mirror of
https://github.com/minetest/minetest_game.git
synced 2024-12-22 23:10:17 +01:00
174 lines
5.6 KiB
Lua
174 lines
5.6 KiB
Lua
minetest.set_gen_notify({dungeon = true, temple = true})
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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
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local function random_sample(rand, list, count)
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local ret = {}
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for n = 1, count do
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local idx = rand:next(1, #list)
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table.insert(ret, list[idx])
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table.remove(list, idx)
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end
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return ret
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end
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local function find_walls(cpos, is_temple)
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local is_wall = function(node)
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return node.name ~= "air" and node.name ~= "ignore"
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end
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local dirs = {{x=1, z=0}, {x=-1, z=0}, {x=0, z=1}, {x=0, z=-1}}
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local get_node = minetest.get_node
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local ret = {}
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local mindist = {x=0, z=0}
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local min = function(a, b) return a ~= 0 and math.min(a, b) or b end
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for _, dir in ipairs(dirs) do
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for i = 1, 9 do -- 9 = max room size / 2
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local pos = vector.add(cpos, {x=dir.x*i, y=0, z=dir.z*i})
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-- continue in that direction until we find a wall-like node
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local node = get_node(pos)
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if is_wall(node) then
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local front_below = vector.subtract(pos, {x=dir.x, y=1, z=dir.z})
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local above = vector.add(pos, {x=0, y=1, z=0})
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-- check that it:
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--- is at least 2 nodes high (not a staircase)
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--- has a floor
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if is_wall(get_node(front_below)) and is_wall(get_node(above)) then
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table.insert(ret, {pos = pos, facing = {x=-dir.x, y=0, z=-dir.z}})
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if dir.z == 0 then
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mindist.x = min(mindist.x, i-1)
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else
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mindist.z = min(mindist.z, i-1)
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end
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end
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-- abort even if it wasn't a wall cause something is in the way
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break
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end
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end
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end
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local biome = minetest.get_biome_data(cpos)
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biome = biome and minetest.get_biome_name(biome.biome) or ""
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local type = "normal"
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if is_temple or biome:find("desert") == 1 then
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type = "desert"
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elseif biome:find("sandstone_desert") == 1 then
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type = "sandstone"
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elseif biome:find("icesheet") == 1 then
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type = "ice"
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end
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return {
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walls = ret,
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size = {x=mindist.x*2, z=mindist.z*2},
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type = type,
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}
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end
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local function populate_chest(pos, rand, dungeontype)
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--minetest.chat_send_all("chest placed at " .. minetest.pos_to_string(pos) .. " [" .. dungeontype .. "]")
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--minetest.add_node(vector.add(pos, {x=0, y=1, z=0}), {name="default:torch", param2=1})
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local item_list = dungeon_loot._internal_get_loot(pos.y, dungeontype)
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-- take random (partial) sample of all possible items
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local sample_n = math.min(#item_list, dungeon_loot.STACKS_PER_CHEST_MAX)
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item_list = random_sample(rand, item_list, sample_n)
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-- apply chances / randomized amounts and collect resulting items
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local items = {}
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for _, loot in ipairs(item_list) do
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if rand:next(0, 1000) / 1000 <= loot.chance then
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local itemdef = minetest.registered_items[loot.name]
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local amount = 1
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if loot.count ~= nil then
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amount = rand:next(loot.count[1], loot.count[2])
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end
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if not itemdef then
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minetest.log("warning", "Registered loot item " .. loot.name .. " does not exist")
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elseif itemdef.tool_capabilities then
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for n = 1, amount do
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local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
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table.insert(items, ItemStack({name = loot.name, wear = wear}))
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end
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elseif itemdef.stack_max == 1 then
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-- not stackable, add separately
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for n = 1, amount do
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table.insert(items, loot.name)
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end
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else
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table.insert(items, ItemStack({name = loot.name, count = amount}))
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end
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end
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end
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-- place items at random places in chest
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local inv = minetest.get_meta(pos):get_inventory()
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local listsz = inv:get_size("main")
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assert(listsz >= #items)
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for _, item in ipairs(items) do
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local index = rand:next(1, listsz)
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if inv:get_stack("main", index):is_empty() then
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inv:set_stack("main", index, item)
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else
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inv:add_item("main", item) -- space occupied, just put it anywhere
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end
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end
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end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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local gennotify = minetest.get_mapgen_object("gennotify")
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local poslist = gennotify["dungeon"] or {}
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local n_dungeons = #poslist
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-- Add MGv6 desert temples to the list too
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for _, entry in ipairs(gennotify["temple"] or {}) do
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table.insert(poslist, entry)
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end
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if #poslist == 0 then return end
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local noise = minetest.get_perlin(10115, 4, 0.5, 1)
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local rand = PcgRandom(noise3d_integer(noise, poslist[1]))
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local candidates = {}
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-- process at most 8 rooms to keep runtime of this predictable
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local num_process = math.min(#poslist, 8)
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for i = 1, num_process do
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local room = find_walls(poslist[i], i > n_dungeons)
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-- skip small rooms and everything that doesn't at least have 3 walls
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if math.min(room.size.x, room.size.z) >= 4 and #room.walls >= 3 then
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table.insert(candidates, room)
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end
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end
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local num_chests = rand:next(dungeon_loot.CHESTS_MIN, dungeon_loot.CHESTS_MAX)
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num_chests = math.min(#candidates, num_chests)
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local rooms = random_sample(rand, candidates, num_chests)
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for _, room in ipairs(rooms) do
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-- choose place somewhere in front of any of the walls
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local wall = room.walls[rand:next(1, #room.walls)]
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local v, vi -- vector / axis that runs alongside the wall
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if wall.facing.x ~= 0 then
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v, vi = {x=0, y=0, z=1}, "z"
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else
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v, vi = {x=1, y=0, z=0}, "x"
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end
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local chestpos = vector.add(wall.pos, wall.facing)
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local off = rand:next(-room.size[vi]/2 + 1, room.size[vi]/2 - 1)
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chestpos = vector.add(chestpos, vector.multiply(v, off))
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if minetest.get_node(chestpos).name == "air" then
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-- make it face inwards to the room
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local facedir = minetest.dir_to_facedir(vector.multiply(wall.facing, -1))
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minetest.add_node(chestpos, {name = "default:chest", param2 = facedir})
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populate_chest(chestpos, PcgRandom(noise3d_integer(noise, chestpos)), room.type)
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end
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end
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end)
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