Randomly rotate pyramids

This commit is contained in:
Wuzzy
2019-08-22 14:50:26 +02:00
parent c87a2afafa
commit e824fa467e
2 changed files with 99 additions and 26 deletions

View File

@ -2,6 +2,8 @@ local S = minetest.get_translator("tsm_pyramids")
-- ROOM LAYOUTS
local ROOM_WIDTH = 9
local room_types = {
-- Pillar room
{
@ -587,7 +589,45 @@ local function replace2(str, iy, code_table)
return out..code_table[str]
end
function tsm_pyramids.make_room(pos, stype, room_id)
local function get_flat_index(x, y, width)
return 1 + x + y * width
end
local function rotate_layout_single(layout, width)
local size = width*width
local new_layout = {}
for x=0, width-1 do
for y=0, width-1 do
local symbol = layout[get_flat_index((width-1) - y, x, width)]
-- Rotate chest
if symbol == "^" then
symbol = "<"
elseif symbol == "<" then
symbol = "v"
elseif symbol == "v" then
symbol = ">"
elseif symbol == ">" then
symbol = "^"
end
new_layout[get_flat_index(x, y, width)] = symbol
end
end
return new_layout
end
local function rotate_layout(layout, width, rotations)
local new_layout = table.copy(layout)
for r=1, rotations do
new_layout = rotate_layout_single(new_layout, width)
end
return new_layout
end
-- pos: Position to spawn pyramid
-- stype: Sand type ("sandstone" or "desert")
-- room_id: Room layout identified (see list of rooms above)
-- rotations: Number of times to rotate the room (0-3)
function tsm_pyramids.make_room(pos, stype, room_id, rotations)
local code_table = code_sandstone
if stype == "desert" then
code_table = code_desert
@ -608,14 +648,15 @@ function tsm_pyramids.make_room(pos, stype, room_id)
if room_id < 1 or room_id > #room_types then
return false, S("Incorrect room type ID: @1", room_id)
end
local room = room_types[room_id]
local room = table.copy(room_types[room_id])
local chests = {}
local column_style = math.random(0,4)
local layout = rotate_layout(room.layout, ROOM_WIDTH, rotations)
if room.style == "yrepeat" then
for iy=0,4,1 do
for ix=0,8,1 do
for iz=0,8,1 do
local n_str = room.layout[tonumber(ix*9+iz+1)]
local n_str = layout[tonumber(ix*9+iz+1)]
local p2 = 0
if n_str == "<" then
p2 = 0
@ -650,7 +691,7 @@ function tsm_pyramids.make_room(pos, stype, room_id)
end
end
if room.traps then
tsm_pyramids.make_traps(pos, stype)
tsm_pyramids.make_traps(pos, stype, rotations)
end
if sanded then
tsm_pyramids.flood_sand(pos, stype)
@ -671,17 +712,18 @@ local shuffle_traps = function(chance)
end
end
function tsm_pyramids.make_traps(pos, stype)
function tsm_pyramids.make_traps(pos, stype, rotations)
local code_table = code_sandstone
if stype == "desert" then
code_table = code_desert
end
shuffle_traps(math.random(10,100))
local hole = {x=pos.x+7,y=pos.y, z=pos.z+7}
local layout = rotate_layout(layout_traps, ROOM_WIDTH, rotations)
for iy=0,4,1 do
for ix=0,8,1 do
for iz=0,8,1 do
local n_str = layout_traps[tonumber(ix*9+iz+1)]
local n_str = layout[tonumber(ix*9+iz+1)]
local p2 = 0
minetest.set_node({x=hole.x+ix,y=hole.y-iy,z=hole.z+iz}, {name=replace2(n_str, iy, code_table), param2=p2})
end