-- 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 strongholds_inited = false

local mg_name = minetest.get_mapgen_setting("mg_name")

-- Determine the stronghold positions and store them into the strongholds table.
-- The stronghold positions are based on the world seed.
-- The actual position might be offset by a few blocks because it might be shifted
-- to make sure the end portal room is completely within the boundaries of a mapchunk.
local init_strongholds = function()
	if strongholds_inited then
		return
	end
	-- Don't generate strongholds in singlenode
	if mg_name == "singlenode" then
		strongholds_inited = true
		return
	end
	local seed = tonumber(minetest.get_mapgen_setting("seed"))
	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 mg_name == "flat" 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(strongholds, { pos = pos, generated = false })

			-- 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

	mcl_structures.register_structures("stronghold", table.copy(strongholds))

	strongholds_inited = true
end

-- Stronghold generation for register_on_generated.
local generate_strongholds = function(minp, maxp)
	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.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")
				strongholds[s].generated = true
			end
		end
	end
end

init_strongholds()

--[[ Note this mod depends on mcl_mapgen_core to make sure the core mapgen runs FIRST.
This is important because we need this to make sure the stronghold isn't instantly
overwritten by the core mapgen (since it uses LuaVoxelManip). ]]
minetest.register_on_generated(function(minp, maxp, blockseed)
	generate_strongholds(minp, maxp)
end)