diff --git a/mods/MAPGEN/mcl_dungeons/init.lua b/mods/MAPGEN/mcl_dungeons/init.lua index dc9c6d6198..928faaa11a 100644 --- a/mods/MAPGEN/mcl_dungeons/init.lua +++ b/mods/MAPGEN/mcl_dungeons/init.lua @@ -9,15 +9,38 @@ if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then return end -local min_y = math.max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1 -local max_y = mcl_vars.mg_overworld_max - 1 +--lua locals +--minetest +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 +local emerge_area = minetest.emerge_area +--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_vars.get_node + +local min_y = math_max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1 +local max_y = mcl_vars.mg_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_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192 +local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192 local dungeonsizes = { { x=5, y=4, z=5}, @@ -51,8 +74,8 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) local y_floor = y local y_ceiling = y + dim.y + 1 if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do - if not minetest.registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable - or not minetest.registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end + if not registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable + or not registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end end end end -- Check for air openings (2 stacked air at ground level) in wall positions @@ -69,25 +92,25 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) openings_counter = openings_counter + 1 if not openings[x] then openings[x]={} end openings[x][z] = true - table.insert(corners, {x=x, z=z}) + 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}) + 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}) + 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}) + table_insert(corners, {x=x2, z=z2}) end for wx = x+1, x+dim.x do @@ -180,16 +203,16 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) secondChance = false end lastRandom = r - table.insert(chestSlots, r) + table_insert(chestSlots, r) end - table.sort(chestSlots) + 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 = minetest.registered_nodes[get_node(sp).name] + 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) + table_insert(spawner_posses, sp) end -- Generate walls and floor @@ -203,13 +226,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- 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 minetest.registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then + 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 - minetest.swap_node(p, {name = "mcl_core:cobble"}) + swap_node(p, {name = "mcl_core:cobble"}) else - minetest.swap_node(p, {name = "mcl_core:mossycobble"}) + swap_node(p, {name = "mcl_core:mossycobble"}) end -- Generate walls @@ -221,14 +244,14 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- Check if it's an opening first if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then -- Place wall or ceiling - minetest.swap_node(p, {name = "mcl_core:cobble"}) + 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 minetest.swap_node(p, {name = "air"}) end + 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. - minetest.swap_node(p, {name = "mcl_core:cobble"}) + swap_node(p, {name = "mcl_core:cobble"}) end -- If it was an opening, the lower 3 blocks are not touched at all @@ -236,9 +259,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) 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}) + table_insert(chests, {x=tx, y=ty, z=tz}) else - minetest.swap_node(p, {name = "air"}) + 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) @@ -246,9 +269,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- 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}) + table_insert(chests, {x=tx, y=ty, z=tz}) -- else - --minetest.swap_node(p, {name = "air"}) + --swap_node(p, {name = "air"}) end if forChest then chestSlotCounter = chestSlotCounter + 1 @@ -263,15 +286,15 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) 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 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 = minetest.registered_nodes[nodename] - local nodedef2 = minetest.registered_nodes[nodename2] + 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) + table_insert(surroundings, spos) end end -- Set param2 (=facedir) of this chest @@ -282,11 +305,11 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) else -- 1 or multiple possible open directions: Choose random facedir local face_to = surroundings[pr:next(1, #surroundings)] - facedir = minetest.dir_to_facedir(vector.subtract(pos, face_to)) + facedir = dir_to_facedir(vector_subtract(pos, face_to)) end - minetest.set_node(pos, {name="mcl_chests:chest", param2=facedir}) - local meta = minetest.get_meta(pos) + set_node(pos, {name="mcl_chests:chest", param2=facedir}) + local meta = get_meta(pos) local loottable = { @@ -336,7 +359,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) -- Bonus loot for v6 mapgen: Otherwise unobtainable saplings. if mg_name == "v6" then - table.insert(loottable, { + table_insert(loottable, { stacks_min = 1, stacks_max = 3, items = { @@ -356,7 +379,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) for s=#spawner_posses, 1, -1 do local sp = spawner_posses[s] -- ... and place it and select a random mob - minetest.set_node(sp, {name = "mcl_mobspawners:spawner"}) + set_node(sp, {name = "mcl_mobspawners:spawner"}) local mobs = { "mobs_mc:zombie", "mobs_mc:zombie", @@ -370,7 +393,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param) end local function dungeons_nodes(minp, maxp, blockseed) - local ymin, ymax = math.max(min_y, minp.y), math.min(max_y, maxp.y) + 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 @@ -382,7 +405,7 @@ local function dungeons_nodes(minp, maxp, blockseed) local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1} minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2)) local param = {p1=p1, p2=p2, dim=dim, pr=pr} - minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param) + emerge_area(p1, p2, ecb_spawn_dungeon, param) end end @@ -392,7 +415,7 @@ function mcl_dungeons.spawn_dungeon(p1, _, pr) local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1} minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2)) local param = {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true} - minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param) + emerge_area(p1, p2, ecb_spawn_dungeon, param) end mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999)