local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) local modpath = minetest.get_modpath(modname) local peaceful = minetest.settings:get_bool("only_peaceful_mobs", false) local function spawn_witch(p1,p2) local c = minetest.find_node_near(p1,15,{"mcl_cauldrons:cauldron"}) if c then local nn = minetest.find_nodes_in_area_under_air(vector.new(p1.x,c.y-1,p1.z),vector.new(p2.x,c.y-1,p2.z),{"mcl_core:sprucewood"}) local witch if not peaceful then witch = minetest.add_entity(vector.offset(nn[math.random(#nn)],0,1,0),"mobs_mc:witch"):get_luaentity() witch._home = c witch.can_despawn = false end local catobject = minetest.add_entity(vector.offset(nn[math.random(#nn)],0,1,0),"mobs_mc:cat") if catobject and catobject:get_pos() then local cat=catobject:get_luaentity() cat.object:set_properties({textures = {"mobs_mc_cat_black.png"}}) cat.owner = "!witch!" --so it's not claimable by player cat._home = c cat.can_despawn = false end return end end local function hut_placement_callback(pos,def,pr,p1,p2) -- p1.y is the bottom slice only, not a typo, we look for the hut legs local legs = minetest.find_nodes_in_area(p1,vector.new(p2.x,p1.y,p2.z), "mcl_core:tree") local tree = {} -- TODO: port leg generation to VoxelManip? for _,leg in pairs(legs) do while true do local name = minetest.get_node(vector.offset(leg,0,-1,0)).name if name == "ignore" then break end if name ~= "air" and minetest.get_item_group(name, "water") == 0 then break end leg = vector.offset(leg,0,-1,0) table.insert(tree,leg) end end minetest.bulk_set_node(tree, {name = "mcl_core:tree", param2 = 2}) spawn_witch(p1,p2) end vl_structures.register_structure("witch_hut",{ place_on = {"mcl_core:water_source","group:sand","group:grass_block","group:dirt","mclx_core:river_water_source"}, spawn_by = {"mcl_core:water_source","mclx_core:river_water_source"}, check_offset = -1, num_spawn_by = 3, flags = "place_center_x, place_center_z, all_surfaces", chunk_probability = 8, prepare = { mode="under_air", tolerance=4, clear_bottom=3, padding=0, corners=1, foundation=false }, y_max = mcl_vars.mg_overworld_max, y_min = -5, y_offset = 0, biomes = { "Swampland", "Swampland_ocean", "Swampland_shore" }, filenames = { modpath.."/schematics/mcl_structures_witch_hut.mts" }, after_place = hut_placement_callback, })