forked from VoxeLibre/VoxeLibre
Refactor chest rotation code in dungeons
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27657b58e2
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@ -62,6 +62,7 @@ end
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-- Buffer for LuaVoxelManip
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local lvm_buffer = {}
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local lvm_buffer2 = {} -- for param2
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-- Below the bedrock, generate air/void
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minetest.register_on_generated(function(minp, maxp)
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@ -77,6 +78,7 @@ minetest.register_on_generated(function(minp, maxp)
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local c_air = minetest.get_content_id("air")
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local c_cobble = minetest.get_content_id("mcl_core:cobble")
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local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble")
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local c_chest = minetest.get_content_id("mcl_chests:chest")
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-- Remember chest positions to set metadata later
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local chest_posses = {}
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@ -163,7 +165,7 @@ minetest.register_on_generated(function(minp, maxp)
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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 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 chestSlots = {}
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-- There is a small chance that both chests have the same slot.
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@ -189,9 +191,9 @@ minetest.register_on_generated(function(minp, maxp)
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local chestSlotCounter = 1
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for tx = x, maxx do
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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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@ -217,7 +219,7 @@ minetest.register_on_generated(function(minp, maxp)
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elseif (tx==maxx-1) then p2 = 1
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elseif (tz==z+1) then p2 = 2
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else p2 = 0 end
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table.insert(chest_posses, {pos={x=tx, y=ty, z=tz}, param2=p2})
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table.insert(chest_posses, {x=tx, y=ty, z=tz})
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currentChest = currentChest + 1
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else
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data[p_pos] = c_air
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@ -235,20 +237,65 @@ minetest.register_on_generated(function(minp, maxp)
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end
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if lvm_used then
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local chest_param2 = {}
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-- Determine correct chest rotation (must pointi outwards)
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for c=1, #chest_posses do
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local cpos = chest_posses[c]
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-- Check surroundings of chest to determine correct rotation
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local surround_vectors = {
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{ x=-1, y=0, z=0 },
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{ x=1, y=0, z=0 },
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{ x=0, y=0, z=-1 },
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{ x=0, y=0, z=1 },
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}
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local surroundings = {}
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for s=1, #surround_vectors do
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-- Detect the 4 horizontal neighbors
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local spos = vector.add(cpos, surround_vectors[s])
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local wpos = vector.subtract(cpos, surround_vectors[s])
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local p_pos = area:index(spos.x, spos.y, spos.z)
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local p_pos2 = area:index(wpos.x, wpos.y, wpos.z)
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local nodename = minetest.get_name_from_content_id(data[p_pos])
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local nodename2 = minetest.get_name_from_content_id(data[p_pos2])
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local nodedef = minetest.registered_nodes[nodename]
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local nodedef2 = minetest.registered_nodes[nodename2]
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-- The chest needs an open space in front of it and a walkable node (except chest) behind it
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if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= "mcl_chests:chest" then
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table.insert(surroundings, spos)
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end
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end
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-- Set param2 (=facedir) of this chest
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local facedir
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if #surroundings <= 0 then
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-- Fallback if chest ended up in the middle of a room for some reason
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facedir = math.random(0, 0)
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else
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-- 1 or multiple possible open directions: Choose random facedir
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local face_to = surroundings[math.random(1, #surroundings)]
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facedir = minetest.dir_to_facedir(vector.subtract(cpos, face_to))
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end
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chest_param2[c] = facedir
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end
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-- Actually generate the dungeon all at once (except the chests and the spawner)
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vm:set_data(data)
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vm:calc_lighting()
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vm:update_liquids()
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vm:write_to_map()
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end
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for c=1, #chest_posses do
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local cpos = chest_posses[c].pos
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minetest.set_node(cpos, {name="mcl_chests:chest", param2=chest_posses[c].param2})
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local meta = minetest.get_meta(cpos)
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local inv = meta:get_inventory()
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local items = get_loot()
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for i=1, math.min(#items, inv:get_size("main")) do
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inv:set_stack("main", i, ItemStack(items[i]))
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-- Chests are placed seperately
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for c=1, #chest_posses do
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local cpos = chest_posses[c]
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minetest.set_node(cpos, {name="mcl_chests:chest", param2=chest_param2[c]})
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local meta = minetest.get_meta(cpos)
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local inv = meta:get_inventory()
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local items = get_loot()
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for i=1, math.min(#items, inv:get_size("main")) do
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inv:set_stack("main", i, ItemStack(items[i]))
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end
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end
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end
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