mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-05 07:41:06 +01:00
426 lines
15 KiB
Lua
426 lines
15 KiB
Lua
-- FIXME: Chests may appear at openings
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mcl_dungeons = {}
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local mg_name = minetest.get_mapgen_setting("mg_name")
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-- Are dungeons disabled?
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if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then
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return
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end
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--lua locals
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--minetest
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local registered_nodes = minetest.registered_nodes
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local swap_node = minetest.swap_node
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local set_node = minetest.set_node
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local dir_to_facedir = minetest.dir_to_facedir
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local get_meta = minetest.get_meta
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local emerge_area = minetest.emerge_area
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--vector
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local vector_add = vector.add
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local vector_subtract = vector.subtract
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--table
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local table_insert = table.insert
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local table_sort = table.sort
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--math
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local math_min = math.min
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local math_max = math.max
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local math_ceil = math.ceil
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--custom mcl_vars
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local get_node = mcl_vars.get_node
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local min_y = math_max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1
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local max_y = mcl_vars.mg_overworld_max - 1
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-- Calculate the number of dungeon spawn attempts
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-- In Minecraft, there 8 dungeon spawn attempts Minecraft chunk (16*256*16 = 65536 blocks).
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-- Minetest chunks don't have this size, so scale the number accordingly.
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local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
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local dungeonsizes = {
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{ x=5, y=4, z=5},
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{ x=5, y=4, z=7},
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{ x=7, y=4, z=5},
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{ x=7, y=4, z=7},
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}
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--[[local dirs = {
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{ x= 1, y=0, z= 0 },
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{ x= 0, y=0, z= 1 },
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{ x=-1, y=0, z= 0 },
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{ x= 0, y=0, z=-1 },
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}]]
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local surround_vectors = {
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{ x=-1, y=0, z=0 },
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{ x=1, y=0, z=0 },
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{ x=0, y=0, z=-1 },
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{ x=0, y=0, z=1 },
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}
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local loottable =
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{
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{
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stacks_min = 1,
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stacks_max = 3,
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items = {
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{ itemstring = "mcl_mobs:nametag", weight = 20 },
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{ itemstring = "mcl_mobitems:saddle", weight = 20 },
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{ itemstring = "mcl_jukebox:record_1", weight = 15 },
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{ itemstring = "mcl_jukebox:record_4", weight = 15 },
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{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 15 },
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{ itemstring = "mcl_core:apple_gold", weight = 15 },
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{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 10 },
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{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 5 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2 },
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}
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},
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{
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stacks_min = 1,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_farming:wheat_item", weight = 20, amount_min = 1, amount_max = 4 },
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{ itemstring = "mcl_farming:bread", weight = 20 },
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{ itemstring = "mcl_core:coal_lump", weight = 15, amount_min = 1, amount_max = 4 },
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{ itemstring = "mesecons:redstone", weight = 15, amount_min = 1, amount_max = 4 },
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{ itemstring = "mcl_farming:beetroot_seeds", weight = 10, amount_min = 2, amount_max = 4 },
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{ itemstring = "mcl_farming:melon_seeds", weight = 10, amount_min = 2, amount_max = 4 },
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{ itemstring = "mcl_farming:pumpkin_seeds", weight = 10, amount_min = 2, amount_max = 4 },
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{ itemstring = "mcl_core:iron_ingot", weight = 10, amount_min = 1, amount_max = 4 },
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{ itemstring = "mcl_buckets:bucket_empty", weight = 10 },
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{ itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 1, amount_max = 4 },
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},
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},
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{
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stacks_min = 3,
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stacks_max = 3,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 },
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},
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}
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}
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-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
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if mg_name == "v6" then
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table.insert(loottable, {
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stacks_min = 1,
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stacks_max = 3,
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items = {
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{ itemstring = "mcl_core:birchsapling", weight = 1, amount_min = 1, amount_max = 2 },
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{ itemstring = "mcl_core:acaciasapling", weight = 1, amount_min = 1, amount_max = 2 },
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{ itemstring = "", weight = 6 },
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},
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})
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end
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local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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if calls_remaining >= 1 then return end
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local p1, _, dim, pr = param.p1, param.p2, param.dim, param.pr
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local x, y, z = p1.x, p1.y, p1.z
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local check = not (param.dontcheck or false)
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-- Check floor and ceiling: Must be *completely* solid
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local y_floor = y
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local y_ceiling = y + dim.y + 1
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if check then
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for tx = x+1, x+dim.x do
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for tz = z+1, z+dim.z do
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local fdef = registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name]
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local cdef = registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name]
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if not fdef or not fdef.walkable or not cdef or not cdef.walkable then return false end
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end
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end
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end
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-- Check for air openings (2 stacked air at ground level) in wall positions
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local openings_counter = 0
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-- Store positions of openings; walls will not be generated here
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local openings = {}
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-- Corners are stored because a corner-only opening needs to be increased,
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-- so entities can get through.
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local corners = {}
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local x2,z2 = x+dim.x+1, z+dim.z+1
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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
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openings_counter = openings_counter + 1
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if not openings[x] then openings[x]={} end
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openings[x][z] = true
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table_insert(corners, {x=x, z=z})
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end
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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
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openings_counter = openings_counter + 1
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if not openings[x2] then openings[x2]={} end
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openings[x2][z] = true
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table_insert(corners, {x=x2, z=z})
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end
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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
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openings_counter = openings_counter + 1
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if not openings[x] then openings[x]={} end
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openings[x][z2] = true
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table_insert(corners, {x=x, z=z2})
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end
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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
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openings_counter = openings_counter + 1
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if not openings[x2] then openings[x2]={} end
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openings[x2][z2] = true
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table_insert(corners, {x=x2, z=z2})
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end
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for wx = x+1, x+dim.x do
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[wx] then openings[wx]={} end
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openings[wx][z] = true
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end
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[wx] then openings[wx]={} end
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openings[wx][z2] = true
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end
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end
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for wz = z+1, z+dim.z do
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[x] then openings[x]={} end
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openings[x][wz] = true
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end
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[x2] then openings[x2]={} end
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openings[x2][wz] = true
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end
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end
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-- If all openings are only at corners, the dungeon can't be accessed yet.
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-- This code extends the openings of corners so they can be entered.
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if openings_counter >= 1 and openings_counter == #corners then
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for c=1, #corners do
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-- Prevent creating too many openings because this would lead to dungeon rejection
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if openings_counter >= 5 then
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break
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end
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-- A corner is widened by adding openings to both neighbors
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local cx, cz = corners[c].x, corners[c].z
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local cxn, czn = cx, cz
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if x == cx then
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cxn = cxn + 1
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else
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cxn = cxn - 1
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end
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if z == cz then
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czn = czn + 1
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else
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czn = czn - 1
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end
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openings[cx][czn] = true
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openings_counter = openings_counter + 1
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if openings_counter < 5 then
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if not openings[cxn] then openings[cxn]={} end
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openings[cxn][cz] = true
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openings_counter = openings_counter + 1
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end
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end
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end
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-- Check conditions. If okay, start generating
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if check and (openings_counter < 1 or openings_counter > 5) then return end
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minetest.log("action","[mcl_dungeons] Placing new dungeon at "..minetest.pos_to_string({x=x,y=y,z=z}))
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-- Okay! Spawning starts!
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-- Remember spawner chest positions to set metadata later
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local chests = {}
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local spawner_posses = {}
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-- First prepare random chest positions.
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-- Chests spawn at wall
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-- We assign each position at the wall a number and each chest gets one of these numbers randomly
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local totalChests = 2 -- this code strongly relies on this number being 2
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local totalChestSlots = (dim.x + dim.z - 2) * 2
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local chestSlots = {}
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-- There is a small chance that both chests have the same slot.
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-- In that case, we give a 2nd chance for the 2nd chest to get spawned.
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-- If it failed again, tough luck! We stick with only 1 chest spawned.
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local lastRandom
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local secondChance = true -- second chance is still available
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for i=1, totalChests do
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local r = pr:next(1, totalChestSlots)
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if r == lastRandom and secondChance then
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-- Oops! Same slot selected. Try again.
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r = pr:next(1, totalChestSlots)
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secondChance = false
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end
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lastRandom = r
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table_insert(chestSlots, r)
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end
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table_sort(chestSlots)
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local currentChest = 1
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-- Calculate the mob spawner position, to be re-used for later
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local sp = {x = x + math_ceil(dim.x/2), y = y+1, z = z + math_ceil(dim.z/2)}
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local rn = registered_nodes[get_node(sp).name]
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if rn and rn.is_ground_content then
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table_insert(spawner_posses, sp)
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end
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-- Generate walls and floor
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local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1
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local chestSlotCounter = 1
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for tx = x, maxx do
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for tz = z, maxz do
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for ty = y, maxy do
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local p = {x = tx, y=ty, z=tz}
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-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
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-- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other
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local name = get_node(p).name
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local rn = registered_nodes[name]
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if rn and rn.is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
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-- Floor
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if ty == y then
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if pr:next(1,4) == 1 then
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swap_node(p, {name = "mcl_core:cobble"})
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else
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swap_node(p, {name = "mcl_core:mossycobble"})
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end
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-- Generate walls
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--[[ Note: No additional cobblestone ceiling is generated. This is intentional.
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The solid blocks above the dungeon are considered as the “ceiling”.
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It is possible (but rare) for a dungeon to generate below sand or gravel. ]]
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elseif tx == x or tz == z or tx == maxx or tz == maxz then
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-- Check if it's an opening first
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if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then
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-- Place wall or ceiling
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swap_node(p, {name = "mcl_core:cobble"})
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elseif ty < maxy - 1 then
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-- Normally the openings are already clear, but not if it is a corner
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-- widening. Make sure to clear at least the bottom 2 nodes of an opening.
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if name ~= "air" then swap_node(p, {name = "air"}) end
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elseif name ~= "air" then
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-- This allows for variation between 2-node and 3-node high openings.
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swap_node(p, {name = "mcl_core:cobble"})
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end
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-- If it was an opening, the lower 3 blocks are not touched at all
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-- Room interiour
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else
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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
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currentChest = currentChest + 1
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table_insert(chests, {x=tx, y=ty, z=tz})
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else
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swap_node(p, {name = "air"})
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end
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local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
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-- Place next chest at the wall (if it was its chosen wall slot)
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if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
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currentChest = currentChest + 1
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table_insert(chests, {x=tx, y=ty, z=tz})
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-- else
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--swap_node(p, {name = "air"})
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end
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if forChest then
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chestSlotCounter = chestSlotCounter + 1
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end
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end
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end
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end end end
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for c=#chests, 1, -1 do
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local pos = chests[c]
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local surroundings = {}
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for s=1, #surround_vectors do
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-- Detect the 4 horizontal neighbors
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local spos = vector_add(pos, surround_vectors[s])
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local wpos = vector_subtract(pos, surround_vectors[s])
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local nodename = get_node(spos).name
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local nodename2 = get_node(wpos).name
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local nodedef = registered_nodes[nodename]
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local nodedef2 = registered_nodes[nodename2]
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-- The chest needs an open space in front of it and a walkable node (except chest) behind it
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if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= "mcl_chests:chest" then
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table_insert(surroundings, spos)
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end
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end
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-- Set param2 (=facedir) of this chest
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local facedir
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if #surroundings <= 0 then
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-- Fallback if chest ended up in the middle of a room for some reason
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facedir = pr:next(0, 0)
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else
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-- 1 or multiple possible open directions: Choose random facedir
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local face_to = surroundings[pr:next(1, #surroundings)]
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facedir = dir_to_facedir(vector_subtract(pos, face_to))
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end
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set_node(pos, {name="mcl_chests:chest", param2=facedir})
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local meta = get_meta(pos)
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minetest.log("action", "[mcl_dungeons] Filling chest " .. tostring(c) .. " at " .. minetest.pos_to_string(pos))
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mcl_loot.fill_inventory(meta:get_inventory(), "main", mcl_loot.get_multi_loot(loottable, pr), pr)
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end
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-- Mob spawners are placed seperately, too
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-- We don't want to destroy non-ground nodes
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for s=#spawner_posses, 1, -1 do
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local sp = spawner_posses[s]
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-- ... and place it and select a random mob
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set_node(sp, {name = "mcl_mobspawners:spawner"})
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local mobs = {
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"mobs_mc:zombie",
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"mobs_mc:zombie",
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"mobs_mc:spider",
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"mobs_mc:skeleton",
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}
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local spawner_mob = mobs[pr:next(1, #mobs)]
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mcl_mobspawners.setup_spawner(sp, spawner_mob, 0, 7)
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end
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end
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local function dungeons_nodes(minp, maxp, blockseed)
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local ymin, ymax = math_max(min_y, minp.y), math_min(max_y, maxp.y)
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if ymax < ymin then return false end
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local pr = PseudoRandom(blockseed)
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for a=1, attempts do
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local dim = dungeonsizes[pr:next(1, #dungeonsizes)]
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local x = pr:next(minp.x, maxp.x-dim.x-1)
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local y = pr:next(ymin , ymax -dim.y-1)
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local z = pr:next(minp.z, maxp.z-dim.z-1)
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local p1 = {x=x,y=y,z=z}
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local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1}
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minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
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emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr})
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end
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end
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function mcl_dungeons.spawn_dungeon(p1, _, pr)
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if not p1 or not pr or not p1.x or not p1.y or not p1.z then return end
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local dim = dungeonsizes[pr:next(1, #dungeonsizes)]
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local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1}
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minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
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emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true})
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end
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mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999)
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