forked from VoxeLibre/VoxeLibre
Place dungeon chests randomly at wall position
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@ -154,10 +154,23 @@ minetest.register_on_generated(function(minp, maxp)
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-- Check conditions. If okay, start generating
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-- Check conditions. If okay, start generating
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local chestsLeft = 2
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-- But prepare random chest positions beforehand
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-- We assign each position at the wall a number and each chest gets one of these numbers randomly
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local totalChests = 2
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local totalChestSlots = (dim.x-1) * (dim.z-1)
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local chestSlots = {}
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-- There is a small chance that both chests have the same slot.
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-- In this case, only 1 chest is spawned. This intended.
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for i=1, totalChests do
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table.insert(chestSlots, math.random(1, totalChestSlots))
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end
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table.sort(chestSlots)
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local currentChest = 1
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if ceilingfloor_ok and openings >= 0 and openings <= 5000 then
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if ceilingfloor_ok and openings >= 0 and openings <= 5000 then
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-- Ceiling and floor
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-- Ceiling and floor
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local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1
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local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1
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local chestSlotCounter = 1
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for tx = x, maxx do
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for tx = x, maxx do
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for tz = z, maxz do
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for tz = z, maxz do
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for ty = y, maxy do
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for ty = y, maxy do
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@ -177,14 +190,18 @@ minetest.register_on_generated(function(minp, maxp)
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-- Room interiour
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-- Room interiour
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else
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else
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local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
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-- Chest
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-- Place next chest at the wall (if it was its chosen wall slot)
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if ty == y + 1 and chestsLeft > 0 and math.random(1,6) == 1 then
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if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
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chestsLeft = chestsLeft - 1
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currentChest = currentChest + 1
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table.insert(chest_posses, {x=tx, y=ty, z=tz})
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table.insert(chest_posses, {x=tx, y=ty, z=tz})
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else
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else
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data[p_pos] = c_air
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data[p_pos] = c_air
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end
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end
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if forChest then
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chestSlotCounter = chestSlotCounter + 1
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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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end
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end
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