forked from mtcontrib/tsm_pyramids
Reduce spawning of floating pyramids
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1d9fee5ab1
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100
init.lua
100
init.lua
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@ -181,37 +181,38 @@ local function make_pyramid(pos, brick, sandstone, stone, sand)
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end
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end
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local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
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local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
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local bpos = table.copy(pos)
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-- Build pyramid
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-- Build pyramid
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make_pyramid(pos, brick, sandstone, stone, sand)
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make_pyramid(bpos, brick, sandstone, stone, sand)
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local rot = math.random(0, 3)
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local rot = math.random(0, 3)
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-- Build room
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-- Build room
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local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id, rot)
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local ok, msg, flood_sand = tsm_pyramids.make_room(bpos, ptype, room_id, rot)
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-- Place mummy spawner
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-- Place mummy spawner
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local r = math.random(1,3)
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local r = math.random(1,3)
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-- 4 possible spawner positions
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-- 4 possible spawner positions
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local spawner_posses = {
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local spawner_posses = {
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-- front
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-- front
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{{x=pos.x+PYRA_Wh,y=pos.y+2, z=pos.z+5}, {x=0, y=0, z=2}},
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{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+5}, {x=0, y=0, z=2}},
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-- left
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-- left
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{{x=pos.x+PYRA_Wm-5,y=pos.y+2, z=pos.z+PYRA_Wh}, {x=-2, y=0, z=0}},
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{{x=bpos.x+PYRA_Wm-5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=-2, y=0, z=0}},
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-- back
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-- back
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{{x=pos.x+PYRA_Wh,y=pos.y+2, z=pos.z+PYRA_W-5}, {x=0, y=0, z=-2}},
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{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+PYRA_W-5}, {x=0, y=0, z=-2}},
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-- right
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-- right
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{{x=pos.x+5,y=pos.y+2, z=pos.z+PYRA_Wh}, {x=2, y=0, z=0}},
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{{x=bpos.x+5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=2, y=0, z=0}},
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}
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}
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-- Delete the spawner position in which the entrance will be placed
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-- Delete the spawner position in which the entrance will be placed
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table.remove(spawner_posses, (rot % 4) + 1)
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table.remove(spawner_posses, (rot % 4) + 1)
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add_spawner(spawner_posses[r][1], spawner_posses[r][2])
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add_spawner(spawner_posses[r][1], spawner_posses[r][2])
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-- Build entrance
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-- Build entrance
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make_entrance(pos, rot, brick, sand, flood_sand)
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make_entrance(bpos, rot, brick, sand, flood_sand)
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-- Done
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-- Done
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minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
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minetest.log("action", "Created pyramid at "..minetest.pos_to_string(bpos)..".")
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return ok, msg
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return ok, msg
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end
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end
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local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
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local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
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local perlin1
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local perlin1 -- perlin noise buffer
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local function hlp_fnct(pos, name)
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local function hlp_fnct(pos, name)
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local n = minetest.get_node_or_nil(pos)
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local n = minetest.get_node_or_nil(pos)
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@ -222,21 +223,25 @@ local function hlp_fnct(pos, name)
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end
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end
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end
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end
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local function ground(pos, old)
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local function ground(pos, old)
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local p2 = pos
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local p2 = table.copy(pos)
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while hlp_fnct(p2, "air") do
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while hlp_fnct(p2, "air") do
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p2.y = p2.y -1
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p2.y = p2.y -1
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end
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end
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if p2.y < old.y then
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if p2.y < old.y then
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return p2
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return {x=old.x, y=p2.y, z=old.z}
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else
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else
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return old
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return old
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end
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end
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end
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end
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-- Attempt to generate a pyramid in the generated area.
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-- Up to one pyramid per mapchunk.
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minetest.register_on_generated(function(minp, maxp, seed)
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y < PYRA_MIN_Y then return end
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if maxp.y < PYRA_MIN_Y then return end
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-- TODO: Use Minetests pseudo-random tools
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math.randomseed(seed)
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math.randomseed(seed)
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if not perlin1 then
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if not perlin1 then
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perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
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perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
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end
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end
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@ -251,9 +256,15 @@ minetest.register_on_generated(function(minp, maxp, seed)
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pos.z = math.min(pos.z, maxp.z - PYRA_W+1)
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pos.z = math.min(pos.z, maxp.z - PYRA_W+1)
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return pos
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return pos
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end
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end
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local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})--,z=minp.z})
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local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})
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if noise1 > 0.25 or noise1 < -0.26 then
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if noise1 > 0.25 or noise1 < -0.26 then
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-- Need a bit of luck to place a pyramid
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if math.random(0,10) > 7 then
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minetest.log("verbose", "[tsm_pyramids]", "Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
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return
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end
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local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
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local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
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local sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
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local sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
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@ -263,6 +274,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local cnt = 0
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local cnt = 0
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local sand_cnt_max = 0
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local sand_cnt_max = 0
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local sand_cnt_max_id
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local sand_cnt_max_id
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-- Look for sand or desert stone to place the pyramid on
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for s=1, #sands do
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for s=1, #sands do
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cnt = 0
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cnt = 0
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local sand_cnt = 0
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local sand_cnt = 0
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@ -285,31 +297,45 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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end
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end
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end
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end
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if p2 == nil then
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minetest.log("verbose", "[tsm_pyramids]", "Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
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return
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end
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-- Select the material type by the most prominent node type
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-- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
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if sand_cnt_max_id then
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if sand_cnt_max_id then
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sand = sands[sand_cnt_max_id]
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sand = sands[sand_cnt_max_id]
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end
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end
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if p2 == nil then return end
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if p2.y < PYRA_MIN_Y then
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if p2.y < PYRA_MIN_Y then return end
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minetest.log("info", "[tsm_pyramids]", "Pyramid not placed, too deep. p2="..minetest.pos_to_string(p2))
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return
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local off = 0
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local opos1 = {x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z+PYRA_Wm}
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local opos2 = {x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z}
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local opos3 = {x=p2.x,y=p2.y-1,z=p2.z+PYRA_Wm}
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local opos1_n = minetest.get_node_or_nil(opos1)
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local opos2_n = minetest.get_node_or_nil(opos2)
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local opos3_n = minetest.get_node_or_nil(opos3)
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if opos1_n and opos1_n.name and opos1_n.name == "air" then
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p2 = ground(opos1, p2)
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end
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end
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if opos2_n and opos2_n.name and opos2_n.name == "air" then
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-- Now sink the pyramid until each corner of it is no longer floating in mid-air
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p2 = ground(opos2, p2)
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end
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if opos3_n and opos3_n.name and opos3_n.name == "air" then
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p2 = ground(opos3, p2)
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end
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p2.y = p2.y - 3
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p2 = limit(p2, maxp)
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p2 = limit(p2, maxp)
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if p2.y < PYRA_MIN_Y then p2.y = PYRA_MIN_Y end
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local oposses = {
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{x=p2.x,y=p2.y-1,z=p2.z},
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{x=p2.x+PYRA_W,y=p2.y-1,z=p2.z+PYRA_W},
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{x=p2.x+PYRA_W,y=p2.y-1,z=p2.z},
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{x=p2.x,y=p2.y-1,z=p2.z+PYRA_W},
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}
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for o=1, #oposses do
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local opos = oposses[o]
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local n = minetest.get_node_or_nil(opos)
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if n and n.name and n.name == "air" then
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local old = table.copy(p2)
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p2 = ground(opos, p2)
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end
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end
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-- Random bonus sinking
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p2.y = math.max(p2.y - math.random(0,3), PYRA_MIN_Y)
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-- Bad luck, we have hit the chunk border!
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if p2.y < minp.y then
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minetest.log("info", "[tsm_pyramids]", "Pyramid not placed, sunken too much. p2="..minetest.pos_to_string(p2))
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return
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end
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-- Make sure the pyramid is not near a "killer" node, like water
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local middle = vector.add(p2, {x=PYRA_Wh, y=0, z=PYRA_Wh})
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local middle = vector.add(p2, {x=PYRA_Wh, y=0, z=PYRA_Wh})
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if minetest.find_node_near(p2, 5, {"default:water_source"}) ~= nil or
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if minetest.find_node_near(p2, 5, {"default:water_source"}) ~= nil or
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minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=0}), 5, {"default:water_source"}) ~= nil or
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minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=0}), 5, {"default:water_source"}) ~= nil or
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@ -318,15 +344,15 @@ minetest.register_on_generated(function(minp, maxp, seed)
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minetest.find_node_near(middle, PYRA_W, {"default:dirt_with_grass"}) ~= nil or
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minetest.find_node_near(middle, PYRA_W, {"default:dirt_with_grass"}) ~= nil or
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minetest.find_node_near(middle, 52, {"default:sandstonebrick", "default:desert_sandstone_brick", "default:desert_stonebrick"}) ~= nil then
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minetest.find_node_near(middle, 52, {"default:sandstonebrick", "default:desert_sandstone_brick", "default:desert_stonebrick"}) ~= nil then
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minetest.log("info", "[tsm_pyramids]", "Pyramid not placed, inappropriate node nearby. p2="..minetest.pos_to_string(p2))
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return
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return
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end
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end
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if math.random(0,10) > 7 then
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-- Bonus chance to spawn a sandstone pyramid in v6 desert because otherwise they would be too rare in v6
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return
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end
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if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
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if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
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sand = "default:sand"
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sand = "default:sand"
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end
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end
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-- Desert stone pyramids only generate in areas with almost no sand
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-- Desert stone pyramids only generate in areas with almost no sand
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if sand == "default:desert_stone" then
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if sand == "default:desert_stone" then
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local nodes = minetest.find_nodes_in_area(vector.add(p2, {x=-1, y=-2, z=-1}), vector.add(p2, {x=PYRA_W+1, y=PYRA_Wh, z=PYRA_W+1}), {"group:sand"})
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local nodes = minetest.find_nodes_in_area(vector.add(p2, {x=-1, y=-2, z=-1}), vector.add(p2, {x=PYRA_W+1, y=PYRA_Wh, z=PYRA_W+1}), {"group:sand"})
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@ -334,6 +360,8 @@ minetest.register_on_generated(function(minp, maxp, seed)
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sand = "default:desert_sand"
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sand = "default:desert_sand"
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end
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end
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end
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end
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-- Generate the pyramid!
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if sand == "default:desert_sand" then
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if sand == "default:desert_sand" then
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-- Desert sandstone pyramid
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-- Desert sandstone pyramid
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make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
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make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
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