MineClone2/mods/MAPGEN/mcl_dungeons/init.lua

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-- FIXME: Chests may appear at openings
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-- TODO: Add monster spawner
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local pr = PseudoRandom(os.time())
-- Get loot for dungeon chests
local get_loot = function()
local loottable = {
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{
stacks_min = 1,
stacks_max = 3,
items = {
{ itemstring = "mobs:nametag", weight = 20 },
{ itemstring = "mcl_mobitems:saddle", weight = 20 },
{ itemstring = "mcl_jukebox:record_1", weight = 15 },
{ itemstring = "mcl_jukebox:record_4", weight = 15 },
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{ itemstring = "mobs_mc:iron_horse_armor", weight = 15 },
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{ itemstring = "mcl_core:apple_gold", weight = 15 },
-- TODO: Enchanted Book
{ itemstring = "mcl_books:book", weight = 10 },
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{ itemstring = "mobs_mc:gold_horse_armor", weight = 10 },
{ itemstring = "mobs_mc:diamond_horse_armor", weight = 5 },
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-- TODO: Enchanted Golden Apple
{ itemstring = "mcl_core:apple_gold", 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 },
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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 },
},
},
{
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 = 1,
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 = 11 },
},
})
end
local items = mcl_loot.get_multi_loot(loottable, pr)
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return items
end
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-- Buffer for LuaVoxelManip
local lvm_buffer = {}
local lvm_buffer2 = {} -- for param2
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-- Below the bedrock, generate air/void
minetest.register_on_generated(function(minp, maxp)
if maxp.y < mcl_vars.mg_overworld_min or minp.y > mcl_vars.mg_overworld_max then
return
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data(lvm_buffer)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local lvm_used = false
local c_air = minetest.get_content_id("air")
local c_cobble = minetest.get_content_id("mcl_core:cobble")
local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble")
local c_chest = minetest.get_content_id("mcl_chests:chest")
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-- Remember spawner chest positions to set metadata later
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local chest_posses = {}
local spawner_posses = {}
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-- Calculate the number of dungeon spawn attempts
local sizevector = vector.subtract(maxp, minp)
sizevector = vector.add(sizevector, 1)
local chunksize = sizevector.x * sizevector.y * sizevector.z
-- 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(chunksize / 65536 * 8)
for a=1, attempts do
local x, y, z
local b = 7 -- buffer
x = math.random(minp.x+b, maxp.x-b)
local ymin = math.min(mcl_vars.mg_overworld_max, math.max(minp.y, mcl_vars.mg_bedrock_overworld_max) + 7)
local ymax = math.min(mcl_vars.mg_overworld_max, math.max(maxp.y, mcl_vars.mg_bedrock_overworld_max) - 4)
y = math.random(ymin, ymax)
z = math.random(minp.z+b, maxp.z-b)
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 dim = dungeonsizes[math.random(1, #dungeonsizes)]
-- Check floor and ceiling: Must be *completely* solid
local ceilingfloor_ok = true
for tx = x, x+dim.x do
for tz = z, z+dim.z do
local floor = minetest.get_name_from_content_id(data[area:index(tx, y, tz)])
local ceiling = minetest.get_name_from_content_id(data[area:index(tx, y+dim.y+1, tz)])
if (not minetest.registered_nodes[floor].walkable) or (not minetest.registered_nodes[ceiling].walkable) then
ceilingfloor_ok = false
break
end
end
if not ceilingfloor_ok then break end
end
-- Check for air openings (2 stacked air at ground level) in wall positions
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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 = {}
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if ceilingfloor_ok then
local walls = {
-- walls along x axis (contain corners)
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{ 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)
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{ 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
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if openings[pos.x] == nil then openings[pos.x] = {} end
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local door1 = area:index(pos.x, pos.y, pos.z)
pos.y = y+2
local door2 = area:index(pos.x, pos.y, pos.z)
local doorname1 = minetest.get_name_from_content_id(data[door1])
local doorname2 = minetest.get_name_from_content_id(data[door2])
if doorname1 == "air" and doorname2 == "air" then
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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
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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
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-- Check conditions. If okay, start generating
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if ceilingfloor_ok and openings_counter >= 1 and openings_counter <= 5 then
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-- Okay! Spawning starts!
-- 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
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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 = math.random(1, totalChestSlots)
if r == lastRandom and secondChance then
-- Oops! Same slot selected. Try again.
r = math.random(1, totalChestSlots)
secondChance = false
end
lastRandom = r
table.insert(chestSlots, r)
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end
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table.sort(chestSlots)
local currentChest = 1
-- Calculate the monster spawner position, to be re-used for later
local spawner_pos = {x = x + math.ceil(dim.x/2), y = y+1, z = z + math.ceil(dim.z/2)}
table.insert(spawner_posses, spawner_pos)
-- Generate walls and floor
local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1
local chestSlotCounter = 1
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for tx = x, maxx do
for tz = z, maxz do
for ty = y, maxy do
local p_pos = area:index(tx, ty, tz)
-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
-- Exceptions: cobblestone and moss stone so neighborings dungeons nicely connect to each other
local name = minetest.get_name_from_content_id(data[p_pos])
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 math.random(1,4) == 1 then
data[p_pos] = c_cobble
else
data[p_pos] = c_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
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-- Check if it's an opening first
if (not openings[tx][tz]) or ty == maxy then
-- Place wall or ceiling
data[p_pos] = c_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.
data[p_pos] = c_air
elseif ty == maxy - 1 and data[p_pos] ~= c_air then
-- This allows for variation between 2-node and 3-node high openings.
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data[p_pos] = c_cobble
end
-- 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
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
local p2
-- Select rotation so the chest faces away from wall
if (tx==x+1) then p2 = 3
elseif (tx==maxx-1) then p2 = 1
elseif (tz==z+1) then p2 = 2
else p2 = 0 end
table.insert(chest_posses, {x=tx, y=ty, z=tz})
currentChest = currentChest + 1
else
data[p_pos] = c_air
end
if forChest then
chestSlotCounter = chestSlotCounter + 1
end
end
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end
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end
end
end
end
lvm_used = true
end
if lvm_used then
local chest_param2 = {}
-- Determine correct chest rotation (must pointi outwards)
for c=1, #chest_posses do
local cpos = chest_posses[c]
-- Check surroundings of chest to determine correct rotation
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 surroundings = {}
for s=1, #surround_vectors do
-- Detect the 4 horizontal neighbors
local spos = vector.add(cpos, surround_vectors[s])
local wpos = vector.subtract(cpos, surround_vectors[s])
local p_pos = area:index(spos.x, spos.y, spos.z)
local p_pos2 = area:index(wpos.x, wpos.y, wpos.z)
local nodename = minetest.get_name_from_content_id(data[p_pos])
local nodename2 = minetest.get_name_from_content_id(data[p_pos2])
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 = math.random(0, 0)
else
-- 1 or multiple possible open directions: Choose random facedir
local face_to = surroundings[math.random(1, #surroundings)]
facedir = minetest.dir_to_facedir(vector.subtract(cpos, face_to))
end
chest_param2[c] = facedir
end
-- Finally generate the dungeons all at once (except the chests and the spawners)
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vm:set_data(data)
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
-- Chests are placed seperately
for c=1, #chest_posses do
local cpos = chest_posses[c]
minetest.set_node(cpos, {name="mcl_chests:chest", param2=chest_param2[c]})
local meta = minetest.get_meta(cpos)
local inv = meta:get_inventory()
local items = get_loot()
for i=1, math.min(#items, inv:get_size("main")) do
inv:set_stack("main", i, ItemStack(items[i]))
end
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end
-- Monster spawners are placed seperately, too
-- We don't want to destroy non-ground nodes
for s=1, #spawner_posses do
local sp = spawner_posses[s]
local n = minetest.get_name_from_content_id(data[area:index(sp.x,sp.y,sp.z)])
if minetest.registered_nodes[n].is_ground_content then
-- ... 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[math.random(1, #mobs)]
mcl_mobspawners.setup_spawner(sp, spawner_mob)
end
end
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end
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end)