VoxeLibre/mods/MAPGEN/mcl_dungeons/init.lua

352 lines
12 KiB
Lua

-- FIXME: Chests may appear at openings
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
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
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 loottable =
{
{
stacks_min = 1,
stacks_max = 3,
items = {
{ itemstring = "mcl_mobs:nametag", weight = 20 },
{ itemstring = "mcl_mobitems:saddle", weight = 20 },
{ itemstring = "mcl_jukebox:record_1", weight = 15 },
{ itemstring = "mcl_jukebox:record_4", weight = 15 },
{ itemstring = "mobs_mc:iron_horse_armor", weight = 15 },
{ itemstring = "mcl_core:apple_gold", weight = 15 },
{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}), weight = 10 },
{ itemstring = "mobs_mc:gold_horse_armor", weight = 10 },
{ itemstring = "mobs_mc: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
-- 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 function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
if calls_remaining >= 1 then return end
local p1, p2, dim, pr = param.p1, param.p2, param.dim, param.pr
local x, y, z = p1.x, p1.y, p1.z
-- Check floor and ceiling: Must be *completely* solid
local y_floor = y
local y_ceiling = y + dim.y + 1
for tx = x, x + dim.x do for tz = z, z + dim.z do
if not minetest.registered_nodes[mcl_mapgen_core.get_node({x = tx, y = y_floor , z = tz}).name].walkable
or not minetest.registered_nodes[mcl_mapgen_core.get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false 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 walls = {
-- walls along x axis (contain corners)
{ x, x+dim.x+1, "x", "z", z },
{ x, x+dim.x+1, "x", "z", z+dim.z+1 },
-- walls along z axis (exclude corners)
{ 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
if openings[pos.x] == nil then openings[pos.x] = {} end
local doorname1 = mcl_mapgen_core.get_node(pos).name
pos.y = y+2
local doorname2 = mcl_mapgen_core.get_node(pos).name
if doorname1 == "air" and doorname2 == "air" then
openings_counter = openings_counter + 1
openings[pos.x][pos.z] = true
-- Record corners
if wall[3] == "x" and (iter == wall[1] or iter == wall[2]) then
table.insert(corners, {x=pos.x, z=pos.z})
end
end
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
openings[cxn][cz] = true
openings_counter = openings_counter + 1
end
end
end
-- Check conditions. If okay, start generating
if 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-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 = 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 = minetest.registered_nodes[mcl_mapgen_core.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 = mcl_mapgen_core.get_node(p).name
if name == "mcl_core:cobble" or name == "mcl_core:mossycobble" or minetest.registered_nodes[name].is_ground_content then
-- Floor
if ty == y then
if pr:next(1,4) == 1 then
minetest.swap_node(p, {name = "mcl_core:cobble"})
else
minetest.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 ty > y and (tx == x or tx == maxx or (tz == z or tz == maxz)) then
-- Check if it's an opening first
if (not openings[tx][tz]) or ty == maxy then
-- Place wall or ceiling
minetest.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.
minetest.swap_node(p, {name = "air"})
elseif ty == maxy - 1 and mcl_mapgen_core.get_node(p).name ~= "air" then
-- This allows for variation between 2-node and 3-node high openings.
minetest.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
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
minetest.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 = minetest.get_node(spos).name
local nodename2 = minetest.get_node(wpos).name
local nodedef = minetest.registered_nodes[nodename]
local nodedef2 = minetest.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 = minetest.dir_to_facedir(vector.subtract(pos, face_to))
end
minetest.set_node(pos, {name="mcl_chests:chest", param2=facedir})
local meta = minetest.get_meta(pos)
mcl_loot.fill_inventory(meta:get_inventory(), "main", mcl_loot.get_multi_loot(loottable, 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
minetest.set_node(sp, {name = "mcl_mobspawners:spawner"})
local mobs = {
"mobs_mc:zombie",
"mobs_mc:zombie",
"mobs_mc:spider",
"mobs_mc: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-2)
local y = pr:next(ymin , ymax -dim.y-2)
local z = pr:next(minp.z, maxp.z-dim.z-2)
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))
local param = {p1=p1, p2=p2, dim=dim, pr=pr}
minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param)
end
end
mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999)