Speedify dungeons a little and fix chest places (linear, not square)
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@ -108,7 +108,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- Check floor and ceiling: Must be *completely* solid
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local y_floor = y
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local y_ceiling = y + dim.y + 1
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if check then for tx = x, x + dim.x do for tz = z, z + dim.z do
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if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do
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if not minetest.registered_nodes[mcl_mapgen_core.get_node({x = tx, y = y_floor , z = tz}).name].walkable
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or not minetest.registered_nodes[mcl_mapgen_core.get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end
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end end end
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@ -121,36 +121,59 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- so entities can get through.
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local corners = {}
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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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local x2,z2 = x+dim.x+1, z+dim.z+1
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for w=1, #walls do
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local wall = walls[w]
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for iter = wall[1], wall[2] do
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local pos = {}
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pos[wall[3]] = iter
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pos[wall[4]] = wall[5]
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pos.y = y+1
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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
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openings_counter = openings_counter + 1
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if not openings[x] then openings[x]={} end
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openings[x][z] = true
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table.insert(corners, {x=x, z=z})
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end
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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
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openings_counter = openings_counter + 1
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if not openings[x2] then openings[x2]={} end
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openings[x2][z] = true
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table.insert(corners, {x=x2, z=z})
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end
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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
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openings_counter = openings_counter + 1
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if not openings[x] then openings[x]={} end
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openings[x][z2] = true
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table.insert(corners, {x=x, z=z2})
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end
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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
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openings_counter = openings_counter + 1
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if not openings[x2] then openings[x2]={} end
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openings[x2][z2] = true
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table.insert(corners, {x=x2, z=z2})
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end
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if openings[pos.x] == nil then openings[pos.x] = {} end
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local doorname1 = mcl_mapgen_core.get_node(pos).name
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pos.y = y+2
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local doorname2 = mcl_mapgen_core.get_node(pos).name
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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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for wx = x+1, x+dim.x do
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[wx] then openings[wx]={} end
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openings[wx][z] = true
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end
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[wx] then openings[wx]={} end
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openings[wx][z2] = true
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end
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end
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for wz = z+1, z+dim.z do
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[x] then openings[x]={} end
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openings[x][wz] = true
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end
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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
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openings_counter = openings_counter + 1
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if check and openings_counter > 5 then return end
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if not openings[x2] then openings[x2]={} end
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openings[x2][wz] = true
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end
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end
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@ -178,6 +201,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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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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if not openings[cxn] then openings[cxn]={} end
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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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@ -199,7 +223,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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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 -- this code strongly relies on this number being 2
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local totalChestSlots = (dim.x-1) * (dim.z-1)
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local totalChestSlots = (dim.x + dim.z - 2) * 2
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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 that case, we give a 2nd chance for the 2nd chest to get spawned.
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@ -237,7 +261,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
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-- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other
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local name = mcl_mapgen_core.get_node(p).name
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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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if minetest.registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
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-- Floor
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if ty == y then
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if pr:next(1,4) == 1 then
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@ -251,16 +275,16 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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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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elseif tx == x or tz == z or tx == maxx 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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if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then
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-- Place wall or ceiling
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minetest.swap_node(p, {name = "mcl_core: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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minetest.swap_node(p, {name = "air"})
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elseif ty == maxy - 1 and mcl_mapgen_core.get_node(p).name ~= "air" then
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if name ~= "air" then minetest.swap_node(p, {name = "air"}) end
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elseif name ~= "air" then
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-- This allows for variation between 2-node and 3-node high openings.
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minetest.swap_node(p, {name = "mcl_core:cobble"})
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end
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@ -268,6 +292,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- Room interiour
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else
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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
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currentChest = currentChest + 1
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table.insert(chests, {x=tx, y=ty, z=tz})
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else
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minetest.swap_node(p, {name = "air"})
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end
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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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-- Place next chest at the wall (if it was its chosen wall slot)
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@ -275,7 +306,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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currentChest = currentChest + 1
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table.insert(chests, {x=tx, y=ty, z=tz})
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else
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minetest.swap_node(p, {name = "air"})
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--minetest.swap_node(p, {name = "air"})
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end
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if forChest then
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chestSlotCounter = chestSlotCounter + 1
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@ -341,9 +372,9 @@ local function dungeons_nodes(minp, maxp, blockseed)
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local pr = PseudoRandom(blockseed)
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for a=1, attempts do
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local dim = dungeonsizes[pr:next(1, #dungeonsizes)]
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local x = pr:next(minp.x, maxp.x-dim.x-2)
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local y = pr:next(ymin , ymax -dim.y-2)
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local z = pr:next(minp.z, maxp.z-dim.z-2)
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local x = pr:next(minp.x, maxp.x-dim.x-1)
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local y = pr:next(ymin , ymax -dim.y-1)
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local z = pr:next(minp.z, maxp.z-dim.z-1)
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local p1 = {x=x,y=y,z=z}
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local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1}
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minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
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