Add reverse sandstone room style
[minetest_pyramids/tsm_pyramids.git] / init.lua
blob34fdfcdd7ae5a460364bc1bd4f57d845bc4ec48a
1 local S = minetest.get_translator("tsm_pyramids")
3 -- Pyramid width (must be an odd number)
4 local PYRA_W = 23
5 -- Pyramid width minus 1
6 local PYRA_Wm = PYRA_W - 1
7 -- Half of (Pyramid width minus 1)
8 local PYRA_Wh = PYRA_Wm / 2
9 -- Minimum spawn height
10 local PYRA_MIN_Y = 3
12 tsm_pyramids = {}
14 dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua")
15 dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua")
16 dofile(minetest.get_modpath("tsm_pyramids").."/room.lua")
18 local mg_name = minetest.get_mapgen_setting("mg_name")
20 local chest_stuff = {
21 {name="default:apple", max = 3},
22 {name="default:steel_ingot", max = 3},
23 {name="default:copper_ingot", max = 3},
24 {name="default:gold_ingot", max = 2},
25 {name="default:diamond", max = 1},
26 {name="default:pick_steel", max = 1},
27 {name="default:pick_diamond", max = 1},
28 {name="default:papyrus", max = 9},
31 if minetest.get_modpath("farming") then
32 table.insert(chest_stuff, {name="farming:bread", max = 3})
33 table.insert(chest_stuff, {name="farming:cotton", max = 8})
34 else
35 table.insert(chest_stuff, {name="farming:apple", max = 8})
36 table.insert(chest_stuff, {name="farming:apple", max = 3})
37 end
38 if minetest.get_modpath("tnt") then
39 table.insert(chest_stuff, {name="tnt:gunpowder", max = 6})
40 else
41 table.insert(chest_stuff, {name="farming:apple", max = 3})
42 end
44 function tsm_pyramids.fill_chest(pos, stype, flood_sand)
45 local sand = "default:sand"
46 if stype == "desert_sandstone" or stype == "desert_stone" then
47 sand = "default:desert_sand"
48 end
49 local n = minetest.get_node(pos)
50 if n and n.name and n.name == "default:chest" then
51 local meta = minetest.get_meta(pos)
52 local inv = meta:get_inventory()
53 inv:set_size("main", 8*4)
54 local stacks = {}
55 -- Fill with sand in sand-flooded pyramids
56 if flood_sand then
57 table.insert(stacks, {name=sand, count = math.random(1,32)})
58 end
59 -- Add treasures
60 if math.random(1,10) >= 7 then
61 if minetest.get_modpath("treasurer") ~= nil then
62 stacks = treasurer.select_random_treasures(3,7,9,{"minetool", "food", "crafting_component"})
63 else
64 for i=0,2,1 do
65 local stuff = chest_stuff[math.random(1,#chest_stuff)]
66 table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
67 end
68 end
69 end
70 for s=1,#stacks do
71 if not inv:contains_item("main", stacks[s]) then
72 inv:set_stack("main", math.random(1,32), stacks[s])
73 end
74 end
75 end
76 end
78 local function add_spawner(pos, mummy_offset)
79 minetest.set_node(pos, {name="tsm_pyramids:spawner_mummy"})
80 if not minetest.settings:get_bool("only_peaceful_mobs") then tsm_pyramids.spawn_mummy(vector.add(pos, mummy_offset),2) end
81 end
83 local function can_replace(pos)
84 local n = minetest.get_node_or_nil(pos)
85 if n and n.name and minetest.registered_nodes[n.name] and not minetest.registered_nodes[n.name].walkable then
86 return true
87 elseif not n then
88 return true
89 else
90 return false
91 end
92 end
94 local function make_foundation_part(pos, set_to_stone)
95 local p2 = pos
96 local cnt = 0
97 p2.y = p2.y-1
98 while can_replace(p2)==true do
99 cnt = cnt+1
100 if cnt > 25 then
101 break
103 table.insert(set_to_stone, table.copy(p2))
104 p2.y = p2.y-1
108 local function make_entrance(pos, rot, brick, sand, flood_sand)
109 local roffset_arr = {
110 { x=0, y=0, z=1 }, -- front
111 { x=-1, y=0, z=0 }, -- left
112 { x=0, y=0, z=-1 }, -- back
113 { x=1, y=0, z=0 }, -- right
115 local roffset = roffset_arr[rot + 1]
116 local way
117 if rot == 0 then
118 way = vector.add(pos, {x=PYRA_Wh, y=0, z=0})
119 elseif rot == 1 then
120 way = vector.add(pos, {x=PYRA_Wm, y=0, z=PYRA_Wh})
121 elseif rot == 2 then
122 way = vector.add(pos, {x=PYRA_Wh, y=0, z=PYRA_Wm})
123 else
124 way = vector.add(pos, {x=0, y=0, z=PYRA_Wh})
126 local max_sand_height = math.random(1,3)
127 for ie=0,6,1 do
128 local sand_height = math.random(1,max_sand_height)
129 for iy=2,3,1 do
130 -- dig hallway
131 local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
132 if flood_sand and sand ~= "ignore" and iy <= sand_height and ie >= 3 then
133 minetest.set_node(way_dir, {name=sand})
134 else
135 minetest.remove_node(way_dir)
137 -- build decoration above entrance
138 if ie >=3 and iy == 3 then
139 local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z}
140 minetest.set_node(deco, {name=brick})
141 if rot == 0 or rot == 2 then
142 minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick})
143 minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick})
144 else
145 minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick})
146 minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick})
153 local function make_pyramid(pos, brick, sandstone, stone, sand)
154 local set_to_brick = {}
155 local set_to_sand = {}
156 local set_to_stone = {}
157 -- Build pyramid
158 for iy=0,math.random(10,PYRA_Wh),1 do
159 for ix=iy,PYRA_W-1-iy,1 do
160 for iz=iy,PYRA_W-1-iy,1 do
161 if iy < 1 then
162 make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone)
164 table.insert(set_to_brick, {x=pos.x+ix,y=pos.y+iy,z=pos.z+iz})
168 minetest.bulk_set_node(set_to_stone , {name=stone})
169 minetest.bulk_set_node(set_to_brick, {name=brick})
170 if sand ~= "ignore" then
171 minetest.bulk_set_node(set_to_sand, {name=sand})
175 local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
176 local bpos = table.copy(pos)
177 -- Build pyramid
178 make_pyramid(bpos, brick, sandstone, stone, sand)
180 local rot = math.random(0, 3)
181 -- Build room
182 local ok, msg, flood_sand = tsm_pyramids.make_room(bpos, ptype, room_id, rot)
183 -- Place mummy spawner
184 local r = math.random(1,3)
185 -- 4 possible spawner positions
186 local spawner_posses = {
187 -- front
188 {{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+5}, {x=0, y=0, z=2}},
189 -- left
190 {{x=bpos.x+PYRA_Wm-5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=-2, y=0, z=0}},
191 -- back
192 {{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+PYRA_W-5}, {x=0, y=0, z=-2}},
193 -- right
194 {{x=bpos.x+5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=2, y=0, z=0}},
196 -- Delete the spawner position in which the entrance will be placed
197 table.remove(spawner_posses, (rot % 4) + 1)
198 add_spawner(spawner_posses[r][1], spawner_posses[r][2])
199 -- Build entrance
200 make_entrance(bpos, rot, brick, sand, flood_sand)
201 -- Done
202 minetest.log("action", "[tsm_pyramids] Created pyramid at "..minetest.pos_to_string(bpos)..".")
203 return ok, msg
206 local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
207 local perlin1 -- perlin noise buffer
209 local function hlp_fnct(pos, name)
210 local n = minetest.get_node_or_nil(pos)
211 if n and n.name and n.name == name then
212 return true
213 else
214 return false
217 local function ground(pos, old)
218 local p2 = table.copy(pos)
219 while hlp_fnct(p2, "air") do
220 p2.y = p2.y -1
222 if p2.y < old.y then
223 return {x=old.x, y=p2.y, z=old.z}
224 else
225 return old
229 -- Attempt to generate a pyramid in the generated area.
230 -- Up to one pyramid per mapchunk.
231 minetest.register_on_generated(function(minp, maxp, seed)
232 if maxp.y < PYRA_MIN_Y then return end
234 -- TODO: Use Minetests pseudo-random tools
235 math.randomseed(seed)
237 if not perlin1 then
238 perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
240 --[[ Make sure the pyramid doesn't bleed outside of maxp,
241 so it doesn't get placed incompletely by the mapgen.
242 This creates a bias somewhat, as this means there are some coordinates in
243 which pyramids cannot spawn. But it's still better to have broken pyramids.
245 local limit = function(pos, maxp)
246 pos.x = math.min(pos.x, maxp.x - PYRA_W+1)
247 pos.y = math.min(pos.y, maxp.y - PYRA_Wh)
248 pos.z = math.min(pos.z, maxp.z - PYRA_W+1)
249 return pos
251 local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})
253 if noise1 > 0.25 or noise1 < -0.26 then
254 -- Need a bit of luck to place a pyramid
255 if math.random(0,10) > 7 then
256 minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
257 return
260 local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
262 local sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
263 local p2
264 local psand = {}
265 local sand
266 local cnt = 0
267 local sand_cnt_max = 0
268 local sand_cnt_max_id
269 -- Look for sand or desert stone to place the pyramid on
270 for s=1, #sands do
271 cnt = 0
272 local sand_cnt = 0
273 sand = sands[s]
274 psand[s] = minetest.find_node_near(mpos, 25, sand)
275 while cnt < 5 do
276 cnt = cnt+1
277 mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
278 local spos = minetest.find_node_near(mpos, 25, sand)
279 if spos ~= nil then
280 sand_cnt = sand_cnt + 1
281 if psand[s] == nil then
282 psand[s] = spos
285 if sand_cnt > sand_cnt_max then
286 sand_cnt_max = sand_cnt
287 sand_cnt_max_id = s
288 p2 = psand[s]
292 if p2 == nil then
293 minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
294 return
296 -- Select the material type by the most prominent node type
297 -- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
298 if sand_cnt_max_id then
299 sand = sands[sand_cnt_max_id]
301 if p2.y < PYRA_MIN_Y then
302 minetest.log("info", "[tsm_pyramids] Pyramid not placed, too deep. p2="..minetest.pos_to_string(p2))
303 return
305 -- Now sink the pyramid until each corner of it is no longer floating in mid-air
306 p2 = limit(p2, maxp)
307 local oposses = {
308 {x=p2.x,y=p2.y-1,z=p2.z},
309 {x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z+PYRA_Wm},
310 {x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z},
311 {x=p2.x,y=p2.y-1,z=p2.z+PYRA_Wm},
313 for o=1, #oposses do
314 local opos = oposses[o]
315 local n = minetest.get_node_or_nil(opos)
316 if n and n.name and n.name == "air" then
317 local old = table.copy(p2)
318 p2 = ground(opos, p2)
321 -- Random bonus sinking
322 p2.y = math.max(p2.y - math.random(0,3), PYRA_MIN_Y)
324 -- Bad luck, we have hit the chunk border!
325 if p2.y < minp.y then
326 minetest.log("info", "[tsm_pyramids] Pyramid not placed, sunken too much. p2="..minetest.pos_to_string(p2))
327 return
330 -- Make sure the pyramid is not near a "killer" node, like water
331 local middle = vector.add(p2, {x=PYRA_Wh, y=0, z=PYRA_Wh})
332 if minetest.find_node_near(p2, 5, {"default:water_source"}) ~= nil or
333 minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=0}), 5, {"default:water_source"}) ~= nil or
334 minetest.find_node_near(vector.add(p2, {x=0, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
335 minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
337 minetest.find_node_near(middle, PYRA_W, {"default:dirt_with_grass"}) ~= nil or
338 minetest.find_node_near(middle, 52, {"default:sandstonebrick", "default:desert_sandstone_brick", "default:desert_stonebrick"}) ~= nil or
339 minetest.find_node_near(middle, PYRA_Wh + 3, {"default:cactus", "group:leaves", "group:tree"}) ~= nil then
340 minetest.log("info", "[tsm_pyramids] Pyramid not placed, inappropriate node nearby. p2="..minetest.pos_to_string(p2))
341 return
344 -- Bonus chance to spawn a sandstone pyramid in v6 desert because otherwise they would be too rare in v6
345 if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
346 sand = "default:sand"
349 -- Desert stone pyramids only generate in areas with almost no sand
350 if sand == "default:desert_stone" then
351 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"})
352 if #nodes > 5 then
353 sand = "default:desert_sand"
357 -- Generate the pyramid!
358 if sand == "default:desert_sand" then
359 -- Desert sandstone pyramid
360 make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
361 elseif sand == "default:sand" then
362 -- Sandstone pyramid
363 make(p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
364 else
365 -- Desert stone pyramid
366 make(p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone")
369 end)
371 -- Add backwards-compability for nodes from the original pyramids mod
372 if minetest.get_modpath("pyramids") == nil then
373 -- Nodes
374 minetest.register_alias("pyramids:trap", "tsm_pyramids:trap")
375 minetest.register_alias("pyramids:trap_2", "tsm_pyramids:trap_2")
376 minetest.register_alias("pyramids:deco_stone1", "tsm_pyramids:deco_stone1")
377 minetest.register_alias("pyramids:deco_stone2", "tsm_pyramids:deco_stone2")
378 minetest.register_alias("pyramids:deco_stone3", "tsm_pyramids:deco_stone3")
379 minetest.register_alias("pyramids:spawner_mummy", "tsm_pyramids:spawner_mummy")
382 minetest.register_chatcommand("spawnpyramid", {
383 description = S("Generate a pyramid"),
384 params = S("[<room_type>]"),
385 privs = { server = true },
386 func = function(name, param)
387 local player = minetest.get_player_by_name(name)
388 if not player then
389 return false, S("No player.")
391 local pos = player:get_pos()
392 pos = vector.round(pos)
393 local s = math.random(1,3)
394 local r = tonumber(param)
395 local room_id
396 if r then
397 room_id = r
399 local ok, msg
400 pos = vector.add(pos, {x=-PYRA_Wh, y=-1, z=0})
401 if s == 1 then
402 -- Sandstone
403 ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
404 elseif s == 2 then
405 -- Desert sandstone
406 ok, msg = make(pos, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone", room_id)
407 else
408 -- Desert stone
409 ok, msg = make(pos, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone", room_id)
411 if ok then
412 return true, S("Pyramid generated at @1.", minetest.pos_to_string(pos))
413 else
414 return false, msg
416 end,