Put items into desert temple chests
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10b1099a21
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@ -1,4 +1,5 @@
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mcl_core
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mcl_core
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mcl_loot
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xpanes
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xpanes
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mcl_doors
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mcl_doors
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stairs
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stairs
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@ -76,17 +76,25 @@ mcl_structures.allocate_WE = function(originpos, value)
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local pos2 = {x=pos2x, y=pos2y, z=pos2z}
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local pos2 = {x=pos2x, y=pos2y, z=pos2z}
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return pos1, pos2, count
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return pos1, pos2, count
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end
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end
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--[[
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Deserialize WorldEdit string and set the nodes in the world.
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Returns: count, chests
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* count: Number of nodes set
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* chests: Table of chest positions (use these to spawn treasures
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]]
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mcl_structures.deserialise_WE = function(originpos, value)
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mcl_structures.deserialise_WE = function(originpos, value)
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--make area stay loaded
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--make area stay loaded
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local pos1, pos2 = mcl_structures.allocate_WE(originpos, value)
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local pos1, pos2 = mcl_structures.allocate_WE(originpos, value)
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local count = 0
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local chests = {} -- Remember positions of all chests
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if not pos1 then
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if not pos1 then
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return 0
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return count, chests
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end
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end
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local manip = minetest.get_voxel_manip()
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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manip:read_from_map(pos1, pos2)
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local count = 0
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local add_node, get_meta = minetest.add_node, minetest.get_meta
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local add_node, get_meta = minetest.add_node, minetest.get_meta
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local version = mcl_structures.valueversion_WE(value)
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local version = mcl_structures.valueversion_WE(value)
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if version == 4 then --current nested table format
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if version == 4 then --current nested table format
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@ -108,12 +116,15 @@ mcl_structures.deserialise_WE = function(originpos, value)
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--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
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--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
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--load the nodes
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--load the nodes and remember chests
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count = #nodes
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count = #nodes
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for index = 1, count do
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for index = 1, count do
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local entry = nodes[index]
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local entry = nodes[index]
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entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
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entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
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add_node(entry, entry) --entry acts both as position and as node
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add_node(entry, entry) --entry acts both as position and as node
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if entry.name == "mcl_chests:chest" then
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table.insert(chests, {x=entry.x, y=entry.y, z=entry.z})
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end
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end
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end
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--load the metadata
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--load the metadata
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@ -122,7 +133,7 @@ mcl_structures.deserialise_WE = function(originpos, value)
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get_meta(entry):from_table(entry.meta)
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get_meta(entry):from_table(entry.meta)
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end
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end
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end
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end
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return count
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return count, chests
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end
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end
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-- End of world edit deserialise part
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-- End of world edit deserialise part
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@ -155,7 +166,57 @@ mcl_structures.generate_desert_temple = function(pos)
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if newpos == nil then
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if newpos == nil then
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return
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return
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end
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end
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mcl_structures.deserialise_WE(newpos, temple)
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local count, chests = mcl_structures.deserialise_WE(newpos, temple)
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-- Add desert temple loot into chests
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for c=1, #chests do
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-- FIXME: Use better seeding
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local pr = PseudoRandom(math.random(0, 4294967295))
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local lootitems = mcl_loot.get_multi_loot({
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 25, amount_min = 4, amount_max=6 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 25, amount_min = 3, amount_max=7 },
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{ itemstring = "mcl_mobitems:spider_eye", weight = 25, amount_min = 1, amount_max=3 },
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-- TODO: Enchanted Book
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{ itemstring = "mcl_books:book", weight = 20, },
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{ itemstring = "mcl_mobitems:saddle", weight = 20, },
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{ itemstring = "mcl_core:apple_gold", weight = 20, },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "", weight = 15, },
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-- TODO: Iron Horse Armor
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{ itemstring = "mcl_core:iron_ingot", weight = 15, },
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-- TODO: Golden Horse Armor
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{ itemstring = "mcl_core:gold_ingot", weight = 10, },
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-- TODO: Diamond Horse Armor
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{ itemstring = "mcl_core:diamond", weight = 5, },
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{ itemstring = "mcl_core:diamond", weight = 5, amount_min = 1, amount_max = 3 },
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-- TODO: Enchanted Golden Apple
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{ itemstring = "mcl_core:apple_gold", weight = 2, },
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}
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},
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{
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stacks_min = 4,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_core:sand", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 },
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}
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}}, pr)
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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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for i=1, #lootitems do
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inv:add_item("main", lootitems[i])
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end
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end
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end
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end
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