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103 lines
3.4 KiB
Lua
103 lines
3.4 KiB
Lua
-- Generate strongholds.
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-- A total of 128 strongholds are generated in rings around the world origin.
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-- This is the list of rings, starting with the innermost ring first.
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local stronghold_rings = {
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-- amount: Number of strongholds in ring.
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-- min, max: Minimum and maximum distance from (X=0, Z=0).
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{ amount = 3, min = 1408, max = 2688 },
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{ amount = 6, min = 4480, max = 5760 },
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{ amount = 10, min = 7552, max = 8832 },
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{ amount = 15, min = 10624, max = 11904 },
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{ amount = 21, min = 13696, max = 14976 },
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{ amount = 28, min = 16768, max = 18048 },
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{ amount = 36, min = 19840, max = 21120 },
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{ amount = 9, min = 22912, max = 24192 },
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}
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local strongholds = {}
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local strongholds_inited = false
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local mg_name = minetest.get_mapgen_setting("mg_name")
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-- Determine the stronghold positions and store them into the strongholds table.
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-- The stronghold positions are based on the world seed.
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-- The actual position might be offset by a few blocks because it might be shifted
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-- to make sure the end portal room is completely within the boundaries of a mapchunk.
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local init_strongholds = function()
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if strongholds_inited then
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return
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end
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-- Don't generate strongholds in singlenode
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if mg_name == "singlenode" then
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strongholds_inited = true
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return
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end
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local seed = tonumber(minetest.get_mapgen_setting("seed"))
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local pr = PseudoRandom(seed)
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for s=1, #stronghold_rings do
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local ring = stronghold_rings[s]
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-- Get random angle
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local angle = pr:next()
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-- Scale angle to 0 .. 2*math.pi
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angle = (angle / 32767) * (math.pi*2)
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for a=1, ring.amount do
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local dist = pr:next(ring.min, ring.max)
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local y
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if mg_name == "flat" then
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y = mcl_vars.mg_bedrock_overworld_max + 3
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else
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y = pr:next(mcl_vars.mg_bedrock_overworld_max+1, mcl_vars.mg_overworld_min+48)
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end
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local pos = { x = math.cos(angle) * dist, y = y, z = math.sin(angle) * dist }
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pos = vector.round(pos)
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table.insert(strongholds, { pos = pos, generated = false })
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-- Rotate angle by (360 / amount) degrees.
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-- This will cause the angles to be evenly distributed in the stronghold ring
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angle = math.fmod(angle + ((math.pi*2) / ring.amount), math.pi*2)
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end
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end
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mcl_structures.register_structures("stronghold", table.copy(strongholds))
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strongholds_inited = true
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end
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-- Stronghold generation for register_on_generated.
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local generate_strongholds = function(minp, maxp)
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for s=1, #strongholds do
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if not strongholds[s].generated then
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local pos = strongholds[s].pos
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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
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-- Make sure the end portal room is completely within the current mapchunk
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-- The original pos is changed intentionally.
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if pos.x - 6 < minp.x then
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pos.x = minp.x + 7
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end
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if pos.x + 6 > maxp.x then
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pos.x = maxp.x - 7
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end
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if pos.z - 6 < minp.z then
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pos.z = minp.z + 7
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end
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if pos.z + 6 > maxp.z then
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pos.z = maxp.z - 7
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end
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mcl_structures.call_struct(pos, "end_portal_shrine")
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strongholds[s].generated = true
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end
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end
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end
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end
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init_strongholds()
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--[[ Note this mod depends on mcl_mapgen_core to make sure the core mapgen runs FIRST.
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This is important because we need this to make sure the stronghold isn't instantly
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overwritten by the core mapgen (since it uses LuaVoxelManip). ]]
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minetest.register_on_generated(function(minp, maxp, blockseed)
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generate_strongholds(minp, maxp)
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end)
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