From 66febf158ab764dce1c8c56c48b734d728cf2e7c Mon Sep 17 00:00:00 2001 From: kay27 Date: Sun, 7 Mar 2021 06:00:49 +0400 Subject: [PATCH] Speedify dungeons a little and fix chest places (linear, not square) --- mods/MAPGEN/mcl_dungeons/init.lua | 109 +++++++++++++++++++----------- 1 file changed, 70 insertions(+), 39 deletions(-) diff --git a/mods/MAPGEN/mcl_dungeons/init.lua b/mods/MAPGEN/mcl_dungeons/init.lua index d7e21fce6b..ca0d98f497 100644 --- a/mods/MAPGEN/mcl_dungeons/init.lua +++ b/mods/MAPGEN/mcl_dungeons/init.lua @@ -108,7 +108,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- 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, x + dim.x do for tz = z, z + dim.z do + if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do if not minetest.registered_nodes[mcl_mapgen_core.get_node({x = tx, y = y_floor , z = tz}).name].walkable or not minetest.registered_nodes[mcl_mapgen_core.get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end end end end @@ -121,36 +121,59 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- so entities can get through. local corners = {} - local walls = { - -- walls along x axis (contain corners) - { 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) - { z+1, z+dim.z, "z", "x", x }, - { z+1, z+dim.z, "z", "x", x+dim.x+1 }, - } + local x2,z2 = x+dim.x+1, z+dim.z+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 + if mcl_mapgen_core.get_node({x=x, y=y+1, z=z}).name == "air" and mcl_mapgen_core.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 mcl_mapgen_core.get_node({x=x2, y=y+1, z=z}).name == "air" and mcl_mapgen_core.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 mcl_mapgen_core.get_node({x=x, y=y+1, z=z2}).name == "air" and mcl_mapgen_core.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 mcl_mapgen_core.get_node({x=x2, y=y+1, z=z2}).name == "air" and mcl_mapgen_core.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 - if openings[pos.x] == nil then openings[pos.x] = {} end - local doorname1 = mcl_mapgen_core.get_node(pos).name - pos.y = y+2 - local doorname2 = mcl_mapgen_core.get_node(pos).name - if doorname1 == "air" and doorname2 == "air" then - 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 - end + for wx = x+1, x+dim.x do + if mcl_mapgen_core.get_node({x=wx, y=y+1, z=z}).name == "air" and mcl_mapgen_core.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 mcl_mapgen_core.get_node({x=wx, y=y+1, z=z2}).name == "air" and mcl_mapgen_core.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 mcl_mapgen_core.get_node({x=x, y=y+1, z=wz}).name == "air" and mcl_mapgen_core.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 mcl_mapgen_core.get_node({x=x2, y=y+1, z=wz}).name == "air" and mcl_mapgen_core.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 @@ -178,6 +201,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) 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 @@ -199,7 +223,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- 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-1) * (dim.z-1) + 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. @@ -237,7 +261,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- 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 = mcl_mapgen_core.get_node(p).name - if name == "mcl_core:cobble" or name == "mcl_core:mossycobble" or minetest.registered_nodes[name].is_ground_content then + if minetest.registered_nodes[name].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 @@ -251,16 +275,16 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) 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 + elseif tx == x or tz == z or tx == maxx or tz == maxz then -- Check if it's an opening first - if (not openings[tx][tz]) or ty == maxy then + if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then -- Place wall or ceiling minetest.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. - minetest.swap_node(p, {name = "air"}) - elseif ty == maxy - 1 and mcl_mapgen_core.get_node(p).name ~= "air" then + if name ~= "air" then minetest.swap_node(p, {name = "air"}) end + elseif name ~= "air" then -- This allows for variation between 2-node and 3-node high openings. minetest.swap_node(p, {name = "mcl_core:cobble"}) end @@ -268,6 +292,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- 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 + minetest.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) @@ -275,7 +306,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) currentChest = currentChest + 1 table.insert(chests, {x=tx, y=ty, z=tz}) else - minetest.swap_node(p, {name = "air"}) + --minetest.swap_node(p, {name = "air"}) end if forChest then chestSlotCounter = chestSlotCounter + 1 @@ -341,9 +372,9 @@ local function dungeons_nodes(minp, maxp, blockseed) 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-2) - local y = pr:next(ymin , ymax -dim.y-2) - local z = pr:next(minp.z, maxp.z-dim.z-2) + 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))