forked from MineClone5/MineClone5
185 lines
6.1 KiB
Lua
185 lines
6.1 KiB
Lua
-- Generate strongholds.
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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-- A total of 128 strongholds are generated in rings around the world origin.
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-- This is the list of rings, starting with the innermost ring first.
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local stronghold_rings = {
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-- amount: Number of strongholds in ring.
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-- min, max: Minimum and maximum distance from (X=0, Z=0).
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{ amount = 3, min = 1408, max = 2688 },
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{ amount = 6, min = 4480, max = 5760 },
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{ amount = 10, min = 7552, max = 8832 },
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{ amount = 15, min = 10624, max = 11904 },
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{ amount = 21, min = 13696, max = 14976 },
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{ amount = 28, min = 16768, max = 18048 },
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{ amount = 36, min = 19840, max = 21120 },
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{ amount = 9, min = 22912, max = 24192 },
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}
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local strongholds = {}
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local strongholds_inited = false
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local superflat = mcl_mapgen.superflat
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local size = {x = 13, y = 8, z = 13}
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local offset = vector.round(vector.divide(size, 2))
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local function place(pos, rotation, pr)
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local p1 = { x = pos.x - offset.x, y = pos.y - offset.y, z = pos.z - offset.z }
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local p2 = vector.add(p1, vector.subtract(size, 1))
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local path = modpath.."/schematics/mcl_structures_end_portal_room_simple.mts"
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mcl_structures.place_schematic({
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pos = p1,
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schematic = path,
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rotation = rotation or "0",
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pr = pr,
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})
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-- Find and setup spawner with silverfish
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local spawners = minetest.find_nodes_in_area(p1, p2, "mcl_mobspawners:spawner")
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for s=1, #spawners do
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mcl_mobspawners.setup_spawner(spawners[s], "mobs_mc:silverfish")
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end
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-- Shuffle stone brick types
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local bricks = minetest.find_nodes_in_area(p1, p2, "mcl_core:stonebrick")
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for b=1, #bricks do
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local r_bricktype = pr:next(1, 100)
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local r_infested = pr:next(1, 100)
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local bricktype
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if r_infested <= 5 then
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if r_bricktype <= 30 then -- 30%
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bricktype = "mcl_monster_eggs:monster_egg_stonebrickmossy"
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elseif r_bricktype <= 50 then -- 20%
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bricktype = "mcl_monster_eggs:monster_egg_stonebrickcracked"
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else -- 50%
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bricktype = "mcl_monster_eggs:monster_egg_stonebrick"
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end
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else
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if r_bricktype <= 30 then -- 30%
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bricktype = "mcl_core:stonebrickmossy"
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elseif r_bricktype <= 50 then -- 20%
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bricktype = "mcl_core:stonebrickcracked"
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end
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-- 50% stonebrick (no change necessary)
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end
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if bricktype then
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minetest.set_node(bricks[b], { name = bricktype })
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end
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end
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-- Also replace stairs
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local stairs = minetest.find_nodes_in_area(p1, p2, {"mcl_stairs:stair_stonebrick", "mcl_stairs:stair_stonebrick_outer", "mcl_stairs:stair_stonebrick_inner"})
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for s=1, #stairs do
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local stair = minetest.get_node(stairs[s])
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local r_type = pr:next(1, 100)
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if r_type <= 30 then -- 30% mossy
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if stair.name == "mcl_stairs:stair_stonebrick" then
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stair.name = "mcl_stairs:stair_stonebrickmossy"
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elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then
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stair.name = "mcl_stairs:stair_stonebrickmossy_outer"
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elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then
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stair.name = "mcl_stairs:stair_stonebrickmossy_inner"
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end
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minetest.set_node(stairs[s], stair)
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elseif r_type <= 50 then -- 20% cracky
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if stair.name == "mcl_stairs:stair_stonebrick" then
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stair.name = "mcl_stairs:stair_stonebrickcracked"
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elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then
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stair.name = "mcl_stairs:stair_stonebrickcracked_outer"
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elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then
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stair.name = "mcl_stairs:stair_stonebrickcracked_inner"
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end
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minetest.set_node(stairs[s], stair)
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end
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-- 50% no change
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end
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-- Randomly add ender eyes into end portal frames, but never fill the entire frame
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local frames = minetest.find_nodes_in_area(p1, p2, "mcl_portals:end_portal_frame")
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local eyes = 0
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for f=1, #frames do
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local r_eye = pr:next(1, 10)
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if r_eye == 1 then
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eyes = eyes + 1
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if eyes < #frames then
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local frame_node = minetest.get_node(frames[f])
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frame_node.name = "mcl_portals:end_portal_frame_eye"
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minetest.set_node(frames[f], frame_node)
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end
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end
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end
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end
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-- Determine the stronghold positions and store them into the strongholds table.
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-- The stronghold positions are based on the world seed.
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-- The actual position might be offset by a few blocks because it might be shifted
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-- to make sure the end portal room is completely within the boundaries of a mapchunk.
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local function init_strongholds()
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if strongholds_inited then
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return
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end
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-- Don't generate strongholds in singlenode
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if mcl_mapgen.singlenode then
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strongholds_inited = true
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return
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end
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local pr = PseudoRandom(mcl_mapgen.seed)
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for s=1, #stronghold_rings do
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local ring = stronghold_rings[s]
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-- Get random angle
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local angle = pr:next()
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-- Scale angle to 0 .. 2*math.pi
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angle = (angle / 32767) * (math.pi*2)
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for a=1, ring.amount do
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local dist = pr:next(ring.min, ring.max)
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local y
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if superflat then
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y = mcl_mapgen.overworld.bedrock_max + offset.y
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else
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y = pr:next(mcl_mapgen.overworld.bedrock_max+1+offset.y, mcl_mapgen.overworld.bedrock_min+48+offset.y)
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end
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local pos = {
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x = mcl_mapgen.clamp_to_chunk(math.floor(math.cos(angle) * dist) - offset.x, size.x) + offset.x,
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y = mcl_mapgen.clamp_to_chunk(y - offset.y, size.y) + offset.y,
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z = mcl_mapgen.clamp_to_chunk(math.floor(math.sin(angle) * dist) - offset.z, size.z) + offset.z,
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}
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table.insert(strongholds, { pos = pos, generated = false })
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-- Rotate angle by (360 / amount) degrees.
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-- This will cause the angles to be evenly distributed in the stronghold ring
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angle = math.fmod(angle + ((math.pi*2) / ring.amount), math.pi*2)
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end
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end
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mcl_structures.strongholds = strongholds
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mcl_structures.register_structure({
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name = "stronghold",
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place_function = place,
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})
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strongholds_inited = true
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end
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init_strongholds()
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-- Stronghold generation for register_on_generated.
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mcl_mapgen.register_mapgen(function(minp, maxp, blockseed)
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local pr = PseudoRandom(blockseed)
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for s=1, #strongholds do
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if not strongholds[s].generated then
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local pos = strongholds[s].pos
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if minp.x <= pos.x and maxp.x >= pos.x and minp.z <= pos.z and maxp.z >= pos.z and minp.y <= pos.y and maxp.y >= pos.y then
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place(pos, nil, pr)
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strongholds[s].generated = true
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end
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end
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end
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end, mcl_mapgen.order.STRONGHOLDS)
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