VoxeLibre/mods/MAPGEN/mcl_dungeons/init.lua
Elias Fleckenstein 0b27b6bec3 Mob API: Merge mobs_mc and mcl_mobs into one mod
DO NOT USE IN PRODUCTION, DO NOT START OLD WORLDS WITHOUT A BACKUP
These are the first steps of the new mob API. The game does actually start, but mobs do not work yet.
You will also get some warnings about mob spawners, but don't worry about that.
This is really just some 'first impression' of how the mob API is gonna look like. Some things are already complete, like the agression system.
AI and attacking have not been worked on yet.
mobs_mc and mcl_mobs have actually been merged into one piece but I will probably change that again in the future actually, and split the different mobs into different mods.
There are also a few usefull things like the universal mount API and a more general purpose smoke API, but all of this is still far from complete.
I'll put some work into the API this week but probably not next week, then I'll see but don't expect this to be done before 2022.
I'll work on it, but I'll do it slowly and progressively to not get burned out again and to still have enough time to graduate from school in the meantime.
2021-09-01 23:27:47 +02:00

419 lines
15 KiB
Lua

-- FIXME: Chests may appear at openings
mcl_dungeons = {}
local mg_name = minetest.get_mapgen_setting("mg_name")
-- Are dungeons disabled?
if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then
return
end
--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
local get_node = mcl_vars.get_node
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
-- 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.
local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
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 dirs = {
{ x= 1, y=0, z= 0 },
{ x= 0, y=0, z= 1 },
{ x=-1, y=0, z= 0 },
{ x= 0, y=0, z=-1 },
}]]
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
local p1, _, dim, pr = param.p1, param.p2, param.dim, param.pr
local x, y, z = p1.x, p1.y, p1.z
local check = not (param.dontcheck or false)
-- Check floor and ceiling: Must be *completely* solid
local y_floor = y
local y_ceiling = y + dim.y + 1
if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do
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
end end end
-- 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 = {}
local x2,z2 = x+dim.x+1, z+dim.z+1
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
openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end
openings[x][z] = true
table_insert(corners, {x=x, z=z})
end
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
openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end
openings[x2][z] = true
table_insert(corners, {x=x2, z=z})
end
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
openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end
openings[x][z2] = true
table_insert(corners, {x=x, z=z2})
end
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
openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end
openings[x2][z2] = true
table_insert(corners, {x=x2, z=z2})
end
for wx = x+1, x+dim.x do
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
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
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
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
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
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
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
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
end
end
-- 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
if not openings[cxn] then openings[cxn]={} end
openings[cxn][cz] = true
openings_counter = openings_counter + 1
end
end
end
-- Check conditions. If okay, start generating
if check and (openings_counter < 1 or openings_counter > 5) then return end
minetest.log("action","[mcl_dungeons] Placing new dungeon at "..minetest.pos_to_string({x=x,y=y,z=z}))
-- Okay! Spawning starts!
-- Remember spawner chest positions to set metadata later
local chests = {}
local spawner_posses = {}
-- 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
local totalChestSlots = (dim.x + dim.z - 2) * 2
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
table_insert(chestSlots, r)
end
table_sort(chestSlots)
local currentChest = 1
-- Calculate the mob spawner position, to be re-used for later
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]
if rn and rn.is_ground_content then
table_insert(spawner_posses, sp)
end
-- 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
local name = get_node(p).name
if registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
-- Floor
if ty == y then
if pr:next(1,4) == 1 then
swap_node(p, {name = "mcl_core:cobble"})
else
swap_node(p, {name = "mcl_core:mossycobble"})
end
-- 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. ]]
elseif tx == x or tz == z or tx == maxx or tz == maxz then
-- Check if it's an opening first
if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then
-- Place wall or ceiling
swap_node(p, {name = "mcl_core:cobble"})
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.
if name ~= "air" then swap_node(p, {name = "air"}) end
elseif name ~= "air" then
-- This allows for variation between 2-node and 3-node high openings.
swap_node(p, {name = "mcl_core:cobble"})
end
-- If it was an opening, the lower 3 blocks are not touched at all
-- Room interiour
else
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
table_insert(chests, {x=tx, y=ty, z=tz})
else
swap_node(p, {name = "air"})
end
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
currentChest = currentChest + 1
table_insert(chests, {x=tx, y=ty, z=tz})
-- else
--swap_node(p, {name = "air"})
end
if forChest then
chestSlotCounter = chestSlotCounter + 1
end
end
end
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
local spos = vector_add(pos, surround_vectors[s])
local wpos = vector_subtract(pos, surround_vectors[s])
local nodename = get_node(spos).name
local nodename2 = get_node(wpos).name
local nodedef = registered_nodes[nodename]
local nodedef2 = registered_nodes[nodename2]
-- 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
table_insert(surroundings, spos)
end
end
-- 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)]
facedir = dir_to_facedir(vector_subtract(pos, face_to))
end
set_node(pos, {name="mcl_chests:chest", param2=facedir})
local meta = get_meta(pos)
local loottable =
{
{
stacks_min = 1,
stacks_max = 3,
items = {
{ itemstring = "mcl_mobitems:nametag", weight = 20 },
{ itemstring = "mcl_mobitems:saddle", weight = 20 },
{ itemstring = "mcl_jukebox:record_1", weight = 15 },
{ itemstring = "mcl_jukebox:record_4", weight = 15 },
{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 15 },
{ itemstring = "mcl_core:apple_gold", weight = 15 },
{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}, pr), weight = 10 },
{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 10 },
{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 5 },
{ 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
table_insert(loottable, {
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
minetest.log("action", "[mcl_dungeons] Filling chest " .. tostring(c) .. " at " .. minetest.pos_to_string(pos))
mcl_loot.fill_inventory(meta:get_inventory(), "main", mcl_loot.get_multi_loot(loottable, pr), pr)
end
-- 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
set_node(sp, {name = "mcl_mobspawners:spawner"})
local mobs = {
"mcl_mobs:zombie",
"mcl_mobs:zombie",
"mcl_mobs:spider",
"mcl_mobs:skeleton",
}
local spawner_mob = mobs[pr:next(1, #mobs)]
mcl_mobspawners.setup_spawner(sp, spawner_mob, 0, 7)
end
end
local function dungeons_nodes(minp, maxp, blockseed)
local ymin, ymax = math_max(min_y, minp.y), math_min(max_y, maxp.y)
if ymax < ymin then return false end
local pr = PseudoRandom(blockseed)
for a=1, attempts do
local dim = dungeonsizes[pr:next(1, #dungeonsizes)]
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)
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))
emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr})
end
end
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))
emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true})
end
mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999)