Widen the openings of lonely dungeon corners to allow entry

This commit is contained in:
Wuzzy 2017-08-12 20:02:52 +02:00
parent ded7aa7ee6
commit 43fba81ee3
1 changed files with 50 additions and 2 deletions

View File

@ -126,11 +126,16 @@ minetest.register_on_generated(function(minp, maxp)
local openings_counter = 0 local openings_counter = 0
-- Store positions of openings; walls will not be generated here -- Store positions of openings; walls will not be generated here
local openings = {} local openings = {}
-- Corners are stored because a corner-only opening needs to be increased,
-- so entities can get through.
local corners = {}
if ceilingfloor_ok then if ceilingfloor_ok then
local walls = { local walls = {
-- walls along x axis (contain corners)
{ x, x+dim.x+1, "x", "z", z }, { x, x+dim.x+1, "x", "z", z },
{ x, x+dim.x+1, "x", "z", z+dim.z+1 }, { x, x+dim.x+1, "x", "z", z+dim.z+1 },
-- walls along z axis (exclude corners)
{ z+1, z+dim.z, "z", "x", x }, { z+1, z+dim.z, "z", "x", x },
{ z+1, z+dim.z, "z", "x", x+dim.x+1 }, { z+1, z+dim.z, "z", "x", x+dim.x+1 },
} }
@ -153,12 +158,47 @@ minetest.register_on_generated(function(minp, maxp)
if doorname1 == "air" and doorname2 == "air" then if doorname1 == "air" and doorname2 == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
openings[pos.x][pos.z] = true openings[pos.x][pos.z] = true
-- Record corners
if wall[3] == "x" and (iter == wall[1] or iter == wall[2]) then
table.insert(corners, {x=pos.x, z=pos.z})
end
end end
end end
end end
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
openings[cxn][cz] = true
openings_counter = openings_counter + 1
end
end
end
-- Check conditions. If okay, start generating -- Check conditions. If okay, start generating
if ceilingfloor_ok and openings_counter >= 1 and openings_counter <= 5 then if ceilingfloor_ok and openings_counter >= 1 and openings_counter <= 5 then
-- Okay! Spawning starts! -- Okay! Spawning starts!
@ -201,7 +241,7 @@ minetest.register_on_generated(function(minp, maxp)
local p_pos = area:index(tx, ty, tz) local p_pos = area:index(tx, ty, tz)
-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock) -- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
-- Exceptions cobblestone and moss stone so neighborings dungeons nicely connect to each other -- Exceptions: cobblestone and moss stone so neighborings dungeons nicely connect to each other
local name = minetest.get_name_from_content_id(data[p_pos]) local name = minetest.get_name_from_content_id(data[p_pos])
if name == "mcl_core:cobble" or name == "mcl_core:mossycobble" or minetest.registered_nodes[name].is_ground_content then if name == "mcl_core:cobble" or name == "mcl_core:mossycobble" or minetest.registered_nodes[name].is_ground_content then
-- Floor -- Floor
@ -213,13 +253,21 @@ minetest.register_on_generated(function(minp, maxp)
end end
-- Generate walls -- Generate walls
--[[ Note: No cobblestone additional ceiling is generated. This is intentional. --[[ Note: No additional cobblestone ceiling is generated. This is intentional.
The solid blocks above the dungeon are considered as the ceiling. 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. ]] It is possible (but rare) for a dungeon to generate below sand or gravel. ]]
elseif ty > y and (tx == x or tx == maxx or (tz == z or tz == maxz)) then elseif ty > y and (tx == x or tx == maxx or (tz == z or tz == maxz)) then
-- Check if it's an opening first -- Check if it's an opening first
if (not openings[tx][tz]) or ty == maxy then if (not openings[tx][tz]) or ty == maxy then
-- Place wall or ceiling
data[p_pos] = c_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.
data[p_pos] = c_air
elseif ty == maxy - 1 and data[p_pos] ~= c_air then
-- This allows for variation between 2-node and 3-node high openings.
data[p_pos] = c_cobble data[p_pos] = c_cobble
end end
-- If it was an opening, the lower 3 blocks are not touched at all -- If it was an opening, the lower 3 blocks are not touched at all