-- FIXME: Rarely, dungoens can overlap and destroy each other local pr = PseudoRandom(os.time()) -- Get loot for dungeon chests local get_loot = function() local items = mcl_loot.get_multi_loot({ { stacks_min = 1, stacks_max = 3, items = { { itemstring = "mobs:nametag", weight = 20 }, { itemstring = "mcl_mobitems:saddle", weight = 20 }, { itemstring = "mcl_jukebox:record_1", weight = 15 }, { itemstring = "mcl_jukebox:record_4", weight = 15 }, -- TODO: Iron Horse Armor { itemstring = "mcl_core:iron_ingot", weight = 15 }, { itemstring = "mcl_core:apple_gold", weight = 15 }, -- TODO: Enchanted Book { itemstring = "mcl_books:book", weight = 10 }, -- TODO: Gold Horse Armor { itemstring = "mcl_core:gold_ingot", weight = 5 }, -- TODO: Diamond Horse Armor { itemstring = "mcl_core:diamond", weight = 5 }, -- TODO: Enchanted Golden Apple { itemstring = "mcl_core:apple_gold", 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 = "bucket: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 }, }, }}, pr) return items end -- Buffer for LuaVoxelManip local lvm_buffer = {} -- Below the bedrock, generate air/void minetest.register_on_generated(function(minp, maxp) if maxp.y < mcl_vars.mg_overworld_min or minp.y > mcl_vars.mg_overworld_max then return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local data = vm:get_data(lvm_buffer) local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax}) local lvm_used = false local c_air = minetest.get_content_id("air") local c_cobble = minetest.get_content_id("mcl_core:cobble") local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble") -- Remember chest positions to set metadata later local chest_posses = {} -- Calculate the number of dungeon spawn attempts local sizevector = vector.subtract(maxp, minp) sizevector = vector.add(sizevector, 1) local chunksize = sizevector.x * sizevector.y * sizevector.z -- 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. local attempts = math.ceil(chunksize / 65536 * 8) for a=1, attempts do local x, y, z local b = 7 -- buffer x = math.random(minp.x+b, maxp.x-b) local ymin = math.min(mcl_vars.mg_overworld_max, math.max(minp.y, mcl_vars.mg_bedrock_overworld_max) + 7) local ymax = math.min(mcl_vars.mg_overworld_max, math.max(maxp.y, mcl_vars.mg_bedrock_overworld_max) - 4) y = math.random(ymin, ymax) z = math.random(minp.z+b, maxp.z-b) 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}, } local dim = dungeonsizes[math.random(1, #dungeonsizes)] -- Check floor and ceiling: Must be *completely* solid local ceilingfloor_ok = true for tx = x, x+dim.x do for tz = z, z+dim.z do local floor = minetest.get_name_from_content_id(data[area:index(tx, y, tz)]) local ceiling = minetest.get_name_from_content_id(data[area:index(tx, y+dim.y+1, tz)]) if (not minetest.registered_nodes[floor].walkable) or (not minetest.registered_nodes[ceiling].walkable) then ceilingfloor_ok = false break end end if not ceilingfloor_ok then break end end -- Check for air openings (2 stacked air at ground level) in wall positions local openings = 0 if ceilingfloor_ok then local walls = { { x, x+dim.x+1, "x", "z", z }, { x, x+dim.x+1, "x", "z", z+dim.z+1 }, { z+1, z+dim.z, "z", "x", x }, { z+1, z+dim.z, "z", "x", x+dim.x+1 }, } for w=1, #walls do local wall = walls[w] for iter = wall[1], wall[2] do local pos = {} pos[wall[3]] = iter pos[wall[4]] = wall[5] pos.y = y+1 local door1 = area:index(pos.x, pos.y, pos.z) pos.y = y+2 local door2 = area:index(pos.x, pos.y, pos.z) local doorname1 = minetest.get_name_from_content_id(data[door1]) local doorname2 = minetest.get_name_from_content_id(data[door2]) if doorname1 == "air" and doorname2 == "air" then openings = openings + 1 end end end end -- Check conditions. If okay, start generating if ceilingfloor_ok and openings >= 1 and openings <= 5 then -- Okay! Spawning starts! -- 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 local totalChestSlots = (dim.x-1) * (dim.z-1) 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 = math.random(1, totalChestSlots) if r == lastRandom and secondChance then -- Oops! Same slot selected. Try again. r = math.random(1, totalChestSlots) secondChance = false end lastRandom = r table.insert(chestSlots, r) end table.sort(chestSlots) local currentChest = 1 -- Ceiling and floor local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1 local chestSlotCounter = 1 for tx = x, maxx do for tz = z, maxz do for ty = y, maxy do local p_pos = area:index(tx, ty, tz) -- Floor if ty == y then if math.random(1,4) == 1 then data[p_pos] = c_cobble else data[p_pos] = c_mossycobble end -- Wall or ceiling elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then data[p_pos] = c_cobble -- Room interiour else local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) -- Place next chest at the wall (if it was its chosen wall slot) if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then local p2 -- Select rotation so the chest faces away from wall if (tx==x+1) then p2 = 3 elseif (tx==maxx-1) then p2 = 1 elseif (tz==z+1) then p2 = 2 else p2 = 0 end table.insert(chest_posses, {pos={x=tx, y=ty, z=tz}, param2=p2}) currentChest = currentChest + 1 else data[p_pos] = c_air end if forChest then chestSlotCounter = chestSlotCounter + 1 end end end end end end lvm_used = true end if lvm_used then vm:set_data(data) vm:calc_lighting() vm:update_liquids() vm:write_to_map() end for c=1, #chest_posses do local cpos = chest_posses[c].pos minetest.set_node(cpos, {name="mcl_chests:chest", param2=chest_posses[c].param2}) local meta = minetest.get_meta(cpos) local inv = meta:get_inventory() local items = get_loot() for i=1, math.min(#items, inv:get_size("main")) do inv:set_stack("main", i, ItemStack(items[i])) end end end)