-- FIXME: Chests may appear at openings mcl_dungeons = {} -- Are dungeons disabled? if mcl_mapgen.dungeons == false or mcl_mapgen.singlenode == true then return end --lua locals --minetest local minetest_find_nodes_in_area = minetest.find_nodes_in_area local registered_nodes = minetest.registered_nodes local swap_node = minetest.swap_node local set_node = minetest.set_node local dir_to_facedir = minetest.dir_to_facedir local get_meta = minetest.get_meta --vector local vector_add = vector.add local vector_subtract = vector.subtract --table local table_insert = table.insert local table_sort = table.sort --math local math_min = math.min local math_max = math.max local math_ceil = math.ceil --custom mcl_vars local get_node = mcl_mapgen.get_far_node local min_y = math_max(mcl_mapgen.overworld.min, mcl_mapgen.overworld.bedrock_max) + 1 local max_y = mcl_mapgen.overworld.max - 1 -- Calculate the number of dungeon spawn attempts -- 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((mcl_mapgen.CS_NODES ^ 3) / 8192) -- 63 = 80*80*80/8192 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 dirs = { { x= 1, y=0, z= 0 }, { x= 0, y=0, z= 1 }, { x=-1, y=0, z= 0 }, { x= 0, y=0, z=-1 }, }]] local surround_vectors = { { x=-1, y=0, z=0 }, { x=1, y=0, z=0 }, { x=0, y=0, z=-1 }, { x=0, y=0, z=1 }, } local loottable = { { stacks_min = 1, stacks_max = 3, items = { { itemstring = "mcl_mobs:nametag", weight = 20 }, { itemstring = "mcl_mobitems:saddle", weight = 20 }, { itemstring = "mcl_jukebox:record_1", weight = 15 }, { itemstring = "mcl_jukebox:record_4", weight = 15 }, { itemstring = "mobs_mc:iron_horse_armor", weight = 15 }, { itemstring = "mcl_core:apple_gold", weight = 15 }, { itemstring = "mcl_books:book", weight = 10, func = function(stack, pr) mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr) end }, { itemstring = "mobs_mc:gold_horse_armor", weight = 10 }, { itemstring = "mobs_mc:diamond_horse_armor", weight = 5 }, { itemstring = "mcl_core:apple_gold_enchanted", weight = 2 }, } }, { stacks_min = 1, stacks_max = 4, items = { { itemstring = "mcl_farming:wheat_item", weight = 20, amount_min = 1, amount_max = 4 }, { itemstring = "mcl_farming:bread", weight = 20 }, { itemstring = "mcl_core:coal_lump", weight = 15, amount_min = 1, amount_max = 4 }, { itemstring = "mesecons:redstone", weight = 15, amount_min = 1, amount_max = 4 }, { itemstring = "mcl_farming:beetroot_seeds", weight = 10, amount_min = 2, amount_max = 4 }, { itemstring = "mcl_farming:melon_seeds", weight = 10, amount_min = 2, amount_max = 4 }, { itemstring = "mcl_farming:pumpkin_seeds", weight = 10, amount_min = 2, amount_max = 4 }, { itemstring = "mcl_core:iron_ingot", weight = 10, amount_min = 1, amount_max = 4 }, { itemstring = "mcl_buckets:bucket_empty", weight = 10 }, { itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 1, amount_max = 4 }, }, }, { stacks_min = 3, stacks_max = 3, items = { { itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 }, { itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 }, { itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 }, { itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 }, }, } } -- Bonus loot for v6 mapgen: Otherwise unobtainable saplings. if mcl_mapgen.v6 then table.insert(loottable, { stacks_min = 1, stacks_max = 3, items = { { itemstring = "mcl_core:birchsapling", weight = 1, amount_min = 1, amount_max = 2 }, { itemstring = "mcl_core:acaciasapling", weight = 1, amount_min = 1, amount_max = 2 }, { itemstring = "", weight = 6 }, }, }) end --local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- if calls_remaining >= 1 then return end -- local p1, _, dim, pr = param.p1, param.p2, param.dim, param.pr -- local check = not (param.dontcheck or false) local m1, m2 = 0, 0 local function spawn_dungeon(p1, p2, dim, pr, dontcheck) local x, y, z = p1.x, p1.y, p1.z local check = not (dontcheck or false) -- Check floor and ceiling: Must be *completely* solid local y_floor = y local y_ceiling = y + dim.y + 1 if check then local dim_x, dim_z = dim.x, dim.z local size = dim_z*dim_x if #minetest_find_nodes_in_area({x=x+1,y=y_floor,z=z+1}, {x=x+dim_z,y=y_floor,z=z+dim_z}, "group:walkabke") < size or #minetest_find_nodes_in_area({x=x+1,y=y_floor,z=z+1}, {x=x+dim_z,y=y_floor,z=z+dim_z}, "group:walkabke") < size then return end end -- Check for air openings (2 stacked air at ground level) in wall positions local openings_counter = 0 -- Store positions of openings; walls will not be generated here local openings = {} -- Corners are stored because a corner-only opening needs to be increased, -- so entities can get through. local corners = {} local x2,z2 = x+dim.x+1, z+dim.z+1 if get_node({x=x, y=y+1, z=z}).name == "air" and get_node({x=x, y=y+2, z=z}).name == "air" then openings_counter = openings_counter + 1 if not openings[x] then openings[x]={} end openings[x][z] = true table_insert(corners, {x=x, z=z}) end if get_node({x=x2, y=y+1, z=z}).name == "air" and get_node({x=x2, y=y+2, z=z}).name == "air" then openings_counter = openings_counter + 1 if not openings[x2] then openings[x2]={} end openings[x2][z] = true table_insert(corners, {x=x2, z=z}) end if get_node({x=x, y=y+1, z=z2}).name == "air" and get_node({x=x, y=y+2, z=z2}).name == "air" then openings_counter = openings_counter + 1 if not openings[x] then openings[x]={} end openings[x][z2] = true table_insert(corners, {x=x, z=z2}) end if get_node({x=x2, y=y+1, z=z2}).name == "air" and get_node({x=x2, y=y+2, z=z2}).name == "air" then openings_counter = openings_counter + 1 if not openings[x2] then openings[x2]={} end openings[x2][z2] = true table_insert(corners, {x=x2, z=z2}) end for wx = x+1, x+dim.x do if get_node({x=wx, y=y+1, z=z}).name == "air" and get_node({x=wx, y=y+2, z=z}).name == "air" then openings_counter = openings_counter + 1 if check and openings_counter > 5 then return end if not openings[wx] then openings[wx]={} end openings[wx][z] = true end if get_node({x=wx, y=y+1, z=z2}).name == "air" and get_node({x=wx, y=y+2, z=z2}).name == "air" then openings_counter = openings_counter + 1 if check and openings_counter > 5 then return end if not openings[wx] then openings[wx]={} end openings[wx][z2] = true end end for wz = z+1, z+dim.z do if get_node({x=x, y=y+1, z=wz}).name == "air" and get_node({x=x, y=y+2, z=wz}).name == "air" then openings_counter = openings_counter + 1 if check and openings_counter > 5 then return end if not openings[x] then openings[x]={} end openings[x][wz] = true end if get_node({x=x2, y=y+1, z=wz}).name == "air" and get_node({x=x2, y=y+2, z=wz}).name == "air" then openings_counter = openings_counter + 1 if check and openings_counter > 5 then return end if not openings[x2] then openings[x2]={} end openings[x2][wz] = true end end -- If all openings are only at corners, the dungeon can't be accessed yet. -- This code extends the openings of corners so they can be entered. if openings_counter >= 1 and openings_counter == #corners then for c=1, #corners do -- Prevent creating too many openings because this would lead to dungeon rejection if openings_counter >= 5 then break end -- A corner is widened by adding openings to both neighbors local cx, cz = corners[c].x, corners[c].z local cxn, czn = cx, cz if x == cx then cxn = cxn + 1 else cxn = cxn - 1 end if z == cz then czn = czn + 1 else czn = czn - 1 end openings[cx][czn] = true openings_counter = openings_counter + 1 if openings_counter < 5 then if not openings[cxn] then openings[cxn]={} end openings[cxn][cz] = true openings_counter = openings_counter + 1 end end end -- Check conditions. If okay, start generating if check and (openings_counter < 1 or openings_counter > 5) then return end minetest.log("action","[mcl_dungeons] Placing new dungeon at "..minetest.pos_to_string({x=x,y=y,z=z})) -- Okay! Spawning starts! -- Remember spawner chest positions to set metadata later local chests = {} local spawner_posses = {} -- First prepare random chest positions. -- Chests spawn at wall -- We assign each position at the wall a number and each chest gets one of these numbers randomly local totalChests = 2 -- this code strongly relies on this number being 2 local totalChestSlots = (dim.x + dim.z - 2) * 2 local chestSlots = {} -- There is a small chance that both chests have the same slot. -- In that case, we give a 2nd chance for the 2nd chest to get spawned. -- If it failed again, tough luck! We stick with only 1 chest spawned. local lastRandom local secondChance = true -- second chance is still available for i=1, totalChests do local r = pr:next(1, totalChestSlots) if r == lastRandom and secondChance then -- Oops! Same slot selected. Try again. r = pr:next(1, totalChestSlots) secondChance = false end lastRandom = r table_insert(chestSlots, r) end table_sort(chestSlots) local currentChest = 1 -- Calculate the mob spawner position, to be re-used for later local sp = {x = x + math_ceil(dim.x/2), y = y+1, z = z + math_ceil(dim.z/2)} local rn = registered_nodes[get_node(sp).name] if rn and rn.is_ground_content then table_insert(spawner_posses, sp) end -- Generate walls and floor local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1 local chestSlotCounter = 1 for tx = x, maxx do for tz = z, maxz do for ty = y, maxy do local p = {x = tx, y=ty, z=tz} -- Do not overwrite nodes with is_ground_content == false (e.g. bedrock) -- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other local name = get_node(p).name if registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then -- Floor if ty == y then if pr:next(1,4) == 1 then swap_node(p, {name = "mcl_core:cobble"}) else swap_node(p, {name = "mcl_core:mossycobble"}) end -- Generate walls --[[ Note: No additional cobblestone ceiling is generated. This is intentional. The solid blocks above the dungeon are considered as the “ceiling”. It is possible (but rare) for a dungeon to generate below sand or gravel. ]] elseif tx == x or tz == z or tx == maxx or tz == maxz then -- Check if it's an opening first if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then -- Place wall or ceiling swap_node(p, {name = "mcl_core:cobble"}) elseif ty < maxy - 1 then -- Normally the openings are already clear, but not if it is a corner -- widening. Make sure to clear at least the bottom 2 nodes of an opening. if name ~= "air" then swap_node(p, {name = "air"}) end elseif name ~= "air" then -- This allows for variation between 2-node and 3-node high openings. swap_node(p, {name = "mcl_core:cobble"}) end -- If it was an opening, the lower 3 blocks are not touched at all -- Room interiour else 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 currentChest = currentChest + 1 table_insert(chests, {x=tx, y=ty, z=tz}) else swap_node(p, {name = "air"}) end local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) -- Place next chest at the wall (if it was its chosen wall slot) if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then currentChest = currentChest + 1 table_insert(chests, {x=tx, y=ty, z=tz}) -- else --swap_node(p, {name = "air"}) end if forChest then chestSlotCounter = chestSlotCounter + 1 end end end end end end for c=#chests, 1, -1 do local pos = chests[c] local surroundings = {} for s=1, #surround_vectors do -- Detect the 4 horizontal neighbors local spos = vector_add(pos, surround_vectors[s]) local wpos = vector_subtract(pos, surround_vectors[s]) local nodename = get_node(spos).name local nodename2 = get_node(wpos).name local nodedef = registered_nodes[nodename] local nodedef2 = registered_nodes[nodename2] -- The chest needs an open space in front of it and a walkable node (except chest) behind it if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= "mcl_chests:chest" then table_insert(surroundings, spos) end end -- Set param2 (=facedir) of this chest local facedir if #surroundings <= 0 then -- Fallback if chest ended up in the middle of a room for some reason facedir = pr:next(0, 0) else -- 1 or multiple possible open directions: Choose random facedir local face_to = surroundings[pr:next(1, #surroundings)] facedir = dir_to_facedir(vector_subtract(pos, face_to)) end set_node(pos, {name="mcl_chests:chest", param2=facedir}) local meta = get_meta(pos) minetest.log("action", "[mcl_dungeons] Filling chest " .. tostring(c) .. " at " .. minetest.pos_to_string(pos)) mcl_loot.fill_inventory(meta:get_inventory(), "main", mcl_loot.get_multi_loot(loottable, pr), pr) end -- Mob spawners are placed seperately, too -- We don't want to destroy non-ground nodes for s=#spawner_posses, 1, -1 do local sp = spawner_posses[s] -- ... and place it and select a random mob set_node(sp, {name = "mcl_mobspawners:spawner"}) local mobs = { "mobs_mc:zombie", "mobs_mc:zombie", "mobs_mc:spider", "mobs_mc:skeleton", } local spawner_mob = mobs[pr:next(1, #mobs)] mcl_mobspawners.setup_spawner(sp, spawner_mob, 0, 7) end end local function dungeons_nodes(minp, maxp, blockseed) local ymin, ymax = math_max(min_y, minp.y), math_min(max_y, maxp.y) if ymax < ymin then return false end local pr = PseudoRandom(blockseed) for a=1, attempts do local dim = dungeonsizes[pr:next(1, #dungeonsizes)] local x = pr:next(minp.x, maxp.x-dim.x-1) local y = pr:next(ymin , ymax -dim.y-1) local z = pr:next(minp.z, maxp.z-dim.z-1) local p1 = {x=x,y=y,z=z} local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1} spawn_dungeon(p1, p2, dim, pr) end end function mcl_dungeons.spawn_dungeon(p1, _, pr) if not p1 or not pr or not p1.x or not p1.y or not p1.z then return end local dim = dungeonsizes[pr:next(1, #dungeonsizes)] local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1} spawn_dungeon(p1, p2, dim, pr, true) end mcl_mapgen.register_mapgen(dungeons_nodes, mcl_mapgen.order.DUNGEONS)