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

@ -99,21 +99,46 @@ local function make_foundation_part(pos, set_to_stone)
end
end
local function make_entrance(pos, brick, sand, flood_sand)
local gang = {x=pos.x+10,y=pos.y, z=pos.z}
local function make_entrance(pos, rot, brick, sand, flood_sand)
local roffset_arr = {
{ x=0, y=0, z=1 }, -- front
{ x=-1, y=0, z=0 }, -- left
{ x=0, y=0, z=-1 }, -- back
{ x=1, y=0, z=0 }, -- right
}
local roffset = roffset_arr[rot + 1]
local way
if rot == 0 then
way = vector.add(pos, {x=11, y=0, z=0})
elseif rot == 1 then
way = vector.add(pos, {x=22, y=0, z=11})
elseif rot == 2 then
way = vector.add(pos, {x=11, y=0, z=22})
else
way = vector.add(pos, {x=0, y=0, z=11})
end
local max_sand_height = math.random(1,3)
for iz=0,6,1 do
for ie=0,6,1 do
local sand_height = math.random(1,max_sand_height)
for iy=2,3,1 do
if flood_sand and iy <= sand_height and iz >= 3 then
minetest.set_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz}, {name=sand})
-- dig hallway
local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
if flood_sand and iy <= sand_height and ie >= 3 then
minetest.set_node(way_dir, {name=sand})
else
minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
minetest.remove_node(way_dir)
end
-- build decoration above entrance
if ie >=3 and iy == 3 then
local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z}
minetest.set_node(deco, {name=brick})
if rot == 0 or rot == 2 then
minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick})
minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick})
else
minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick})
minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick})
end
if iz >=3 and iy == 3 then
minetest.set_node({x=gang.x,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
minetest.set_node({x=gang.x+1,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
minetest.set_node({x=gang.x+2,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
end
end
end
@ -148,22 +173,28 @@ end
local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
-- Build pyramid
make_pyramid(pos, brick, sandstone, stone, sand)
local rot = math.random(0, 3)
-- Build room
local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id)
local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id, rot)
-- Place mummy spawner
local r = math.random(1,3)
if r == 1 then
-- 4 possible spawner positions
local spawner_posses = {
-- front
add_spawner({x=pos.x+11,y=pos.y+2, z=pos.z+17}, {x=0, y=0, z=-2})
elseif r == 2 then
-- right
add_spawner({x=pos.x+17,y=pos.y+2, z=pos.z+11}, {x=-2, y=0, z=0})
else
{{x=pos.x+11,y=pos.y+2, z=pos.z+5}, {x=0, y=0, z=2}},
-- left
add_spawner({x=pos.x+5,y=pos.y+2, z=pos.z+11}, {x=2, y=0, z=0})
end
{{x=pos.x+17,y=pos.y+2, z=pos.z+11}, {x=-2, y=0, z=0}},
-- back
{{x=pos.x+11,y=pos.y+2, z=pos.z+17}, {x=0, y=0, z=-2}},
-- right
{{x=pos.x+5,y=pos.y+2, z=pos.z+11}, {x=2, y=0, z=0}},
}
-- Delete the spawner position in which the entrance will be placed
table.remove(spawner_posses, (rot % 4) + 1)
add_spawner(spawner_posses[r][1], spawner_posses[r][2])
-- Build entrance
make_entrance({x=pos.x,y=pos.y, z=pos.z}, brick, sand, flood_sand)
make_entrance(pos, rot, brick, sand, flood_sand)
-- Done
minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
return ok, msg

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