Widen the openings of lonely dungeon corners to allow entry
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@ -126,11 +126,16 @@ minetest.register_on_generated(function(minp, maxp)
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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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if ceilingfloor_ok then
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local walls = {
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-- walls along x axis (contain corners)
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{ x, x+dim.x+1, "x", "z", z },
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{ x, x+dim.x+1, "x", "z", z+dim.z+1 },
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-- walls along z axis (exclude corners)
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{ z+1, z+dim.z, "z", "x", x },
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{ z+1, z+dim.z, "z", "x", x+dim.x+1 },
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}
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@ -153,12 +158,47 @@ minetest.register_on_generated(function(minp, maxp)
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if doorname1 == "air" and doorname2 == "air" then
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openings_counter = openings_counter + 1
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openings[pos.x][pos.z] = true
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-- Record corners
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if wall[3] == "x" and (iter == wall[1] or iter == wall[2]) then
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table.insert(corners, {x=pos.x, z=pos.z})
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end
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end
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end
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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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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 ceilingfloor_ok and openings_counter >= 1 and openings_counter <= 5 then
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-- Okay! Spawning starts!
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@ -201,7 +241,7 @@ minetest.register_on_generated(function(minp, maxp)
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local p_pos = area:index(tx, ty, tz)
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-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
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-- Exceptions cobblestone and moss stone so neighborings dungeons nicely connect to each other
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-- Exceptions: cobblestone and moss stone so neighborings dungeons nicely connect to each other
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local name = minetest.get_name_from_content_id(data[p_pos])
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if name == "mcl_core:cobble" or name == "mcl_core:mossycobble" or minetest.registered_nodes[name].is_ground_content then
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-- Floor
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@ -213,13 +253,21 @@ minetest.register_on_generated(function(minp, maxp)
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end
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-- Generate walls
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--[[ Note: No cobblestone additional ceiling is generated. This is intentional.
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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 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
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if (not openings[tx][tz]) or ty == maxy then
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-- Place wall or ceiling
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data[p_pos] = c_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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data[p_pos] = c_air
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elseif ty == maxy - 1 and data[p_pos] ~= c_air then
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-- This allows for variation between 2-node and 3-node high openings.
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data[p_pos] = c_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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