mckaygerhard 55028bc300 try to sinc by consider mapgen version
* This will allow pyramids to find some desert sand, but
  the astute will notice those are the v7 Heat Noise Parameters,
  the (5349, 3, 0.7, 500), and the Humidity for those inclined
  to tinker are (842, 3, 0.55, 500), cos mods that rely on
  the perlin noise must be in sync.
* try to detect the older simplev7 mod and sync with guessed values
* also detect the multicraft v7 plus mapgen
2024-04-29 15:06:51 -04:00

539 lines
18 KiB
Lua

local modpath = minetest.get_current_modname() or "tsm_pyramids"
-- support for i18n
local S
-- Intllib or native translator
if minetest.get_translator ~= nil then
S = minetest.get_translator(modpath)
else
if minetest.get_modpath("intllib") then
dofile(minetest.get_modpath("intllib") .. "/init.lua")
if intllib.make_gettext_pair then
gettext, ngettext = intllib.make_gettext_pair() -- new gettext method
else
gettext = intllib.Getter() -- old text file method
end
S = gettext
else -- boilerplate function
S = function(str, ...)
local args = {...}
return str:gsub("@%d+", function(match) return args[tonumber(match:sub(2))] end)
end
end
end
-- 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 = 1
-- Maximun spawn height
local PYRA_MAX_Y = 1000
-- minetest 5.x check
local is_50 = minetest.has_feature("object_use_texture_alpha")
-- minetest 5.5 check
local is_54 = minetest.has_feature("use_texture_alpha_string_modes") or nil
-- get mapgen cos perlin noise must match mapgen choice and nodes
local mgname = minetest.get_mapgen_setting("mg_name") or "v7"
-- also perlin noise must be in sync for simplev7 mod
local mgsimp = minetest.get_modpath("simplev7") or nil
tsm_pyramids = {}
tsm_pyramids.is_50 = is_50
tsm_pyramids.is_54 = is_54
tsm_pyramids.S = S
tsm_pyramids.perlin1 = nil -- perlin noise buffer, make it global cos we need to acess in 5.0 after load all the rest of mods
dofile(minetest.get_modpath(modpath).."/mummy.lua")
dofile(minetest.get_modpath(modpath).."/nodes.lua")
dofile(minetest.get_modpath(modpath).."/room.lua")
local mg_name = minetest.get_mapgen_setting("mg_name")
local chest_stuff = {
normal = {
{name="default:steel_ingot", max = 3},
{name="default:copper_ingot", max = 3},
{name="default:gold_ingot", max = 2},
{name="default:diamond", max = 1},
{name="default:pick_steel", max = 1},
},
desert_stone = {
{name="default:mese_crystal", max = 4},
{name="default:gold_ingot", max = 10},
{name="default:pick_diamond", max = 1},
},
desert_sandstone = {
{name="default:apple", max = 1},
{name="default:stick", max = 64},
{name="default:acacia_bush_sapling", max = 1},
{name="default:paper", max = 9},
{name="default:shovel_bronze", max = 1},
{name="default:pick_mese", max = 1},
},
sandstone = {
{name="default:obsidian_shard", max = 5},
{name="default:apple", max = 3},
{name="default:blueberries", max = 9},
{name="default:glass", max = 64},
{name="default:bush_sapling", max = 1},
{name="default:pick_bronze", max = 1},
},
}
if minetest.get_modpath("farming") then
table.insert(chest_stuff.desert_sandstone, {name="farming:bread", max = 3})
table.insert(chest_stuff.sandstone, {name="farming:bread", max = 4})
table.insert(chest_stuff.normal, {name="farming:cotton", max = 32})
table.insert(chest_stuff.desert_sandstone, {name="farming:seed_cotton", max = 3})
table.insert(chest_stuff.desert_sandstone, {name="farming:hoe_stone", max = 1})
else
table.insert(chest_stuff.normal, {name="farming:apple", max = 8})
table.insert(chest_stuff.normal, {name="farming:apple", max = 3})
end
if minetest.get_modpath("tnt") then
table.insert(chest_stuff.normal, {name="tnt:gunpowder", max = 6})
table.insert(chest_stuff.desert_stone, {name="tnt:gunpowder", max = 6})
else
table.insert(chest_stuff.normal, {name="farming:apple", max = 3})
end
function tsm_pyramids.fill_chest(pos, stype, flood_sand, treasure_chance)
local sand = "default:sand"
local n = minetest.get_node(pos)
local meta = minetest.get_meta(pos)
if not treasure_chance then
treasure_chance = 100
end
if meta:get_string("tsm_pyramids:stype") == "desert_sandstone" or
meta:get_string("tsm_pyramids:stype") == "desert_stone" or
stype == "desert_sandstone" or stype == "desert_stone" then
sand = "default:desert_sand"
end
local treasure_added = false
if n and n.name and n.name == "default:chest" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
local stacks = {}
-- Fill with sand in sand-flooded pyramids
if meta:get_int("tsm_pyramids:sanded") == 1 or flood_sand then
table.insert(stacks, {name=sand, count = math.random(1,32)})
end
-- Add treasures
if math.random(1,100) <= treasure_chance then
if minetest.get_modpath("treasurer") ~= nil then
stacks = treasurer.select_random_treasures(3,1,5,{"minetool", "food", "crafting_component"})
else
for i=0,2,1 do
local stuff = chest_stuff.normal[math.random(1,#chest_stuff.normal)]
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
end
if math.random(1,100) <= 75 then
local stuff = chest_stuff[stype][math.random(1,#chest_stuff[stype])]
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
end
treasure_added = true
end
end
for s=1,#stacks do
if not inv:contains_item("main", stacks[s]) then
inv:set_stack("main", math.random(1,32), stacks[s])
end
end
end
return treasure_added
end
local function add_spawner(pos, mummy_offset)
minetest.set_node(pos, {name="tsm_pyramids:spawner_mummy"})
if not minetest.settings:get_bool("only_peaceful_mobs") then
for i=1,2 do
tsm_pyramids.attempt_mummy_spawn(pos, false)
end
end
end
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 wa_bulk_set_node
if not minetest.bulk_set_node then
wa_bulk_set_node = function(poslist, nodename)
for _, pos in ipairs(poslist) do
minetest.set_node(pos, nodename)
end
end
else
wa_bulk_set_node = minetest.bulk_set_node
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
wa_bulk_set_node(set_to_stone, {name=stone})
wa_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 = tsm_pyramids.make_room(bpos, ptype, room_id, rot)
-- Place mummy spawner
local r = math.random(1,3)
-- 4 possible spawner positions
local spawner_posses = {
-- front
{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+5}, {x=0, y=0, z=2}},
-- left
{{x=bpos.x+PYRA_Wm-5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=-2, y=0, z=0}},
-- back
{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+PYRA_W-5}, {x=0, y=0, z=-2}},
-- right
{{x=bpos.x+5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=2, y=0, z=0}},
}
-- Delete the spawner position in which the entrance will be placed
table.remove(spawner_posses, (rot % 4) + 1)
add_spawner(spawner_posses[r][1], spawner_posses[r][2])
-- Build entrance
make_entrance(bpos, rot, brick, sand, flood_sand)
-- Done
minetest.log("action", "[tsm_pyramids] Created pyramid at "..minetest.pos_to_string(bpos)..".")
return ok, msg
end
local perl1 -- perlin noise / it depends of the mapgen, upstream do not set property
if mgname == "v6" then perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} end -- Values should match minetest mapgen V6 desert noise.
if mgname == "v7p" then perl1 = {SEED1 = 9130, OCTA1 = 1, PERS1 = 0.5, SCAL1 = 25} end -- The multicraft v7plus desert noise are not knowwed.
if mgname == "v7" then perl1 = {SEED1 = 9130, OCTA1 = 1, PERS1 = 0.5, SCAL1 = 25} end -- Values should match minetest mapgen V7 desert noise.
if mgsimp ~= nil then perl1 = {SEED1 = 5349, OCTA1 = 3, PERS1 = 0.7, SCAL1 = 500} end -- must match to find some desert sand
-- get_perlin can only call it after the environment is created so wrap code for older engines into minetest.after(0, ...) and only call it once
if tsm_pyramids.is_50 then
tsm_pyramids.perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
else
tsm_pyramids.perlin1 = PerlinNoise(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
end
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 or maxp.y > PYRA_MAX_Y then return end
-- TODO: Use Minetests pseudo-random tools
math.randomseed(seed)
--[[ 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 than 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 = nil
if not tsm_pyramids.perlin1 or tsm_pyramids.perlin1 == nil then
if tsm_pyramids.is_50 then
tsm_pyramids.perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
noise1 = tsm_pyramids.perlin1:get_2d({x=minp.x,y=minp.y})
else
tsm_pyramids.perlin1 = PerlinNoise(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
noise1 = tsm_pyramids.perlin1:get2d({x=minp.x,y=minp.y})
end
end
if not tsm_pyramids.perlin1 or tsm_pyramids.perlin1 == nil or not noise1 or noise1 == nil then
return
end
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", "[tsm_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", "[tsm_pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
return
end
if p2.y < PYRA_MIN_Y or p2.y > PYRA_MAX_Y then
minetest.log("info", "[tsm_pyramids] Pyramid not placed, too deep or too high. 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", "[tsm_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", "[tsm_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)
-- Add backwards-compability for nodes from the original pyramids mod
if minetest.get_modpath("pyramids") == nil then
-- Nodes
minetest.register_alias("pyramids:trap", "tsm_pyramids:trap")
minetest.register_alias("pyramids:trap_2", "tsm_pyramids:trap_2")
minetest.register_alias("pyramids:deco_stone1", "tsm_pyramids:deco_stone1")
minetest.register_alias("pyramids:deco_stone2", "tsm_pyramids:deco_stone2")
minetest.register_alias("pyramids:deco_stone3", "tsm_pyramids:deco_stone3")
minetest.register_alias("pyramids:spawner_mummy", "tsm_pyramids:spawner_mummy")
end
minetest.register_chatcommand("spawnpyramid", {
description = S("Generate a pyramid"),
params = S("[<room_type>]"),
privs = { server = true },
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, S("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, S("Pyramid generated at @1.", minetest.pos_to_string(pos))
else
return false, msg
end
end,
}
)