mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-14 15:11:05 +01:00
426 lines
15 KiB
Lua
426 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 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 = "mcl_mobitems:iron_horse_armor", weight = 15 },
|
|
{ itemstring = "mcl_core:apple_gold", weight = 15 },
|
|
{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
|
|
mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
|
|
end },
|
|
{ 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
|
|
|
|
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
|
|
local fdef = registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name]
|
|
local cdef = registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name]
|
|
if not fdef or not fdef.walkable or not cdef or not cdef.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
|
|
local rn = registered_nodes[name]
|
|
if rn and rn.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)
|
|
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 = {
|
|
"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-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)
|