Add ruined portal frames

This commit is contained in:
kay27 2022-02-23 06:26:21 +04:00
parent 9db3b97202
commit 0ceb7fa013
2 changed files with 322 additions and 0 deletions

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@ -0,0 +1,321 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local chance_per_chunk = 400
chance_per_chunk = 1
local noise_multiplier = 2.5
local random_offset = 9159
local scanning_ratio = 0.0001
local struct_threshold = chance_per_chunk - 3
local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
local rotation_to_orientation = {
["0"] = 1,
["90"] = 0,
["180"] = 1,
["270"] = 0,
}
local rotation_to_param2 = {
["0"] = 3,
["90"] = 0,
["180"] = 1,
["270"] = 2,
}
local node_top = {
"mcl_core:goldblock",
"mcl_core:stone_with_gold",
"mcl_core:goldblock",
}
local stone1 = {name = "mcl_core:stonebrickcracked"}
local stone2 = {name = "mcl_core:stonebrickmossy"}
local stone4 = {name = "mcl_core:stonebrick"}
local slab1 = {name = "mcl_stairs:slab_stonebrickcracked_top"}
local slab2 = {name = "mcl_stairs:slab_stonebrickmossy_top"}
local slab3 = {name = "mcl_stairs:slab_stone_top"}
local slab4 = {name = "mcl_stairs:slab_stonebrick_top"}
local stair1 = "mcl_stairs:stair_stonebrickcracked"
local stair2 = "mcl_stairs:stair_stonebrickmossy"
local stair3 = "mcl_stairs:stair_stone_rough"
local stair4 = "mcl_stairs:stair_stonebrick"
local function draw_frame(frame_pos, frame_width, frame_height, orientation, pr, is_chain, rotation)
local param2 = rotation_to_param2[rotation]
local function set_ruined_node(pos, node)
if pr:next(1, 5) == 4 then return end
minetest.set_node(pos, node)
end
local function get_random_stone_material()
local rnd = pr:next(1, 15)
if rnd < 4 then return stone1 end
if rnd == 4 then return stone2 end
if rnd == 5 then return stone3 end
return stone4
end
local function get_random_slab()
local rnd = pr:next(1, 15)
if rnd < 4 then return slab1 end
if rnd == 4 then return slab2 end
if rnd == 5 then return slab3 end
return slab4
end
local function get_random_stair(param2_offset)
local param2 = (param2 + (param2_offset or 0)) % 4
local rnd = pr:next(1, 15)
if rnd < 4 then return {name = stair1, param2 = param2} end
if rnd == 4 then return {name = stair2, param2 = param2} end
if rnd == 5 then return {name = stair3, param2 = param2} end
return {name = stair4, param2 = param2}
end
local function set_frame_stone_material(pos)
minetest.swap_node(pos, get_random_stone_material())
end
local function set_ruined_frame_stone_material(pos)
set_ruined_node(pos, get_random_stone_material())
end
local is_chain = is_chain
local orientation = orientation
local x1 = frame_pos.x
local y1 = frame_pos.y
local z1 = frame_pos.z
local slide_x = (1 - orientation)
local slide_z = orientation
local last_x = x1 + (frame_width - 1) * slide_x
local last_z = z1 + (frame_width - 1) * slide_z
local last_y = y1 + frame_height - 1
-- it's about the portal frame itself, what it will consist of
local frame_nodes = 2 * (frame_height + frame_width) - 4
local obsidian_nodes = pr:next(math.round(frame_nodes * 0.5), math.round(frame_nodes * 0.73))
local crying_obsidian_nodes = pr:next(math.round(obsidian_nodes * 0.09), math.round(obsidian_nodes * 0.5))
local air_nodes = frame_nodes - obsidian_nodes
local function set_frame_node(pos)
-- local node_choice = pr:next(1, air_nodes + obsidian_nodes)
local node_choice = math.round(mcl_structures_get_perlin_noise_level(pos) * (air_nodes + obsidian_nodes))
if node_choice > obsidian_nodes and air_nodes > 0 then
air_nodes = air_nodes - 1
return
end
obsidian_nodes = obsidian_nodes - 1
if node_choice >= crying_obsidian_nodes then
minetest.swap_node(pos, {name = "mcl_core:obsidian"})
return 1
end
minetest.swap_node(pos, {name = "mcl_core:crying_obsidian"})
crying_obsidian_nodes = crying_obsidian_nodes - 1
return 1
end
local function set_outer_frame_node(def)
local is_top = def.is_top
if is_chain then
local pos2 = def.pos_outer2
local is_top_hole = is_top and frame_width > 5 and ((pos2.x == x1 + slide_x * 2 and pos2.z == z1 + slide_z * 2) or (pos2.x == last_x - slide_x * 2 and pos2.z == last_z - slide_z * 2))
if is_top_hole then
if pr:next(1, 7) > 1 then
minetest.swap_node(pos2, {name = "xpanes:bar_flat", param2 = orientation})
end
else
set_frame_stone_material(pos2)
end
end
local is_obsidian = def.is_obsidian
if not is_obsidian and pr:next(1, 2) == 1 then return end
local pos = def.pos_outer1
local is_decor_here = not is_top and pos.y % 3 == 2
if is_decor_here then
minetest.swap_node(pos, {name = "mcl_core:stonebrickcarved"})
elseif is_chain then
if not is_top and not is_obsidian then
minetest.swap_node(pos, {name = "xpanes:bar"})
else
minetest.swap_node(pos, {name = "xpanes:bar_flat", param2 = orientation})
end
else
if pr:next(1, 5) == 3 then
minetest.swap_node(pos, {name = "mcl_core:stonebrickcracked"})
else
minetest.swap_node(pos, {name = "mcl_core:stonebrick"})
end
end
end
local function draw_roof(pos, length)
local x = pos.x
local y = pos.y
local z = pos.z
local number_of_roof_nodes = length
if number_of_roof_nodes > 1 then
set_ruined_node({x = x, y = y, z = z}, get_random_stair((param2 == 1 or param2 == 2) and -1 or 1))
set_ruined_node({x = x + (length - 1) * slide_x, y = y, z = z + (length - 1) * slide_z}, get_random_stair((param2 == 1 or param2 == 2) and 1 or -1))
number_of_roof_nodes = number_of_roof_nodes - 2
x = x + slide_x
z = z + slide_z
end
while number_of_roof_nodes > 0 do
set_ruined_node({x = x, y = y, z = z}, get_random_stair((param2 == 1 or param2 == 2) and 2 or 0))
x = x + slide_x
z = z + slide_z
number_of_roof_nodes = number_of_roof_nodes - 1
end
end
-- bottom corners
set_frame_node({x = x1, y = y1, z = z1})
set_frame_node({x = last_x, y = y1, z = last_z})
-- top corners
local is_obsidian_top_left = set_frame_node({x = x1, y = last_y, z = z1})
local is_obsidian_top_right = set_frame_node({x = last_x, y = last_y, z = last_z})
if is_chain then
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = x1 - slide_x * 2, y = last_y + 2, z = z1 - slide_z * 2})
end
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = x1 - slide_x * 2, y = last_y + 1, z = z1 - slide_z * 2})
end
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = last_x + slide_x * 2, y = last_y + 2, z = last_z + slide_z * 2})
end
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = last_x + slide_x * 2, y = last_y + 1, z = last_z + slide_z * 2})
end
end
for y = y1, last_y do
local begin_or_end = y == y1 or y == lasy_y
local is_obsidian_left = begin_or_end and is_obsidian_top_left or set_frame_node({x = x1 , y = y, z = z1 })
local is_obsidian_right = begin_or_end and is_obsidian_top_right or set_frame_node({x = last_x, y = y, z = last_z})
set_outer_frame_node({
pos_outer1 = {x = x1 - slide_x , y = y, z = z1 - slide_z },
pos_outer2 = {x = x1 - slide_x * 2, y = y, z = z1 - slide_z * 2},
is_obsidian = is_obsidian_left,
})
set_outer_frame_node({
pos_outer1 = {x = last_x + slide_x , y = y, z = last_z + slide_z },
pos_outer2 = {x = last_x + slide_x * 2, y = y, z = last_z + slide_z * 2},
is_obsidian = is_obsidian_right,
})
end
for i = 0, 1 do
set_outer_frame_node({
pos_outer1 = {x = x1 - slide_x * i, y = last_y + 1, z = z1 - slide_z * i},
pos_outer2 = {x = x1 - slide_x * i, y = last_y + 2, z = z1 - slide_z * i},
is_obsidian = is_obsidian_top_left,
is_top = true,
})
set_outer_frame_node({
pos_outer1 = {x = last_x + slide_x * i, y = last_y + 1, z = last_z + slide_z * i},
pos_outer2 = {x = last_x + slide_x * i, y = last_y + 2, z = last_z + slide_z * i},
is_obsidian = is_obsidian_top_right,
is_top = true,
})
end
for x = x1 + slide_x, last_x - slide_x do for z = z1 + slide_z, last_z - slide_z do
set_frame_node({x = x, y = y1, z = z})
local is_obsitian_top = set_frame_node({x = x, y = last_y, z = z})
set_outer_frame_node({
pos_outer1 = {x = x, y = last_y + 1, z = z},
pos_outer2 = {x = x, y = last_y + 2, z = z},
is_obsidian = is_obsidian_top,
is_top = true
})
end end
local node_top = {name = node_top[pr:next(1, #node_top)]}
if is_chain then
set_ruined_frame_stone_material({x = x1 + slide_x * 2, y = last_y + 3, z = z1 + slide_z * 2})
set_ruined_frame_stone_material({x = x1 + slide_x , y = last_y + 3, z = z1 + slide_z })
set_ruined_frame_stone_material({x = last_x - slide_x , y = last_y + 3, z = last_z - slide_z })
set_ruined_frame_stone_material({x = last_x - slide_x * 2, y = last_y + 3, z = last_z - slide_z * 2})
for x = x1 + slide_x * 3, last_x - slide_x * 3 do for z = z1 + slide_z * 3, last_z - slide_z * 3 do
set_ruined_node({x = x, y = last_y + 3, z = z}, node_top)
set_ruined_node({x = x - slide_z, y = last_y + 3, z = z - slide_x}, get_random_slab())
set_ruined_node({x = x + slide_z, y = last_y + 3, z = z + slide_x}, get_random_slab())
end end
draw_roof({x = x1 + slide_x * 3, y = last_y + 4, z = z1 + slide_z * 3}, frame_width - 6)
else
set_ruined_frame_stone_material({x = x1 + slide_x * 3, y = last_y + 2, z = z1 + slide_z * 3})
set_ruined_frame_stone_material({x = x1 + slide_x * 2, y = last_y + 2, z = z1 + slide_z * 2})
set_ruined_frame_stone_material({x = last_x - slide_x * 2, y = last_y + 2, z = last_z - slide_z * 2})
set_ruined_frame_stone_material({x = last_x - slide_x * 3, y = last_y + 2, z = last_z - slide_z * 3})
for x = x1 + slide_x * 4, last_x - slide_x * 4 do for z = z1 + slide_z * 4, last_z - slide_z * 4 do
set_ruined_node({x = x, y = last_y + 2, z = z}, node_top)
set_ruined_node({x = x - slide_z, y = last_y + 2, z = z - slide_x}, get_random_slab())
set_ruined_node({x = x + slide_z, y = last_y + 2, z = z + slide_x}, get_random_slab())
end end
draw_roof({x = x1 + slide_x * 3, y = last_y + 3, z = z1 + slide_z * 3}, frame_width - 6)
end
end
local possible_rotations = {"0", "90", "180", "270"}
local function place(pos, rotation, pr)
local width = pr:next(2, 10)
local height = pr:next(((width < 3) and 3 or 2), 10)
local lift = pr:next(0, 4)
local rotation = rotation or possible_rotations[pr:next(1, #possible_rotations)]
local orientation = rotation_to_orientation[rotation]
local is_chain = pr:next(1, 3) > 1
assert(orientation)
draw_frame({x = pos.x, y = pos.y + lift, z = pos.z}, width + 2, height + 2, orientation, pr, is_chain, rotation)
end
local function get_place_rank(pos)
local x, y, z = pos.x, pos.y, pos.z
local p1 = {x = x , y = y, z = z }
local p2 = {x = x + 7, y = y, z = z + 7}
local air_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, "air", false)
p1.y = p1.y - 1
p2.y = p2.y - 1
local opaque_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
return air_pos_list_surface + 3 * opaque_pos_list_surface
end
mcl_structures.register_structure({
name = "ruined_portal",
decoration = {
deco_type = "simple",
flags = "all_floors",
fill_ratio = scanning_ratio,
height = 1,
},
on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
if maxp.y < mcl_mapgen.overworld.min then return end
local pr = PseudoRandom(seed + random_offset)
local random_number = pr:next(1, chance_per_chunk)
local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier
if (random_number + noise) < struct_threshold then return end
local pos = pos_list[1]
if #pos_list > 1 then
local count = get_place_rank(pos)
for i = 2, #pos_list do
local pos_i = pos_list[i]
local count_i = get_place_rank(pos_i)
if count_i > count then
count = count_i
pos = pos_i
end
end
end
place(pos, nil, pr)
end,
place_function = place,
})

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@ -12,6 +12,7 @@ if not mcl_mapgen.singlenode then
dofile(modpath .. "/jungle_temple.lua")
dofile(modpath .. "/nice_jungle_temple.lua")
dofile(modpath .. "/noise_indicator.lua")
dofile(modpath .. "/ruined_portal.lua")
dofile(modpath .. "/stronghold.lua")
dofile(modpath .. "/witch_hut.lua")
end