Carve in openings into dungeons
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@ -126,7 +126,9 @@ minetest.register_on_generated(function(minp, maxp)
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end
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-- Check for air openings (2 stacked air at ground level) in wall positions
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local openings = 0
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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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if ceilingfloor_ok then
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local walls = {
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@ -144,13 +146,16 @@ minetest.register_on_generated(function(minp, maxp)
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pos[wall[4]] = wall[5]
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pos.y = y+1
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if openings[pos.x] == nil then openings[pos.x] = {} end
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local door1 = area:index(pos.x, pos.y, pos.z)
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pos.y = y+2
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local door2 = area:index(pos.x, pos.y, pos.z)
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local doorname1 = minetest.get_name_from_content_id(data[door1])
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local doorname2 = minetest.get_name_from_content_id(data[door2])
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if doorname1 == "air" and doorname2 == "air" then
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openings = openings + 1
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openings_counter = openings_counter + 1
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openings[pos.x][pos.z] = true
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end
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end
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end
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@ -158,7 +163,7 @@ minetest.register_on_generated(function(minp, maxp)
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end
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-- Check conditions. If okay, start generating
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if ceilingfloor_ok and openings >= 1 and openings <= 5 then
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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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-- First prepare random chest positions.
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@ -207,7 +212,11 @@ minetest.register_on_generated(function(minp, maxp)
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-- Wall or ceiling
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elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then
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data[p_pos] = c_cobble
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-- Check if it's an opening first
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if not (ty < maxy-1 and openings[tx][tz] == true) then
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data[p_pos] = c_cobble
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end
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-- No-op if it was an opening
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-- Room interiour
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else
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