forked from VoxeLibre/VoxeLibre
Refactor mcl_dungeons
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@ -55,7 +55,7 @@ local get_loot = function()
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return items
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end
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-- Buffer for LuaVoxelManip
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local lvm_buffer = {}
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@ -153,31 +153,34 @@ 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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-- 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 that case, we give a 2nd chance for the 2nd chest to get spawned.
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-- If it failed again, tough luck! We stick with only 1 chest spawned.
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local lastRandom
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local secondChance = true -- second chance is still available
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for i=1, totalChests do
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local r = math.random(1, totalChestSlots)
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if r == lastRandom and secondChance then
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-- Oops! Same slot selected. Try again.
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r = math.random(1, totalChestSlots)
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secondChance = false
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end
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lastRandom = r
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table.insert(chestSlots, r)
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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 >= 1 and openings <= 5 then
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-- Okay! Spawning starts!
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-- First prepare random chest positions.
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-- Chests spawn at wall
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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 that case, we give a 2nd chance for the 2nd chest to get spawned.
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-- If it failed again, tough luck! We stick with only 1 chest spawned.
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local lastRandom
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local secondChance = true -- second chance is still available
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for i=1, totalChests do
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local r = math.random(1, totalChestSlots)
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if r == lastRandom and secondChance then
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-- Oops! Same slot selected. Try again.
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r = math.random(1, totalChestSlots)
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secondChance = false
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end
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lastRandom = r
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table.insert(chestSlots, r)
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end
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table.sort(chestSlots)
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local currentChest = 1
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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 chestSlotCounter = 1
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@ -185,7 +188,7 @@ minetest.register_on_generated(function(minp, maxp)
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for tz = z, maxz do
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for ty = y, maxy do
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local p_pos = area:index(tx, ty, tz)
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-- Floor
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if ty == y then
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if math.random(1,4) == 1 then
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