-- Generate strongholds. -- A total of 128 strongholds are generated in rings around the world origin. -- This is the list of rings, starting with the innermost ring first. local stronghold_rings = { -- amount: Number of strongholds in ring. -- min, max: Minimum and maximum distance from (X=0, Z=0). { amount = 3, min = 1408, max = 2688 }, { amount = 6, min = 4480, max = 5760 }, { amount = 10, min = 7552, max = 8832 }, { amount = 15, min = 10624, max = 11904 }, { amount = 21, min = 13696, max = 14976 }, { amount = 28, min = 16768, max = 18048 }, { amount = 36, min = 19840, max = 21120 }, { amount = 9, min = 22912, max = 24192 }, } local strongholds = {} local mg_name = minetest.get_mapgen_setting("mg_name") local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true" local seed = tonumber(minetest.get_mapgen_setting("seed")) local function init_strongholds() local stronghold_positions = {} -- Don't generate strongholds in singlenode if mg_name == "singlenode" then return {} end local pr = PseudoRandom(seed) for s=1, #stronghold_rings do local ring = stronghold_rings[s] -- Get random angle local angle = pr:next() -- Scale angle to 0 .. 2*math.pi angle = (angle / 32767) * (math.pi*2) for a=1, ring.amount do local dist = pr:next(ring.min, ring.max) local y if superflat then y = mcl_vars.mg_bedrock_overworld_max + 3 else y = pr:next(mcl_vars.mg_bedrock_overworld_max+1, mcl_vars.mg_overworld_min+48) end local pos = { x = math.cos(angle) * dist, y = y, z = math.sin(angle) * dist } pos = vector.round(pos) table.insert(stronghold_positions, pos) -- Rotate angle by (360 / amount) degrees. -- This will cause the angles to be evenly distributed in the stronghold ring angle = math.fmod(angle + ((math.pi*2) / ring.amount), math.pi*2) end end return stronghold_positions end -- Stronghold generation for register_on_generated. local function generate_strongholds(minp, maxp, blockseed) local pr = PseudoRandom(blockseed) for s=1, #strongholds do if not strongholds[s].generated then local pos = strongholds[s].pos if minp.x <= pos.x and maxp.x >= pos.x and minp.z <= pos.z and maxp.z >= pos.z and minp.y <= pos.y and maxp.y >= pos.y then -- Make sure the end portal room is completely within the current mapchunk -- The original pos is changed intentionally. if pos.x - 6 < minp.x then pos.x = minp.x + 7 end if pos.x + 6 > maxp.x then pos.x = maxp.x - 7 end if pos.y - 4 < minp.y then pos.y = minp.y + 5 end if pos.y + 4 > maxp.y then pos.y = maxp.y - 5 end if pos.z - 6 < minp.z then pos.z = minp.z + 7 end if pos.z + 6 > maxp.z then pos.z = maxp.z - 7 end --mcl_structures.call_struct(pos, "end_portal_shrine", nil, pr) strongholds[s].generated = true end end end end mcl_structures.register_structure("end_shrine",{ static_pos = init_strongholds(), filenames = { minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_portal_room_simple.mts" }, after_place = function(pos,def,pr,blockseed,p1,p2,size,rotation) local p1 = vector.subtract(pos,size) local p2 = vector.add(pos,size) local spawners = minetest.find_nodes_in_area(p1, p2, "mcl_mobspawners:spawner") for s=1, #spawners do --local meta = minetest.get_meta(spawners[s]) mcl_mobspawners.setup_spawner(spawners[s], "mobs_mc:silverfish") end -- Shuffle stone brick types local bricks = minetest.find_nodes_in_area(p1, p2, "mcl_core:stonebrick") for b=1, #bricks do local r_bricktype = pr:next(1, 100) local r_infested = pr:next(1, 100) local bricktype if r_infested <= 5 then if r_bricktype <= 30 then -- 30% bricktype = "mcl_monster_eggs:monster_egg_stonebrickmossy" elseif r_bricktype <= 50 then -- 20% bricktype = "mcl_monster_eggs:monster_egg_stonebrickcracked" else -- 50% bricktype = "mcl_monster_eggs:monster_egg_stonebrick" end else if r_bricktype <= 30 then -- 30% bricktype = "mcl_core:stonebrickmossy" elseif r_bricktype <= 50 then -- 20% bricktype = "mcl_core:stonebrickcracked" end -- 50% stonebrick (no change necessary) end if bricktype then minetest.set_node(bricks[b], { name = bricktype }) end end -- Also replace stairs local stairs = minetest.find_nodes_in_area(p1, p2, {"mcl_stairs:stair_stonebrick", "mcl_stairs:stair_stonebrick_outer", "mcl_stairs:stair_stonebrick_inner"}) for s=1, #stairs do local stair = minetest.get_node(stairs[s]) local r_type = pr:next(1, 100) if r_type <= 30 then -- 30% mossy if stair.name == "mcl_stairs:stair_stonebrick" then stair.name = "mcl_stairs:stair_stonebrickmossy" elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then stair.name = "mcl_stairs:stair_stonebrickmossy_outer" elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then stair.name = "mcl_stairs:stair_stonebrickmossy_inner" end minetest.set_node(stairs[s], stair) elseif r_type <= 50 then -- 20% cracky if stair.name == "mcl_stairs:stair_stonebrick" then stair.name = "mcl_stairs:stair_stonebrickcracked" elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then stair.name = "mcl_stairs:stair_stonebrickcracked_outer" elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then stair.name = "mcl_stairs:stair_stonebrickcracked_inner" end minetest.set_node(stairs[s], stair) end -- 50% no change end -- Randomly add ender eyes into end portal frames, but never fill the entire frame local frames = minetest.find_nodes_in_area(p1, p2, "mcl_portals:end_portal_frame") local eyes = 0 for f=1, #frames do local r_eye = pr:next(1, 10) if r_eye == 1 then eyes = eyes + 1 if eyes < #frames then local frame_node = minetest.get_node(frames[f]) frame_node.name = "mcl_portals:end_portal_frame_eye" minetest.set_node(frames[f], frame_node) end end end end, })