spawn_pillar/gen.lua

73 lines
2.3 KiB
Lua

--Place spawn pillars
local spawn_positions = {}
local xseg = 1
local zseg = 1
for i = -8, 8 do
for j = -8, 8 do
if not spawn_pillar.get_spawnpoint(xseg, zseg) then
table.insert(spawn_positions, {x = j*2000, z = i*2000, xseg = xseg, zseg = zseg})
end
xseg = xseg + 1
end
xseg = 1
zseg = zseg + 1
end
-- print("[Spawn Pillar] There are " .. #spawn_positions .. "spawn positions.")
local function create_pillar(pos, segment)
for i = -2, 2 do
for j = -2, 2 do
for k = -1, 3 do
local pos = vector.new(pos.x + i, pos.y + k, pos.z + j)
if k == -1 then
minetest.set_node(pos, {name = "spawn_pillar:spawn_tile"})
else
minetest.set_node(pos, {name = "air"})
end
end
end
end
minetest.set_node(pos, {name = "spawn_pillar:pillar_bottom"})
minetest.set_node(vector.add(pos, vector.new(1, 0, 0)), {name = "default:torch", param2 = 1})
minetest.set_node(vector.add(pos, vector.new(-1, 0, 0)), {name = "default:torch", param2 = 1})
minetest.set_node(vector.add(pos, vector.new(0, 0, 1)), {name = "default:torch", param2 = 1})
minetest.set_node(vector.add(pos, vector.new(0, 0, -1)), {name = "default:torch", param2 = 1})
for _,player in ipairs(minetest.get_connected_players()) do
local sc = minetest.deserialize(player:get_attribute("spawn_pillar"))
if sc.x == segment.x and sc.z == segment.z then
player:set_pos(vector.add(spawn_pillar.get_spawnpoint(segment.x, segment.z), {x = 1, y = 0, z = 0}))
end
end
end
minetest.register_on_generated(function(minp, maxp)
for ind,spos in pairs(spawn_positions) do
if minp.x < spos.x and spos.x < maxp.x and
minp.z < spos.z and spos.z < maxp.z and
maxp.y > 0 then
if not spawn_pillar.get_spawnpoint(spos.xseg, spos.zseg) then
for j = maxp.y, math.max(minp.y, 0), -1 do
local node = vector.new(spos.x, j, spos.z)
local below = vector.new(spos.x, j-1, spos.z)
if (minetest.get_node(node).name == "air" and
minetest.get_node(below).name ~= "air" and
minetest.get_node(below).name ~= "ignore") then
spawn_pillar.set_spawnpoint(spos.xseg, spos.zseg, vector.new(spos.x, j, spos.z))
create_pillar(vector.new(spos.x, j, spos.z), {x = spos.xseg, z = spos.zseg})
table.remove(spawn_positions, ind)
return
end
end
end
end
end
end)