Reduce spawning of floating pyramids

This commit is contained in:
Wuzzy 2019-08-24 21:19:25 +02:00
parent 1d9fee5ab1
commit 4d25bdadf2

100
init.lua
View File

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