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minetest_game/mods/dungeon_loot/mapgen.lua

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minetest.set_gen_notify({dungeon = true, temple = true})
local function noise3d_integer(noise, pos)
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return math.abs(math.floor(noise:get_3d(pos) * 0x7fffffff))
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end
local function random_sample(rand, list, count)
local ret = {}
for n = 1, count do
local idx = rand:next(1, #list)
table.insert(ret, list[idx])
table.remove(list, idx)
end
return ret
end
local function find_walls(cpos)
local is_wall = function(node)
return node.name ~= "air" and node.name ~= "ignore"
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end
local dirs = {{x=1, z=0}, {x=-1, z=0}, {x=0, z=1}, {x=0, z=-1}}
local get_node = minetest.get_node
local ret = {}
local mindist = {x=0, z=0}
local min = function(a, b) return a ~= 0 and math.min(a, b) or b end
for _, dir in ipairs(dirs) do
for i = 1, 9 do -- 9 = max room size / 2
local pos = vector.add(cpos, {x=dir.x*i, y=0, z=dir.z*i})
-- continue in that direction until we find a wall-like node
local node = get_node(pos)
if is_wall(node) then
local front_below = vector.subtract(pos, {x=dir.x, y=1, z=dir.z})
local above = vector.add(pos, {x=0, y=1, z=0})
-- check that it:
--- is at least 2 nodes high (not a staircase)
--- has a floor
if is_wall(get_node(front_below)) and is_wall(get_node(above)) then
table.insert(ret, {pos = pos, facing = {x=-dir.x, y=0, z=-dir.z}})
if dir.z == 0 then
mindist.x = min(mindist.x, i-1)
else
mindist.z = min(mindist.z, i-1)
end
end
-- abort even if it wasn't a wall cause something is in the way
break
end
end
end
local biome = minetest.get_biome_data(cpos)
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biome = biome and minetest.get_biome_name(biome.biome) or ""
local type = "normal"
if biome:find("desert") == 1 then
type = "desert"
elseif biome:find("sandstone_desert") == 1 then
type = "sandstone"
elseif biome:find("icesheet") == 1 then
type = "ice"
end
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return {
walls = ret,
size = {x=mindist.x*2, z=mindist.z*2},
type = type,
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}
end
local function populate_chest(pos, rand, dungeontype)
--minetest.chat_send_all("chest placed at " .. minetest.pos_to_string(pos) .. " [" .. dungeontype .. "]")
--minetest.add_node(vector.add(pos, {x=0, y=1, z=0}), {name="default:torch", param2=1})
local item_list = dungeon_loot._internal_get_loot(pos.y, dungeontype)
-- take random (partial) sample of all possible items
local sample_n = math.min(#item_list, dungeon_loot.STACKS_PER_CHEST_MAX)
item_list = random_sample(rand, item_list, sample_n)
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-- apply chances / randomized amounts and collect resulting items
local items = {}
for _, loot in ipairs(item_list) do
if rand:next(0, 1000) / 1000 <= loot.chance then
local itemdef = minetest.registered_items[loot.name]
local amount = 1
if loot.count ~= nil then
amount = rand:next(loot.count[1], loot.count[2])
end
if not itemdef then
minetest.log("warning", "Registered loot item " .. loot.name .. " does not exist")
elseif itemdef.tool_capabilities then
for n = 1, amount do
local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
table.insert(items, ItemStack({name = loot.name, wear = wear}))
end
elseif itemdef.stack_max == 1 then
-- not stackable, add separately
for n = 1, amount do
table.insert(items, loot.name)
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end
else
table.insert(items, ItemStack({name = loot.name, count = amount}))
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end
end
end
-- place items at random places in chest
local inv = minetest.get_meta(pos):get_inventory()
local listsz = inv:get_size("main")
assert(listsz >= #items)
for _, item in ipairs(items) do
local index = rand:next(1, listsz)
if inv:get_stack("main", index):is_empty() then
inv:set_stack("main", index, item)
else
inv:add_item("main", item) -- space occupied, just put it anywhere
end
end
end
minetest.register_on_generated(function(minp, maxp, blockseed)
local gennotify = minetest.get_mapgen_object("gennotify")
local poslist = gennotify["dungeon"] or {}
for _, entry in ipairs(gennotify["temple"] or {}) do
table.insert(poslist, entry)
end
if #poslist == 0 then return end
local noise = minetest.get_perlin(10115, 4, 0.5, 1)
local rand = PcgRandom(noise3d_integer(noise, poslist[1]))
local candidates = {}
-- process at most 8 rooms to keep runtime of this predictable
local num_process = math.min(#poslist, 8)
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for i = 1, num_process do
local room = find_walls(poslist[i])
-- skip small rooms and everything that doesn't at least have 3 walls
if math.min(room.size.x, room.size.z) >= 4 and #room.walls >= 3 then
table.insert(candidates, room)
end
end
local num_chests = rand:next(dungeon_loot.CHESTS_MIN, dungeon_loot.CHESTS_MAX)
num_chests = math.min(#candidates, num_chests)
local rooms = random_sample(rand, candidates, num_chests)
for _, room in ipairs(rooms) do
-- choose place somewhere in front of any of the walls
local wall = room.walls[rand:next(1, #room.walls)]
local v, vi -- vector / axis that runs alongside the wall
if wall.facing.x ~= 0 then
v, vi = {x=0, y=0, z=1}, "z"
else
v, vi = {x=1, y=0, z=0}, "x"
end
local chestpos = vector.add(wall.pos, wall.facing)
local off = rand:next(-room.size[vi]/2 + 1, room.size[vi]/2 - 1)
chestpos = vector.add(chestpos, vector.multiply(v, off))
if minetest.get_node(chestpos).name == "air" then
-- make it face inwards to the room
local facedir = minetest.dir_to_facedir(vector.multiply(wall.facing, -1))
minetest.add_node(chestpos, {name = "default:chest", param2 = facedir})
populate_chest(chestpos, PcgRandom(noise3d_integer(noise, chestpos)), room.type)
end
end
end)