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-- FIXME: Chests may appear at openings
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mcl_dungeons = { }
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local mg_name = minetest.get_mapgen_setting ( " mg_name " )
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-- Are dungeons disabled?
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if mcl_vars.mg_dungeons == false or mg_name == " singlenode " then
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return
end
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--lua locals
--minetest
local registered_nodes = minetest.registered_nodes
local swap_node = minetest.swap_node
local set_node = minetest.set_node
local dir_to_facedir = minetest.dir_to_facedir
local get_meta = minetest.get_meta
local emerge_area = minetest.emerge_area
--vector
local vector_add = vector.add
local vector_subtract = vector.subtract
--table
local table_insert = table.insert
local table_sort = table.sort
--math
local math_min = math.min
local math_max = math.max
local math_ceil = math.ceil
--custom mcl_vars
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local get_node = mcl_vars.get_node
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local min_y = math_max ( mcl_vars.mg_overworld_min , mcl_vars.mg_bedrock_overworld_max ) + 1
local max_y = mcl_vars.mg_overworld_max - 1
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-- Calculate the number of dungeon spawn attempts
-- In Minecraft, there 8 dungeon spawn attempts Minecraft chunk (16*256*16 = 65536 blocks).
-- Minetest chunks don't have this size, so scale the number accordingly.
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local attempts = math_ceil ( ( ( mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE ) ^ 3 ) / 8192 ) -- 63 = 80*80*80/8192
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local dungeonsizes = {
{ x = 5 , y = 4 , z = 5 } ,
{ x = 5 , y = 4 , z = 7 } ,
{ x = 7 , y = 4 , z = 5 } ,
{ x = 7 , y = 4 , z = 7 } ,
}
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--[[local dirs = {
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{ x = 1 , y = 0 , z = 0 } ,
{ x = 0 , y = 0 , z = 1 } ,
{ x =- 1 , y = 0 , z = 0 } ,
{ x = 0 , y = 0 , z =- 1 } ,
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} ] ]
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local surround_vectors = {
{ x =- 1 , y = 0 , z = 0 } ,
{ x = 1 , y = 0 , z = 0 } ,
{ x = 0 , y = 0 , z =- 1 } ,
{ x = 0 , y = 0 , z = 1 } ,
}
local function ecb_spawn_dungeon ( blockpos , action , calls_remaining , param )
if calls_remaining >= 1 then return end
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local p1 , _ , dim , pr = param.p1 , param.p2 , param.dim , param.pr
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local x , y , z = p1.x , p1.y , p1.z
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local check = not ( param.dontcheck or false )
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-- Check floor and ceiling: Must be *completely* solid
local y_floor = y
local y_ceiling = y + dim.y + 1
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if check then for tx = x + 1 , x + dim.x do for tz = z + 1 , z + dim.z do
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if not registered_nodes [ get_node ( { x = tx , y = y_floor , z = tz } ) . name ] . walkable
or not registered_nodes [ get_node ( { x = tx , y = y_ceiling , z = tz } ) . name ] . walkable then return false end
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end end end
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-- Check for air openings (2 stacked air at ground level) in wall positions
local openings_counter = 0
-- Store positions of openings; walls will not be generated here
local openings = { }
-- Corners are stored because a corner-only opening needs to be increased,
-- so entities can get through.
local corners = { }
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local x2 , z2 = x + dim.x + 1 , z + dim.z + 1
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if get_node ( { x = x , y = y + 1 , z = z } ) . name == " air " and get_node ( { x = x , y = y + 2 , z = z } ) . name == " air " then
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openings_counter = openings_counter + 1
if not openings [ x ] then openings [ x ] = { } end
openings [ x ] [ z ] = true
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table_insert ( corners , { x = x , z = z } )
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end
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if get_node ( { x = x2 , y = y + 1 , z = z } ) . name == " air " and get_node ( { x = x2 , y = y + 2 , z = z } ) . name == " air " then
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openings_counter = openings_counter + 1
if not openings [ x2 ] then openings [ x2 ] = { } end
openings [ x2 ] [ z ] = true
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table_insert ( corners , { x = x2 , z = z } )
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end
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if get_node ( { x = x , y = y + 1 , z = z2 } ) . name == " air " and get_node ( { x = x , y = y + 2 , z = z2 } ) . name == " air " then
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openings_counter = openings_counter + 1
if not openings [ x ] then openings [ x ] = { } end
openings [ x ] [ z2 ] = true
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table_insert ( corners , { x = x , z = z2 } )
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end
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if get_node ( { x = x2 , y = y + 1 , z = z2 } ) . name == " air " and get_node ( { x = x2 , y = y + 2 , z = z2 } ) . name == " air " then
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openings_counter = openings_counter + 1
if not openings [ x2 ] then openings [ x2 ] = { } end
openings [ x2 ] [ z2 ] = true
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table_insert ( corners , { x = x2 , z = z2 } )
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end
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for wx = x + 1 , x + dim.x do
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if get_node ( { x = wx , y = y + 1 , z = z } ) . name == " air " and get_node ( { x = wx , y = y + 2 , z = z } ) . name == " air " then
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openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end
if not openings [ wx ] then openings [ wx ] = { } end
openings [ wx ] [ z ] = true
end
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if get_node ( { x = wx , y = y + 1 , z = z2 } ) . name == " air " and get_node ( { x = wx , y = y + 2 , z = z2 } ) . name == " air " then
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openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end
if not openings [ wx ] then openings [ wx ] = { } end
openings [ wx ] [ z2 ] = true
end
end
for wz = z + 1 , z + dim.z do
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if get_node ( { x = x , y = y + 1 , z = wz } ) . name == " air " and get_node ( { x = x , y = y + 2 , z = wz } ) . name == " air " then
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openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end
if not openings [ x ] then openings [ x ] = { } end
openings [ x ] [ wz ] = true
end
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if get_node ( { x = x2 , y = y + 1 , z = wz } ) . name == " air " and get_node ( { x = x2 , y = y + 2 , z = wz } ) . name == " air " then
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openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end
if not openings [ x2 ] then openings [ x2 ] = { } end
openings [ x2 ] [ wz ] = true
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end
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end
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-- If all openings are only at corners, the dungeon can't be accessed yet.
-- This code extends the openings of corners so they can be entered.
if openings_counter >= 1 and openings_counter == # corners then
for c = 1 , # corners do
-- Prevent creating too many openings because this would lead to dungeon rejection
if openings_counter >= 5 then
break
end
-- A corner is widened by adding openings to both neighbors
local cx , cz = corners [ c ] . x , corners [ c ] . z
local cxn , czn = cx , cz
if x == cx then
cxn = cxn + 1
else
cxn = cxn - 1
end
if z == cz then
czn = czn + 1
else
czn = czn - 1
end
openings [ cx ] [ czn ] = true
openings_counter = openings_counter + 1
if openings_counter < 5 then
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if not openings [ cxn ] then openings [ cxn ] = { } end
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openings [ cxn ] [ cz ] = true
openings_counter = openings_counter + 1
end
end
end
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-- Check conditions. If okay, start generating
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if check and ( openings_counter < 1 or openings_counter > 5 ) then return end
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minetest.log ( " action " , " [mcl_dungeons] Placing new dungeon at " .. minetest.pos_to_string ( { x = x , y = y , z = z } ) )
-- Okay! Spawning starts!
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-- Remember spawner chest positions to set metadata later
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local chests = { }
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local spawner_posses = { }
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-- First prepare random chest positions.
-- Chests spawn at wall
-- We assign each position at the wall a number and each chest gets one of these numbers randomly
local totalChests = 2 -- this code strongly relies on this number being 2
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local totalChestSlots = ( dim.x + dim.z - 2 ) * 2
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local chestSlots = { }
-- There is a small chance that both chests have the same slot.
-- In that case, we give a 2nd chance for the 2nd chest to get spawned.
-- If it failed again, tough luck! We stick with only 1 chest spawned.
local lastRandom
local secondChance = true -- second chance is still available
for i = 1 , totalChests do
local r = pr : next ( 1 , totalChestSlots )
if r == lastRandom and secondChance then
-- Oops! Same slot selected. Try again.
r = pr : next ( 1 , totalChestSlots )
secondChance = false
end
lastRandom = r
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table_insert ( chestSlots , r )
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end
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table_sort ( chestSlots )
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local currentChest = 1
-- Calculate the mob spawner position, to be re-used for later
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local sp = { x = x + math_ceil ( dim.x / 2 ) , y = y + 1 , z = z + math_ceil ( dim.z / 2 ) }
local rn = registered_nodes [ get_node ( sp ) . name ]
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if rn and rn.is_ground_content then
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table_insert ( spawner_posses , sp )
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end
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-- Generate walls and floor
local maxx , maxy , maxz = x + dim.x + 1 , y + dim.y , z + dim.z + 1
local chestSlotCounter = 1
for tx = x , maxx do
for tz = z , maxz do
for ty = y , maxy do
local p = { x = tx , y = ty , z = tz }
-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
-- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other
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local name = get_node ( p ) . name
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if registered_nodes [ name ] . is_ground_content or name == " mcl_core:cobble " or name == " mcl_core:mossycobble " then
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-- Floor
if ty == y then
if pr : next ( 1 , 4 ) == 1 then
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swap_node ( p , { name = " mcl_core:cobble " } )
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else
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swap_node ( p , { name = " mcl_core:mossycobble " } )
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end
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-- Generate walls
--[[ Note: No additional cobblestone ceiling is generated. This is intentional.
The solid blocks above the dungeon are considered as the “ ceiling ” .
It is possible ( but rare ) for a dungeon to generate below sand or gravel . ] ]
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elseif tx == x or tz == z or tx == maxx or tz == maxz then
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-- Check if it's an opening first
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if ( ty == maxy ) or ( not ( openings [ tx ] and openings [ tx ] [ tz ] ) ) then
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-- Place wall or ceiling
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swap_node ( p , { name = " mcl_core:cobble " } )
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elseif ty < maxy - 1 then
-- Normally the openings are already clear, but not if it is a corner
-- widening. Make sure to clear at least the bottom 2 nodes of an opening.
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if name ~= " air " then swap_node ( p , { name = " air " } ) end
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elseif name ~= " air " then
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-- This allows for variation between 2-node and 3-node high openings.
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swap_node ( p , { name = " mcl_core:cobble " } )
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end
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-- If it was an opening, the lower 3 blocks are not touched at all
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-- Room interiour
else
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if ( ty == y + 1 ) and ( tx == x + 1 or tx == maxx - 1 or tz == z + 1 or tz == maxz - 1 ) and ( currentChest < totalChests + 1 ) and ( chestSlots [ currentChest ] == chestSlotCounter ) then
currentChest = currentChest + 1
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table_insert ( chests , { x = tx , y = ty , z = tz } )
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else
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swap_node ( p , { name = " air " } )
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end
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local forChest = ty == y + 1 and ( tx == x + 1 or tx == maxx - 1 or tz == z + 1 or tz == maxz - 1 )
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-- Place next chest at the wall (if it was its chosen wall slot)
if forChest and ( currentChest < totalChests + 1 ) and ( chestSlots [ currentChest ] == chestSlotCounter ) then
currentChest = currentChest + 1
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table_insert ( chests , { x = tx , y = ty , z = tz } )
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-- else
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--swap_node(p, {name = "air"})
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end
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if forChest then
chestSlotCounter = chestSlotCounter + 1
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end
end
end
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end end end
for c =# chests , 1 , - 1 do
local pos = chests [ c ]
local surroundings = { }
for s = 1 , # surround_vectors do
-- Detect the 4 horizontal neighbors
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local spos = vector_add ( pos , surround_vectors [ s ] )
local wpos = vector_subtract ( pos , surround_vectors [ s ] )
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local nodename = get_node ( spos ) . name
local nodename2 = get_node ( wpos ) . name
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local nodedef = registered_nodes [ nodename ]
local nodedef2 = registered_nodes [ nodename2 ]
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-- The chest needs an open space in front of it and a walkable node (except chest) behind it
if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= " mcl_chests:chest " then
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table_insert ( surroundings , spos )
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end
end
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-- Set param2 (=facedir) of this chest
local facedir
if # surroundings <= 0 then
-- Fallback if chest ended up in the middle of a room for some reason
facedir = pr : next ( 0 , 0 )
else
-- 1 or multiple possible open directions: Choose random facedir
local face_to = surroundings [ pr : next ( 1 , # surroundings ) ]
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facedir = dir_to_facedir ( vector_subtract ( pos , face_to ) )
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end
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set_node ( pos , { name = " mcl_chests:chest " , param2 = facedir } )
local meta = get_meta ( pos )
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local loottable =
{
{
stacks_min = 1 ,
stacks_max = 3 ,
items = {
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{ itemstring = " mcl_mobitems:nametag " , weight = 20 } ,
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{ itemstring = " mcl_mobitems:saddle " , weight = 20 } ,
{ itemstring = " mcl_jukebox:record_1 " , weight = 15 } ,
{ itemstring = " mcl_jukebox:record_4 " , weight = 15 } ,
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{ itemstring = " mcl_mobitems:iron_horse_armor " , weight = 15 } ,
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{ itemstring = " mcl_core:apple_gold " , weight = 15 } ,
{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book ( { " soul_speed " } , pr ) , weight = 10 } ,
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{ itemstring = " mcl_mobitems:gold_horse_armor " , weight = 10 } ,
{ itemstring = " mcl_mobitems:diamond_horse_armor " , weight = 5 } ,
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{ itemstring = " mcl_core:apple_gold_enchanted " , weight = 2 } ,
}
} ,
{
stacks_min = 1 ,
stacks_max = 4 ,
items = {
{ itemstring = " mcl_farming:wheat_item " , weight = 20 , amount_min = 1 , amount_max = 4 } ,
{ itemstring = " mcl_farming:bread " , weight = 20 } ,
{ itemstring = " mcl_core:coal_lump " , weight = 15 , amount_min = 1 , amount_max = 4 } ,
{ itemstring = " mesecons:redstone " , weight = 15 , amount_min = 1 , amount_max = 4 } ,
{ itemstring = " mcl_farming:beetroot_seeds " , weight = 10 , amount_min = 2 , amount_max = 4 } ,
{ itemstring = " mcl_farming:melon_seeds " , weight = 10 , amount_min = 2 , amount_max = 4 } ,
{ itemstring = " mcl_farming:pumpkin_seeds " , weight = 10 , amount_min = 2 , amount_max = 4 } ,
{ itemstring = " mcl_core:iron_ingot " , weight = 10 , amount_min = 1 , amount_max = 4 } ,
{ itemstring = " mcl_buckets:bucket_empty " , weight = 10 } ,
{ itemstring = " mcl_core:gold_ingot " , weight = 5 , amount_min = 1 , amount_max = 4 } ,
} ,
} ,
{
stacks_min = 3 ,
stacks_max = 3 ,
items = {
{ itemstring = " mcl_mobitems:bone " , weight = 10 , amount_min = 1 , amount_max = 8 } ,
{ itemstring = " mcl_mobitems:gunpowder " , weight = 10 , amount_min = 1 , amount_max = 8 } ,
{ itemstring = " mcl_mobitems:rotten_flesh " , weight = 10 , amount_min = 1 , amount_max = 8 } ,
{ itemstring = " mcl_mobitems:string " , weight = 10 , amount_min = 1 , amount_max = 8 } ,
} ,
}
}
-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
if mg_name == " v6 " then
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table_insert ( loottable , {
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stacks_min = 1 ,
stacks_max = 3 ,
items = {
{ itemstring = " mcl_core:birchsapling " , weight = 1 , amount_min = 1 , amount_max = 2 } ,
{ itemstring = " mcl_core:acaciasapling " , weight = 1 , amount_min = 1 , amount_max = 2 } ,
{ itemstring = " " , weight = 6 } ,
} ,
} )
end
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minetest.log ( " action " , " [mcl_dungeons] Filling chest " .. tostring ( c ) .. " at " .. minetest.pos_to_string ( pos ) )
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mcl_loot.fill_inventory ( meta : get_inventory ( ) , " main " , mcl_loot.get_multi_loot ( loottable , pr ) , pr )
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end
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-- Mob spawners are placed seperately, too
-- We don't want to destroy non-ground nodes
for s =# spawner_posses , 1 , - 1 do
local sp = spawner_posses [ s ]
-- ... and place it and select a random mob
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set_node ( sp , { name = " mcl_mobspawners:spawner " } )
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local mobs = {
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" mcl_mobs:zombie " ,
" mcl_mobs:zombie " ,
" mcl_mobs:spider " ,
" mcl_mobs:skeleton " ,
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}
local spawner_mob = mobs [ pr : next ( 1 , # mobs ) ]
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mcl_mobspawners.setup_spawner ( sp , spawner_mob , 0 , 7 )
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end
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end
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local function dungeons_nodes ( minp , maxp , blockseed )
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local ymin , ymax = math_max ( min_y , minp.y ) , math_min ( max_y , maxp.y )
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if ymax < ymin then return false end
local pr = PseudoRandom ( blockseed )
for a = 1 , attempts do
local dim = dungeonsizes [ pr : next ( 1 , # dungeonsizes ) ]
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local x = pr : next ( minp.x , maxp.x - dim.x - 1 )
local y = pr : next ( ymin , ymax - dim.y - 1 )
local z = pr : next ( minp.z , maxp.z - dim.z - 1 )
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local p1 = { x = x , y = y , z = z }
local p2 = { x = x + dim.x + 1 , y = y + dim.y + 1 , z = z + dim.z + 1 }
minetest.log ( " verbose " , " [mcl_dungeons] size= " .. minetest.pos_to_string ( dim ) .. " , emerge from " .. minetest.pos_to_string ( p1 ) .. " to " .. minetest.pos_to_string ( p2 ) )
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emerge_area ( p1 , p2 , ecb_spawn_dungeon , { p1 = p1 , p2 = p2 , dim = dim , pr = pr } )
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end
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end
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function mcl_dungeons . spawn_dungeon ( p1 , _ , pr )
if not p1 or not pr or not p1.x or not p1.y or not p1.z then return end
local dim = dungeonsizes [ pr : next ( 1 , # dungeonsizes ) ]
local p2 = { x = p1.x + dim.x + 1 , y = p1.y + dim.y + 1 , z = p1.z + dim.z + 1 }
minetest.log ( " verbose " , " [mcl_dungeons] size= " .. minetest.pos_to_string ( dim ) .. " , emerge from " .. minetest.pos_to_string ( p1 ) .. " to " .. minetest.pos_to_string ( p2 ) )
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emerge_area ( p1 , p2 , ecb_spawn_dungeon , { p1 = p1 , p2 = p2 , dim = dim , pr = pr , dontcheck = true } )
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end
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mcl_mapgen_core.register_generator ( " dungeons " , nil , dungeons_nodes , 999999 )