint", {
description = "Pyramid Blueprint",
inventory_image = "deploy_nodes_blueprint.png^deploy_pyramid_blueprint.png",
})
minetest.register_craft({
output = "deploy_pyramid:blueprint",
recipe = {
{"", "deploy_nodes:blueprint", ""},
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
},
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))

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--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
Shape based on Multinode mod by mauvebic: http://minetest.net/forum/viewtopic.php?id=2398
SPHERE
]]--
-- expose api
deploy_sphere = {}
-- deploy
deploy_sphere.deploy = function(pos,placer,nodename,radius)
-- set the pos to the center of the node
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
-- check for space
if deploy_nodes.check_for_space==true then
for x=-radius,radius do
for y=-radius,radius do
for z=-radius,radius do
if x*x+y*y+z*z <= radius * radius + radius then
if x~=0 or y~=radius*-1 or z~=0 then
local checkpos = {x=pos.x+x,y=pos.y+y+radius,z=pos.z+z}
local checknode = minetest.env:get_node(checkpos).name
if checknode~="air" then
minetest.chat_send_player(placer:get_player_name(), "[deploy_sphere] no room to build because "..checknode.." is in the way at "..dump(checkpos).."")
return
end
end
end
end
end
end
end
-- remove sphere node
minetest.env:remove_node(pos)
-- build the sphere
local hollow = 1
for x=-radius,radius do
for y=-radius,radius do
for z=-radius,radius do
if x*x+y*y+z*z >= (radius-hollow) * (radius-hollow) + (radius-hollow) and x*x+y*y+z*z <= radius * radius + radius then
minetest.env:add_node({x=pos.x+x,y=pos.y+y+radius,z=pos.z+z},{name=nodename})
end
end
end
end
end
-- register
deploy_sphere.register = function(label,name,material,texture)
-- small
minetest.register_node("deploy_sphere:"..name.."_small", {
description = "Small "..label.." Sphere",
tiles = {texture.."^deploy_sphere_small.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_sphere.deploy(pos,placer,material,3)
end,
})
minetest.register_craft({
output = "deploy_sphere:"..name.."_small",
recipe = {
{"deploy_sphere:blueprint", material, material},
},
})
-- medium
minetest.register_node("deploy_sphere:"..name.."_medium", {
description = "Medium "..label.." Sphere",
tiles = {texture.."^deploy_sphere_medium.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_sphere.deploy(pos,placer,material,6)
end,
})
minetest.register_craft({
output = "deploy_sphere:"..name.."_medium",
recipe = {
{"deploy_sphere:blueprint", "deploy_sphere:"..name.."_small", "deploy_sphere:"..name.."_small"},
},
})
-- large
minetest.register_node("deploy_sphere:"..name.."_large", {
description = "Large "..label.." Sphere",
tiles = {texture.."^deploy_sphere_large.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_sphere.deploy(pos,placer,material,12)
end,
})
minetest.register_craft({
output = "deploy_sphere:"..name.."_large",
recipe = {
{"deploy_sphere:blueprint", "deploy_sphere:"..name.."_medium", "deploy_sphere:"..name.."_medium"},
},
})
-- arrow
table.insert(arrows,{"deploy_sphere:"..name.."_arrow", "deploy_sphere:"..name.."_arrow_entity"})
minetest.register_craftitem("deploy_sphere:"..name.."_arrow", {
description = label.." Sphere Arrow",
inventory_image = "deploy_sphere_arrow.png",
})
minetest.register_node("deploy_sphere:"..name.."_arrow_box", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
--Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
--Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
},
tiles = {"deploy_sphere_arrow.png", "deploy_sphere_arrow.png", "deploy_sphere_arrow_back.png", "deploy_sphere_arrow_front.png", "deploy_sphere_arrow_2.png", "deploy_sphere_arrow.png"},
})
minetest.register_entity("deploy_sphere:"..name.."_arrow_entity", {
physical = false,
timer=0,
visual = "wielditem",
visual_size = {x=0.1, y=0.1},
textures = {"deploy_sphere:"..name.."_arrow_box"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
player = "",
on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.timer>0.2 then
local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "deploy_sphere:"..name.."_arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_sphere:"..name.."_arrow"))
end
self.object:remove()
end
else
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_sphere:"..name.."_arrow"))
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= "air" then
deploy_sphere.deploy(self.lastpos,self.player,material,3)
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end,
})
minetest.register_craft({
output = "deploy_sphere:"..name.."_arrow",
recipe = {
{"default:stick", "default:stick", "deploy_sphere:"..name.."_small"},
}
})
end
-- register spheres
deploy_sphere.register("Dirt","dirt","default:dirt","default_dirt.png")
deploy_sphere.register("Wood","wood","default:wood","default_wood.png")
deploy_sphere.register("Brick","brick","default:brick","default_brick.png")
deploy_sphere.register("Cobble","cobble","default:cobble","default_cobble.png")
deploy_sphere.register("Stone","stone","default:stone","default_stone.png")
deploy_sphere.register("Glass","glass","default:glass","default_glass.png")
-- blueprint
minetest.register_craftitem("deploy_sphere:blueprint", {
description = "Sphere Blueprint",
inventory_image = "deploy_nodes_blueprint.png^deploy_sphere_blueprint.png",
})
minetest.register_craft({
output = "deploy_sphere:blueprint",
recipe = {
{"", "deploy_nodes:blueprint", ""},
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
{"", "deploy_nodes:blueprint", ""},
},
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))

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deploy_nodes

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--[[
Deploy Nodes for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-deploy_nodes
License: GPLv3
SPIRAL
]]--
-- expose api
deploy_spiral = {}
-- deploy
deploy_spiral.deploy = function(pos,placer,nodename,width,height,spacer)
-- set the pos to the center of the node
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
height = tonumber(height)-1
if height < 0 then height = 0 end
spacer = tonumber(spacer)+1
if spacer < 1 then spacer = 1 end
-- check for space
if deploy_nodes.check_for_space==true then
for x=width*spacer*-0.5,width*spacer*0.5 do
for y=0,height-1 do
for z=width*spacer*-0.5,width*spacer*0.5 do
if x~=0 or y~=0 or z~=0 then
local checkpos = {x=pos.x+x,y=pos.y+y,z=pos.z+z}
local checknode = minetest.env:get_node(checkpos).name
if checknode~="air" then
minetest.chat_send_player(placer:get_player_name(), "[deploy_spiral] no room to build because "..checknode.." is in the way at "..dump(checkpos).."")
return
end
end
end
end
end
end
-- remove spiral node
minetest.env:remove_node(pos)
-- build the spiral
-- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua
av, sn = math.abs, function(s) return s~=0 and s/av(s) or 0 end
local function sindex(z, x) -- returns the value at (x, z) in a spiral that starts at 1 and goes outwards
if z == -x and z >= x then return (2*z+1)^2 end
local l = math.max(av(z), av(x))
return (2*l-1)^2+4*l+2*l*sn(x+z)+sn(z^2-x^2)*(l-(av(z)==l and sn(z)*x or sn(x)*z)) -- OH GOD WHAT
end
local function spiralt(side)
local ret, id, start, stop = {}, 0, math.floor((-side+1)/2), math.floor((side-1)/2)
for i = 1, side do
for j = 1, side do
local id = side^2 - sindex(stop - i + 1,start + j - 1)
ret[id] = {x=i,z=j}
end
end
return ret
end
-- connect the joined parts
local spiral = spiralt(width)
local node = {name=nodename}
local np,lp
for y=0,height do
lp = nil
for _,v in ipairs(spiral) do
np = {
x=pos.x+v.x*spacer-spacer-width*spacer*0.5,
y=pos.y+y,
z=pos.z+v.z*spacer-spacer-width*spacer*0.5,
}
if lp~=nil then
if lp.x~=np.x then
if lp.x<np.x then
for i=lp.x+1,np.x do
minetest.env:add_node({x=i, y=np.y, z=np.z}, node)
end
else
for i=np.x,lp.x-1 do
minetest.env:add_node({x=i, y=np.y, z=np.z}, node)
end
end
end
if lp.z~=np.z then
if lp.z<np.z then
for i=lp.z+1,np.z do
minetest.env:add_node({x=np.x, y=np.y, z=i}, node)
end
else
for i=np.z,lp.z-1 do
minetest.env:add_node({x=np.x, y=np.y, z=i}, node)
end
end
end
end
lp = np
end
end
end
-- register
deploy_spiral.register = function(label,name,material,texture)
-- small
minetest.register_node("deploy_spiral:"..name.."_small", {
description = "Small "..label.." Spiral",
tiles = {texture.."^deploy_spiral_small.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_spiral.deploy(pos,placer,material,3,1,1)
end,
})
minetest.register_craft({
output = "deploy_spiral:"..name.."_small",
recipe = {
{"deploy_spiral:blueprint", material, material},
},
})
-- medium
minetest.register_node("deploy_spiral:"..name.."_medium", {
description = "Medium "..label.." Spiral",
tiles = {texture.."^deploy_spiral_medium.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_spiral.deploy(pos,placer,material,6,2,2)
end,
})
minetest.register_craft({
output = "deploy_spiral:"..name.."_medium",
recipe = {
{"deploy_spiral:blueprint", "deploy_spiral:"..name.."_small", "deploy_spiral:"..name.."_small"},
},
})
-- large
minetest.register_node("deploy_spiral:"..name.."_large", {
description = "Large "..label.." Spiral",
tiles = {texture.."^deploy_spiral_large.png"},
groups = {dig_immediate=3},
after_place_node = function(pos,placer)
deploy_spiral.deploy(pos,placer,material,12,4,3)
end,
})
minetest.register_craft({
output = "deploy_spiral:"..name.."_large",
recipe = {
{"deploy_spiral:blueprint", "deploy_spiral:"..name.."_medium", "deploy_spiral:"..name.."_medium"},
},
})
-- arrow
table.insert(arrows,{"deploy_spiral:"..name.."_arrow", "deploy_spiral:"..name.."_arrow_entity"})
minetest.register_craftitem("deploy_spiral:"..name.."_arrow", {
description = label.." Spiral Arrow",
inventory_image = "deploy_spiral_arrow.png",
})
minetest.register_node("deploy_spiral:"..name.."_arrow_box", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
--Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
--Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
},
tiles = {"deploy_spiral_arrow.png", "deploy_spiral_arrow.png", "deploy_spiral_arrow_back.png", "deploy_spiral_arrow_front.png", "deploy_spiral_arrow_2.png", "deploy_spiral_arrow.png"},
})
minetest.register_entity("deploy_spiral:"..name.."_arrow_entity", {
physical = false,
timer=0,
visual = "wielditem",
visual_size = {x=0.1, y=0.1},
textures = {"deploy_spiral:"..name.."_arrow_box"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
player = "",
on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.timer>0.2 then
local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "deploy_spiral:"..name.."_arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_spiral:"..name.."_arrow"))
end
self.object:remove()
end
else
if self.player ~= "" then
self.player:setpos(pos)
self.player:get_inventory():add_item("main", ItemStack("deploy_spiral:"..name.."_arrow"))
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= "air" then
deploy_spiral.deploy(self.lastpos,self.player,material,3,1,1)
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end,
})
minetest.register_craft({
output = "deploy_spiral:"..name.."_arrow",
recipe = {
{"default:stick", "default:stick", "deploy_spiral:"..name.."_small"},
}
})
end
-- register spirals
deploy_spiral.register("Dirt","dirt","default:dirt","default_dirt.png")
deploy_spiral.register("Wood","wood","default:wood","default_wood.png")
deploy_spiral.register("Brick","brick","default:brick","default_brick.png")
deploy_spiral.register("Cobble","cobble","default:cobble","default_cobble.png")
deploy_spiral.register("Stone","stone","default:stone","default_stone.png")
deploy_spiral.register("Glass","glass","default:glass","default_glass.png")
-- blueprint
minetest.register_craftitem("deploy_spiral:blueprint", {
description = "Spiral Blueprint",
inventory_image = "deploy_nodes_blueprint.png^deploy_spiral_blueprint.png",
})
minetest.register_craft({
output = "deploy_spiral:blueprint",
recipe = {
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", ""},
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", ""},
},
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))

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