601 lines
17 KiB
Lua
601 lines
17 KiB
Lua
-- Parameters
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local YMIN = -8000 -- Approx lower limit
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local GRADCEN = 1 -- Gradient centre / terrain centre average level
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local YMAX = 8000 -- Approx upper limit
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local XMIN = -8000 -- Approx horizontal limits
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local XMAX = 8000
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local ZMIN = -8000
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local ZMAX = 8000
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local CENAMP = 64 -- Grad centre amplitude, terrain centre is varied by this
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local HIGRAD = 128 -- Surface generating noise gradient above gradcen, controls depth of upper terrain
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local LOGRAD = 128 -- Surface generating noise gradient below gradcen, controls depth of lower terrain
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local HEXP = 0.5 -- Noise offset exponent above gradcen, 1 = normal 3D perlin terrain
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local LEXP = 2 -- Noise offset exponent below gradcen
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local STOT = 0.04 -- Stone density threshold, depth of dust
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local ICECHA = 1 / (13 * 13 * 13) -- Ice chance per dust node at terrain centre, decreases with altitude
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local ICEGRAD = 128 -- Ice gradient, vertical distance for no ice
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local ORECHA = 7 * 7 * 7 -- Ore 1/x chance per stone node
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local TFIS = 0.01 -- Fissure threshold. Controls size of fissures
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local FOOT = true -- Footprints in dust
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-- 3D noise for terrain
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local np_terrain = {
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offset = 0,
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scale = 1,
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spread = {x = 512, y = 512, z = 512},
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seed = 58588900033,
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octaves = 6,
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persist = 0.67
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}
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-- 3D noise for alt terrain, 414 / 256 = golden ratio
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local np_terralt = {
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offset = 0,
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scale = 1,
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spread = {x = 414, y = 414, z = 414},
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seed = 13331930910,
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octaves = 6,
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persist = 0.67
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}
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-- 2D noise for smooth terrain
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local np_smooth = {
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offset = 0,
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scale = 1,
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spread = {x = 828, y = 828, z = 828},
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seed = 113,
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octaves = 4,
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persist = 0.4
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}
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-- 3D noise for fissures
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x = 256, y = 256, z = 256},
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seed = 8181112,
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octaves = 5,
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persist = 0.5
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}
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-- 3D noise for faults
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local np_fault = {
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offset = 0,
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scale = 1,
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spread = {x = 414, y = 828, z = 414},
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seed = 14440002,
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octaves = 4,
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persist = 0.5
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}
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-- 2D noise for terrain centre
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local np_gradcen = {
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offset = 0,
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scale = 1,
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spread = {x = 1024, y = 1024, z = 1024},
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seed = 9344,
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octaves = 4,
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persist = 0.4
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}
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-- 2D noise for terrain blend
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local np_terblen = {
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offset = 0,
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scale = 1,
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spread = {x = 2048, y = 2048, z = 2048},
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seed = -13002,
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octaves = 3,
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persist = 0.4
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}
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-- Do files
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dofile(minetest.get_modpath("moonrealm") .. "/nodes.lua")
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dofile(minetest.get_modpath("moonrealm") .. "/crafting.lua")
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dofile(minetest.get_modpath("moonrealm") .. "/functions.lua")
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-- Set mapgen parameters
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minetest.set_mapgen_params({mgname = "singlenode", water_level = -32000})
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-- Player positions, spacesuit texture status
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local player_pos = {}
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local player_pos_previous = {}
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local player_spacesuit = {}
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minetest.register_on_joinplayer(function(player)
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player_pos_previous[player:get_player_name()] = {x = 0, y = 0, z = 0}
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if player:get_inventory():contains_item("main", "moonrealm:spacesuit") then
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player:set_properties({textures = {"moonrealm_space_character.png"}})
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player_spacesuit[player:get_player_name()] = true
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else
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player:set_properties({textures = {"moonrealm_character.png"}})
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player_spacesuit[player:get_player_name()] = false
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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player_pos_previous[player:get_player_name()] = nil
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player_spacesuit[player:get_player_name()] = nil
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end)
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-- Globalstep function
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minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest.get_connected_players()) do
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if FOOT and math.random() < 0.15 and -- footprints
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player_pos_previous[player:get_player_name()] ~= nil then
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local pos = player:getpos()
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player_pos[player:get_player_name()] = {
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x = math.floor(pos.x + 0.5),
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y = math.floor(pos.y + 0.2),
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z = math.floor(pos.z + 0.5)
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}
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local p_ground = {
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x = math.floor(pos.x + 0.5),
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y = math.floor(pos.y + 0.4),
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z = math.floor(pos.z + 0.5)
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}
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local n_ground = minetest.get_node(p_ground).name
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local p_groundpl = {
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x = math.floor(pos.x + 0.5),
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y = math.floor(pos.y - 0.5),
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z = math.floor(pos.z + 0.5)
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}
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if player_pos[player:get_player_name()].x ~=
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player_pos_previous[player:get_player_name()].x or
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player_pos[player:get_player_name()].y <
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player_pos_previous[player:get_player_name()].y or
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player_pos[player:get_player_name()].z ~=
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player_pos_previous[player:get_player_name()].z then
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if n_ground == "moonrealm:dust" then
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if math.random() < 0.5 then
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minetest.add_node(
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p_groundpl,
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{name = "moonrealm:dustprint1"}
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)
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else
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minetest.add_node(
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p_groundpl,
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{name = "moonrealm:dustprint2"}
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)
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end
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end
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end
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player_pos_previous[player:get_player_name()] = {
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x = player_pos[player:get_player_name()].x,
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y = player_pos[player:get_player_name()].y,
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z = player_pos[player:get_player_name()].z
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}
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end
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if math.random() < 0.04 then -- spacesuit restores breath, reset spacesuit texture
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if player:get_inventory():contains_item("main", "moonrealm:spacesuit") then
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if player:get_breath() < 10 then
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player:set_breath(10)
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end
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if player_spacesuit[player:get_player_name()] == false then -- if no spacesuit texture, add
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player:set_properties({textures = {"moonrealm_space_character.png"}})
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player_spacesuit[player:get_player_name()] = true
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end
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else -- no spacesuit in inventory
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if player_spacesuit[player:get_player_name()] == true then -- if spacesuit texture, remove
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player:set_properties({textures = {"moonrealm_character.png"}})
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player_spacesuit[player:get_player_name()] = false
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end
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end
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end
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if math.random() < 0.01 then -- set gravity, skybox and override light
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local pos = player:getpos()
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if pos.y > YMIN and pos.y < YMAX then -- entering realm
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player:set_physics_override(1, 0.6, 0.2) -- speed, jump, gravity
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local skytextures = {
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"moonrealm_posy.png",
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"moonrealm_negy.png",
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"moonrealm_posz.png",
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"moonrealm_negz.png",
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"moonrealm_negx.png",
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"moonrealm_posx.png",
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}
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player:set_sky({r = 0, g = 0, b = 0, a = 0}, "skybox", skytextures)
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player:override_day_night_ratio(1)
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else -- on leaving realm
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player:set_physics_override(1, 1, 1)
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player:set_sky({}, "regular", {})
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player:override_day_night_ratio(nil)
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end
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end
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end
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end)
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-- Initialize noise objects to nil
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local nobj_terrain = nil
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local nobj_terralt = nil
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local nobj_fissure = nil
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local nobj_fault = nil
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local nobj_smooth = nil
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local nobj_terblen = nil
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local nobj_gradcen = nil
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-- Create noise buffers
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local nbuf_terrain = {}
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local nbuf_terralt = {}
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local nbuf_fissure = {}
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local nbuf_fault = {}
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local nbuf_smooth = {}
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local nbuf_terblen = {}
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local nbuf_gradcen = {}
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.x < XMIN or maxp.x > XMAX or
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minp.y < YMIN or maxp.y > YMAX or
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minp.z < ZMIN or maxp.z > ZMAX then
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return
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end
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local t1 = os.clock()
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_mese = minetest.get_content_id("moonrealm:mese")
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local c_mrironore = minetest.get_content_id("moonrealm:ironore")
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local c_mrcopperore = minetest.get_content_id("moonrealm:copperore")
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local c_mrgoldore = minetest.get_content_id("moonrealm:goldore")
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local c_mrdiamondore = minetest.get_content_id("moonrealm:diamondore")
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local c_mrstone = minetest.get_content_id("moonrealm:stone")
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local c_waterice = minetest.get_content_id("moonrealm:waterice")
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local c_dust = minetest.get_content_id("moonrealm:dust")
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local c_vacuum = minetest.get_content_id("moonrealm:vacuum")
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local chulens = x1 - x0 + 1
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local pmaplens2d = {x = chulens, y = chulens, z = 1}
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local pmaplens3d = {x = chulens, y = chulens, z = chulens}
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local minpos2d = {x = x0, y = z0}
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local minpos3d = {x = x0, y = y0, z = z0}
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nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, pmaplens3d)
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nobj_terralt = nobj_terralt or minetest.get_perlin_map(np_terralt, pmaplens3d)
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nobj_fissure = nobj_fissure or minetest.get_perlin_map(np_fissure, pmaplens3d)
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nobj_fault = nobj_fault or minetest.get_perlin_map(np_fault, pmaplens3d)
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nobj_smooth = nobj_smooth or minetest.get_perlin_map(np_smooth, pmaplens2d)
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nobj_terblen = nobj_terblen or minetest.get_perlin_map(np_terblen, pmaplens2d)
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nobj_gradcen = nobj_gradcen or minetest.get_perlin_map(np_gradcen, pmaplens2d)
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local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d, nbuf_terrain)
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local nvals_terralt = nobj_terralt:get3dMap_flat(minpos3d, nbuf_terralt)
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local nvals_fissure = nobj_fissure:get3dMap_flat(minpos3d, nbuf_fissure)
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local nvals_fault = nobj_fault :get3dMap_flat(minpos3d, nbuf_fault)
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local nvals_smooth = nobj_smooth :get2dMap_flat(minpos2d, nbuf_smooth)
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local nvals_terblen = nobj_terblen:get2dMap_flat(minpos2d, nbuf_terblen)
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local nvals_gradcen = nobj_gradcen:get2dMap_flat(minpos2d, nbuf_gradcen)
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local ni3d = 1
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local ni2d = 1
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local stable = {}
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for z = z0, z1 do
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local viu = area:index(x0, y0 - 1, z)
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for x = x0, x1 do
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local si = x - x0 + 1
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local nodid = data[viu]
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if nodid == c_vacuum then
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stable[si] = false
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else
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stable[si] = true
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end
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viu = viu + 1
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end
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for y = y0, y1 do
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local vi = area:index(x0, y, z) -- LVM index for first node in x row
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local icecha = ICECHA * (1 + (GRADCEN - y) / ICEGRAD)
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for x = x0, x1 do
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local nodid = data[vi]
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local empty = (nodid == c_air or nodid == c_ignore)
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local grad
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local density
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local si = x - x0 + 1
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local terblen = math.max(math.min(
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math.abs(nvals_terblen[ni2d]) * 4, 1.5), 0.5) - 0.5
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local gradcen = GRADCEN + nvals_gradcen[ni2d] * CENAMP
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if y > gradcen then
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grad = -((y - gradcen) / HIGRAD) ^ HEXP
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else
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grad = ((gradcen - y) / LOGRAD) ^ LEXP
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end
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if nvals_fault[ni3d] >= 0 then
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density = (nvals_terrain[ni3d] +
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nvals_terralt[ni3d]) / 2 * (1 - terblen) +
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nvals_smooth[ni2d] * terblen + grad
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else
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density = (nvals_terrain[ni3d] -
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nvals_terralt[ni3d]) / 2 * (1 - terblen) -
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nvals_smooth[ni2d] * terblen + grad
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end
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if density > 0 and empty then -- if terrain and node empty
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local nofis = false
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if math.abs(nvals_fissure[ni3d]) > TFIS then
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nofis = true
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end
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if density >= STOT and nofis then -- stone, ores
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if math.random(ORECHA) == 2 then
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local osel = math.random(25)
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if osel == 25 then
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data[vi] = c_mese
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elseif osel >= 22 then
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data[vi] = c_mrdiamondore
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elseif osel >= 19 then
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data[vi] = c_mrgoldore
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elseif osel >= 10 then
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data[vi] = c_mrcopperore
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else
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data[vi] = c_mrironore
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end
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else
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data[vi] = c_mrstone
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end
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stable[si] = true
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elseif density < STOT then -- fine materials
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if nofis and stable[si] then
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if math.random() < icecha then
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data[vi] = c_waterice
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else
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data[vi] = c_dust
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end
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else -- fissure
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data[vi] = c_vacuum
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stable[si] = false
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end
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else -- fissure or unstable missing node
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data[vi] = c_vacuum
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stable[si] = false
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end
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else -- vacuum or spawn egg
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if empty then
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data[vi] = c_vacuum
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end
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stable[si] = false
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end
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ni3d = ni3d + 1
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ni2d = ni2d + 1
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vi = vi + 1
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end
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ni2d = ni2d - chulens
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end
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ni2d = ni2d + chulens
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0}) -- not "nolight" because mapgen does not run in all chunks
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t1) * 1000)
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print ("[moonrealm] " .. chugent .. " ms")
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end)
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-- Find spawn function, dependant on chunk size of 80 nodes (TODO allow any chunksize)
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local function moonrealm_find_spawn()
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local PSCA = 16
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local nobj_terrain = nil
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local nobj_terralt = nil
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local nobj_fault = nil
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local nobj_smooth = nil
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local nobj_terblen = nil
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local nobj_gradcen = nil
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for chunk = 1, 128 do
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print ("[moonrealm] searching for spawn " .. chunk)
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local x0 = 80 * math.random(-PSCA, PSCA) - 32
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local z0 = 80 * math.random(-PSCA, PSCA) - 32
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local y0 = 80 * math.floor((GRADCEN + 32) / 80) - 32
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local x1 = x0 + 79
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local z1 = z0 + 79
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local y1 = y0 + 79
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local chulens = x1 - x0 + 1
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local pmaplens2d = {x = chulens, y = chulens, z = 1}
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local pmaplens3d = {x = chulens, y = chulens, z = chulens}
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local minpos2d = {x = x0, y = z0}
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local minpos3d = {x = x0, y = y0, z = z0}
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nobj_terrain = nobj_terrain or minetest.get_perlin_map(np_terrain, pmaplens3d)
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nobj_terralt = nobj_terralt or minetest.get_perlin_map(np_terralt, pmaplens3d)
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nobj_fault = nobj_fault or minetest.get_perlin_map(np_fault, pmaplens3d)
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nobj_smooth = nobj_smooth or minetest.get_perlin_map(np_smooth, pmaplens2d)
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nobj_terblen = nobj_terblen or minetest.get_perlin_map(np_terblen, pmaplens2d)
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nobj_gradcen = nobj_gradcen or minetest.get_perlin_map(np_gradcen, pmaplens2d)
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local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d)
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local nvals_terralt = nobj_terralt:get3dMap_flat(minpos3d)
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local nvals_fault = nobj_fault :get3dMap_flat(minpos3d)
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local nvals_smooth = nobj_smooth :get2dMap_flat(minpos2d)
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local nvals_terblen = nobj_terblen:get2dMap_flat(minpos2d)
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local nvals_gradcen = nobj_gradcen:get2dMap_flat(minpos2d)
|
|
|
|
local ni3d = 1
|
|
local ni2d = 1
|
|
local stable = {}
|
|
|
|
for z = z0, z1 do
|
|
for y = y0, y1 do
|
|
for x = x0, x1 do
|
|
local si = x - x0 + 1
|
|
local grad
|
|
local density
|
|
local terblen = math.max(math.min(
|
|
math.abs(nvals_terblen[ni2d]) * 4, 1.5), 0.5) - 0.5
|
|
local gradcen = GRADCEN + nvals_gradcen[ni2d] * CENAMP
|
|
|
|
if y > gradcen then
|
|
grad = -((y - gradcen) / HIGRAD) ^ HEXP
|
|
else
|
|
grad = ((gradcen - y) / LOGRAD) ^ LEXP
|
|
end
|
|
|
|
if nvals_fault[ni3d] >= 0 then
|
|
density = (nvals_terrain[ni3d] +
|
|
nvals_terralt[ni3d]) / 2 * (1 - terblen) +
|
|
nvals_smooth[ni2d] * terblen + grad
|
|
else
|
|
density = (nvals_terrain[ni3d] -
|
|
nvals_terralt[ni3d]) / 2 * (1 - terblen) -
|
|
nvals_smooth[ni2d] * terblen + grad
|
|
end
|
|
|
|
if density >= STOT then
|
|
stable[si] = true
|
|
-- just above ground, smooth terrain, away from faults
|
|
elseif stable[si] and density < 0 and terblen == 1 and
|
|
math.abs(nvals_fault[ni3d]) > 0.25 then
|
|
return {x = x, y = y + 3, z = z}
|
|
end
|
|
|
|
ni3d = ni3d + 1
|
|
ni2d = ni2d + 1
|
|
end
|
|
ni2d = ni2d - chulens
|
|
end
|
|
ni2d = ni2d + chulens
|
|
end
|
|
end
|
|
|
|
return {x = 0, y = GRADCEN, z = 0} -- fallback spawn point
|
|
end
|
|
|
|
|
|
-- Spawn newplayer function
|
|
|
|
minetest.register_on_newplayer(function(player)
|
|
local spawn_pos = moonrealm_find_spawn()
|
|
local xsp = spawn_pos.x
|
|
local ysp = spawn_pos.y
|
|
local zsp = spawn_pos.z
|
|
print ("[moonrealm] spawn player (" .. xsp .. " " .. ysp .. " " .. zsp .. ")")
|
|
player:setpos(spawn_pos)
|
|
|
|
local inv = player:get_inventory()
|
|
inv:add_item("main", "default:pick_diamond 4")
|
|
inv:add_item("main", "default:shovel_diamond 4")
|
|
inv:add_item("main", "default:axe_diamond 4")
|
|
inv:add_item("main", "default:apple 64")
|
|
inv:add_item("main", "moonrealm:photovoltaic 16")
|
|
inv:add_item("main", "moonrealm:light 4")
|
|
inv:add_item("main", "moonrealm:glass 4")
|
|
inv:add_item("main", "moonrealm:storage 4")
|
|
inv:add_item("main", "moonrealm:airlock 4")
|
|
inv:add_item("main", "moonrealm:airgen 4")
|
|
inv:add_item("main", "moonrealm:hlsource 4")
|
|
inv:add_item("main", "moonrealm:sapling 4")
|
|
inv:add_item("main", "moonrealm:spacesuit 4")
|
|
|
|
-- create spawn egg
|
|
local vm = minetest.get_voxel_manip()
|
|
local pos1 = {x = xsp - 3, y = ysp - 3, z = zsp - 3}
|
|
local pos2 = {x = xsp + 3, y = ysp + 6, z = zsp + 3}
|
|
local emin, emax = vm:read_from_map(pos1, pos2)
|
|
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
|
|
local data = vm:get_data()
|
|
local c_shell = minetest.get_content_id("moonrealm:shell")
|
|
local c_light = minetest.get_content_id("moonrealm:light")
|
|
local c_lsair = minetest.get_content_id("moonrealm:air")
|
|
|
|
for i = -3, 3 do
|
|
for j = -3, 6 do
|
|
for k = -3, 3 do
|
|
local vi = area:index(xsp + i, ysp + j, zsp + k)
|
|
local rad
|
|
if j <= 0 then
|
|
rad = math.sqrt(i ^ 2 + j ^ 2 + k ^ 2)
|
|
else
|
|
rad = math.sqrt(i ^ 2 + j ^ 2 * 0.3 + k ^ 2)
|
|
end
|
|
if rad <= 3.5 then
|
|
if rad >= 2.5 then
|
|
data[vi] = c_shell
|
|
elseif rad >= 1.5 then
|
|
data[vi] = c_light
|
|
else
|
|
data[vi] = c_lsair
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
vm:set_data(data)
|
|
vm:write_to_map()
|
|
vm:update_map()
|
|
end)
|
|
|
|
|
|
-- Respawn player function
|
|
|
|
minetest.register_on_respawnplayer(function(player)
|
|
local spawn_pos = moonrealm_find_spawn()
|
|
print ("[moonrealm] respawn player (" .. spawn_pos.x .. " " ..
|
|
spawn_pos.y .. " " .. spawn_pos.z .. ")")
|
|
player:setpos(spawn_pos)
|
|
|
|
local inv = player:get_inventory()
|
|
inv:add_item("main", "default:pick_diamond")
|
|
inv:add_item("main", "default:shovel_diamond 4")
|
|
inv:add_item("main", "default:apple 16")
|
|
inv:add_item("main", "moonrealm:spacesuit")
|
|
|
|
return true
|
|
end)
|