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Remove get_structure_data_construct
the positions are available from the registered structure
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@ -87,7 +87,7 @@ minetest.register_craftitem("mcl_end:ender_eye", {
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end
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local origin = user:get_pos()
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origin.y = origin.y + 1.5
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local strongholds = mcl_structures.get_structure_data("stronghold")
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local strongholds = mcl_structures.registered_structures["end_shrine"].static_pos
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local dim = mcl_worlds.pos_to_dimension(origin)
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local is_creative = minetest.is_creative_enabled(user:get_player_name())
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@ -105,7 +105,7 @@ minetest.register_craftitem("mcl_end:ender_eye", {
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local closest_stronghold
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local lowest_dist
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for s=1, #strongholds do
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local h_pos = table.copy(strongholds[s].pos)
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local h_pos = table.copy(strongholds[s])
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local h_origin = table.copy(origin)
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h_pos.y = 0
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h_origin.y = 0
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@ -128,14 +128,14 @@ minetest.register_craftitem("mcl_end:ender_eye", {
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if lowest_dist <= 25 then
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local velocity = 4
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-- Stronghold is close: Fly directly to stronghold and take Y into account.
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dir = vector.normalize(vector.direction(origin, closest_stronghold.pos))
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dir = vector.normalize(vector.direction(origin, closest_stronghold))
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obj:set_velocity({x=dir.x*velocity, y=dir.y*velocity, z=dir.z*velocity})
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else
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local velocity = 12
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-- Don't care about Y if stronghold is still far away.
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-- Fly to direction of X/Z, and always upwards so it can be seen easily.
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local o = {x=origin.x, y=0, z=origin.z}
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local s = {x=closest_stronghold.pos.x, y=0, z=closest_stronghold.pos.z}
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local s = {x=closest_stronghold.x, y=0, z=closest_stronghold.z}
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dir = vector.normalize(vector.direction(o, s))
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obj:set_acceleration({x=dir.x*-3, y=4, z=dir.z*-3})
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obj:set_velocity({x=dir.x*velocity, y=3, z=dir.z*velocity})
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@ -16,26 +16,17 @@ local stronghold_rings = {
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}
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local strongholds = {}
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local stronghold_positions = {}
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local strongholds_inited = false
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
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local seed = tonumber(minetest.get_mapgen_setting("seed"))
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-- Determine the stronghold positions and store them into the strongholds table.
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-- The stronghold positions are based on the world seed.
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-- The actual position might be offset by a few blocks because it might be shifted
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-- to make sure the end portal room is completely within the boundaries of a mapchunk.
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local function init_strongholds()
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if strongholds_inited then
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return
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end
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local stronghold_positions = {}
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-- Don't generate strongholds in singlenode
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if mg_name == "singlenode" then
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strongholds_inited = true
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return
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return {}
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end
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local seed = tonumber(minetest.get_mapgen_setting("seed"))
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local pr = PseudoRandom(seed)
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for s=1, #stronghold_rings do
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local ring = stronghold_rings[s]
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@ -54,7 +45,6 @@ local function init_strongholds()
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end
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local pos = { x = math.cos(angle) * dist, y = y, z = math.sin(angle) * dist }
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pos = vector.round(pos)
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table.insert(strongholds, { pos = pos, generated = false })
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table.insert(stronghold_positions, pos)
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-- Rotate angle by (360 / amount) degrees.
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@ -62,10 +52,7 @@ local function init_strongholds()
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angle = math.fmod(angle + ((math.pi*2) / ring.amount), math.pi*2)
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end
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end
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mcl_structures.register_structure_data("stronghold", table.copy(strongholds))
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strongholds_inited = true
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return stronghold_positions
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end
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-- Stronghold generation for register_on_generated.
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@ -103,10 +90,8 @@ local function generate_strongholds(minp, maxp, blockseed)
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end
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end
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init_strongholds()
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mcl_structures.register_structure("end_shrine",{
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static_pos = stronghold_positions,
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static_pos = init_strongholds(),
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filenames = {
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minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_portal_room_simple.mts"
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},
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@ -3,7 +3,6 @@ local S = minetest.get_translator(modname)
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local modpath = minetest.get_modpath(modname)
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mcl_structures = {}
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local structure_data = {}
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local rotations = {
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"0",
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@ -85,22 +84,6 @@ local function dir_to_rotation(dir)
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return "0"
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end
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--this is only used by end shrines - find a better way eventually ...
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function mcl_structures.get_structure_data(structure_type)
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if structure_data[structure_type] then
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return table.copy(structure_data[structure_type])
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else
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return {}
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end
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end
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-- Register a structures table for the given type. The table format is the same as for
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-- mcl_structures.get_structure_data.
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function mcl_structures.register_structure_data(structure_type, structures)
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structure_data[structure_type] = structures
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end
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dofile(modpath.."/api.lua")
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dofile(modpath.."/shipwrecks.lua")
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dofile(modpath.."/desert_temple.lua")
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