Fix surface pools & desert temple loot
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c59a890963
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@ -47,7 +47,7 @@ mcl_structures.register_structure("desert_temple",{
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filenames = { modpath.."/schematics/mcl_structures_desert_temple.mts" },
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after_place = temple_placement_callback,
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loot = {
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["mcl_chests:chest_small" ] ={
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["mcl_chests:chest" ] ={
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{
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stacks_min = 2,
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stacks_max = 4,
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@ -24,31 +24,34 @@ local function set_node_no_bedrock(pos,node)
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end
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local function airtower(pos,tbl,h)
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for i=0,h do
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for i=1,h do
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table.insert(tbl,vector.offset(pos,0,i,0))
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end
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end
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local function makelake(pos,size,liquid,placein,border,pr)
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local node_under = minetest.get_node(vector.offset(pos,0,-1,0))
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local p1 = vector.offset(pos,-size,-size,-size)
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local p2 = vector.offset(pos,size,size,size)
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local p1 = vector.offset(pos,-size,-1,-size)
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local p2 = vector.offset(pos,size,-1,size)
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local nn = minetest.find_nodes_in_area(p1,p2,placein)
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table.sort(nn,function(a, b)
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return vector.distance(vector.new(pos.x,0,pos.z), a) < vector.distance(vector.new(pos.x,0,pos.z), b)
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end)
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if not nn[1] then return end
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local y = mcl_structures.find_highest_y(nn)
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local y = pos.y - pr:next(1,2)
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local lq = {}
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local air = {}
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for i=1,pr:next(1,#nn) do
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local r = pr:next(1,#nn)
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if r > #nn then return end
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for i=1,r do
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if nn[i].y == y then
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airtower(vector.offset(nn[i],0,1,0),air,55)
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airtower(nn[i],air,55)
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table.insert(lq,nn[i])
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end
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end
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minetest.bulk_set_node(lq,{name=liquid})
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local air = {}
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minetest.bulk_set_node(air,{name="air"})
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air = {}
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local br = {}
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for k,v in pairs(lq) do
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for kk,vv in pairs(adjacents) do
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@ -68,13 +71,13 @@ local function makelake(pos,size,liquid,placein,border,pr)
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if an.name ~= liquid then
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table.insert(br,pp)
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if un.name ~= liquid then
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airtower(vector.offset(pp,0,1,0),air,55)
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airtower(pp,air,55)
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end
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end
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end
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end
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minetest.bulk_set_node(air,{name="air"})
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minetest.bulk_set_node(br,{name=border})
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minetest.bulk_set_node(air,{name="air"})
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return true
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end
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