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MineClone2_For_PRs/mods/MAPGEN/mcl_dungeons/init.lua

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2017-05-24 09:46:40 +02:00
-- FIXME: Rarely, dungoens can overlap and destroy each other
-- Buffer for LuaVoxelManip
local lvm_buffer = {}
-- 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")
-- 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
local openings = 0
if ceilingfloor_ok then
local walls = {
{ x, x+dim.x+1, "x", "z", z },
{ x, x+dim.x+1, "x", "z", z+dim.z+1 },
{ 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
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
openings = openings + 1
end
end
end
if openings > 0 then
--minetest.log("error", minetest.pos_to_string({x=x,y=y,z=z}).."; openings: "..openings)
end
end
-- Check conditions. If okay, start generating
if ceilingfloor_ok and openings >= 1 and openings <= 5 then
-- Ceiling and floor
local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1
for tx = x, maxx do
for tz = z, maxz do
for ty = y, maxy do
local p_pos = area:index(tx, ty, tz)
-- Floor
if ty == y then
if math.random(1,4) == 1 then
data[p_pos] = c_cobble
else
data[p_pos] = c_mossycobble
end
-- Wall or ceiling
elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then
data[p_pos] = c_cobble
-- Room interiour
else
data[p_pos] = c_air
end
end
end
end
end
lvm_used = true
end
if lvm_used then
vm:set_data(data)
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
end
end)