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MapGen: extract Dwarf Tamb generation into separate file. Relates to #…
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local mod_path = minetest.get_modpath(minetest.get_current_modname()) | ||
local require = function(name) return dofile(mod_path .. "/src/" .. name:gsub("%.", "/") .. ".lua") end | ||
local mod_path = minetest.get_modpath(minetest.get_current_modname()) | ||
local old_require = require | ||
require = function(name) return dofile(mod_path .. "/src/" .. name:gsub("%.", "/") .. ".lua") end | ||
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require("dungeons") | ||
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require = old_require |
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local pairs, id | ||
= pairs, minetest.get_content_id | ||
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local c_air = id("air") | ||
local c_mossy_cobble = id("default:mossycobble") | ||
local c_gold = id("default:goldblock") | ||
local c_tomb_legs = id("lottblocks:dwarf_tomb_bottom") | ||
local c_tomb_head = id("lottblocks:dwarf_tomb_top") | ||
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local TOMB_Y_MIN = -500 | ||
local TOMB_Y_MAX = -250 | ||
local TOMB = { | ||
MIN_ROOMS = 6, -- ~ 45% - minimal count of rooms in dungeon, where the tomb can be spawned | ||
CHANCE = 2, -- ~ 45% / 2 == ~ 22% - of all dungeons in layer y=[-250,-500] | ||
-- Info: By default (perlin noise in config) there is not so much dungeons. | ||
-- In addition it's very difficult to find them. | ||
-- So ~ 22% - its very very rarely. | ||
} | ||
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--- @param area VoxelArea | ||
--- @param data table | ||
local function place_tomb(x, y, z, area, data) | ||
data[area:index(x, y + 1, z)] = c_tomb_legs | ||
data[area:index(x, y + 1, z + 1)] = c_tomb_head | ||
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data[area:index(x, y, z)] = c_mossy_cobble | ||
data[area:index(x, y, z + 1)] = c_mossy_cobble | ||
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for dz = -1, 2 do | ||
data[area:index(x + 1, y, z + dz)] = c_gold | ||
data[area:index(x - 1, y, z + dz)] = c_gold | ||
end | ||
data[area:index(x, y, z + 2)] = c_gold | ||
data[area:index(x, y, z - 1)] = c_gold | ||
end | ||
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--- @param room_center Position | ||
--- @param area VoxelArea | ||
--- @param data table | ||
--- @return boolean | ||
local function is_enough_space(room_center, area, data) | ||
for dy = 0, 1 do -- needs two layers: 1 - for gold & cobble, 2 - for tomb | ||
for dx = -1, 1 do -- width 3: 1 on right, 1 on left (for gold) | ||
for dz = -1, 2 do -- tomb takes 2 blocks, & additional 1 on each side (head/legs) | ||
if data[area:index(room_center.x + dx, room_center.y + dy, room_center.z + dz)] ~= c_air then | ||
return false | ||
end | ||
end | ||
end | ||
end | ||
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return true | ||
end | ||
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--- @param room_centers Position[] | ||
--- @param area VoxelArea | ||
--- @param data table | ||
--- @return Position|nil | ||
local function find_room_with_space(room_centers, area, data) | ||
for _, room_center in pairs(room_centers) do | ||
if is_enough_space(room_center, area, data) then | ||
return room_center | ||
end | ||
end | ||
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return nil | ||
end | ||
local dwarf_tomb = require('dungeons.dwarf_tomb') | ||
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minetest.register_on_dungeon_generated(function(minp, maxp, data, area, room_centers) | ||
if maxp.y < TOMB_Y_MIN or minp.y > TOMB_Y_MAX then | ||
return | ||
end | ||
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if #room_centers >= TOMB.MIN_ROOMS and math.random(TOMB.CHANCE) == 1 then | ||
local place_to = find_room_with_space(room_centers, area, data) | ||
if place_to then | ||
place_tomb(place_to.x, place_to.y, place_to.z, area, data) | ||
end | ||
end | ||
dwarf_tomb.on_dungeon_generated(minp, maxp, data, area, room_centers) | ||
end) |
90 changes: 90 additions & 0 deletions
90
mods/lord/World/Generation/buildings/src/dungeons/dwarf_tomb.lua
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local pairs, id | ||
= pairs, minetest.get_content_id | ||
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local c_air = id("air") | ||
local c_mossy_cobble = id("default:mossycobble") | ||
local c_gold = id("default:goldblock") | ||
local c_tomb_legs = id("lottblocks:dwarf_tomb_bottom") | ||
local c_tomb_head = id("lottblocks:dwarf_tomb_top") | ||
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local TOMB_Y_MIN = -500 | ||
local TOMB_Y_MAX = -250 | ||
local TOMB = { | ||
MIN_ROOMS = 6, -- ~ 45% - minimal count of rooms in dungeon, where the tomb can be spawned | ||
CHANCE = 2, -- ~ 45% / 2 == ~ 22% - of all dungeons in layer y=[-250,-500] | ||
-- Info: By default (perlin noise in config) there is not so much dungeons. | ||
-- In addition it's very difficult to find them. | ||
-- So ~ 22% - its very very rarely. | ||
} | ||
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--- @param x number | ||
--- @param y number | ||
--- @param z number | ||
--- @param data table | ||
--- @param area VoxelArea | ||
local function place_tomb(x, y, z, data, area) | ||
data[area:index(x, y + 1, z)] = c_tomb_legs | ||
data[area:index(x, y + 1, z + 1)] = c_tomb_head | ||
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data[area:index(x, y, z)] = c_mossy_cobble | ||
data[area:index(x, y, z + 1)] = c_mossy_cobble | ||
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for dz = -1, 2 do | ||
data[area:index(x + 1, y, z + dz)] = c_gold | ||
data[area:index(x - 1, y, z + dz)] = c_gold | ||
end | ||
data[area:index(x, y, z + 2)] = c_gold | ||
data[area:index(x, y, z - 1)] = c_gold | ||
end | ||
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--- @param room_center Position | ||
--- @param data table | ||
--- @param area VoxelArea | ||
--- @return boolean | ||
local function is_enough_space(room_center, data, area) | ||
for dy = 0, 1 do -- needs two layers: 1 - for gold & cobble, 2 - for tomb | ||
for dx = -1, 1 do -- width 3: 1 on right, 1 on left (for gold) | ||
for dz = -1, 2 do -- tomb takes 2 blocks, & additional 1 on each side (head/legs) | ||
if data[area:index(room_center.x + dx, room_center.y + dy, room_center.z + dz)] ~= c_air then | ||
return false | ||
end | ||
end | ||
end | ||
end | ||
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return true | ||
end | ||
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--- @param room_centers Position[] | ||
--- @param data table | ||
--- @param area VoxelArea | ||
--- @return Position|nil | ||
local function find_room_with_space(room_centers, data, area) | ||
for _, room_center in pairs(room_centers) do | ||
if is_enough_space(room_center, data, area) then | ||
return room_center | ||
end | ||
end | ||
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return nil | ||
end | ||
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return { | ||
--- @param minp Position | ||
--- @param maxp Position | ||
--- @param data table | ||
--- @param area VoxelArea | ||
--- @param room_centers Position[] | ||
on_dungeon_generated = function(minp, maxp, data, area, room_centers) | ||
if maxp.y < TOMB_Y_MIN or minp.y > TOMB_Y_MAX then | ||
return | ||
end | ||
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if #room_centers >= TOMB.MIN_ROOMS and math.random(TOMB.CHANCE) == 1 then | ||
local place_to = find_room_with_space(room_centers, data, area) | ||
if place_to then | ||
place_tomb(place_to.x, place_to.y, place_to.z, data, area) | ||
end | ||
end | ||
end | ||
} |