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MineClone2/mods/MAPGEN/mcl_structures/stronghold.lua

185 lines
6.1 KiB
Lua

-- Generate strongholds.
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
-- A total of 128 strongholds are generated in rings around the world origin.
-- This is the list of rings, starting with the innermost ring first.
local stronghold_rings = {
-- amount: Number of strongholds in ring.
-- min, max: Minimum and maximum distance from (X=0, Z=0).
{ amount = 3, min = 1408, max = 2688 },
{ amount = 6, min = 4480, max = 5760 },
{ amount = 10, min = 7552, max = 8832 },
{ amount = 15, min = 10624, max = 11904 },
{ amount = 21, min = 13696, max = 14976 },
{ amount = 28, min = 16768, max = 18048 },
{ amount = 36, min = 19840, max = 21120 },
{ amount = 9, min = 22912, max = 24192 },
}
local strongholds = {}
local strongholds_inited = false
local superflat = mcl_mapgen.superflat
local size = {x = 13, y = 8, z = 13}
local offset = vector.round(vector.divide(size, 2))
local function place(pos, rotation, pr)
local p1 = { x = pos.x - offset.x, y = pos.y - offset.y, z = pos.z - offset.z }
local p2 = vector.add(p1, vector.subtract(size, 1))
local path = modpath.."/schematics/mcl_structures_end_portal_room_simple.mts"
mcl_structures.place_schematic({
pos = p1,
schematic = path,
rotation = rotation or "0",
pr = pr,
})
-- Find and setup spawner with silverfish
local spawners = minetest.find_nodes_in_area(p1, p2, "mcl_mobspawners:spawner")
for s=1, #spawners do
mcl_mobspawners.setup_spawner(spawners[s], "mobs_mc:silverfish")
end
-- Shuffle stone brick types
local bricks = minetest.find_nodes_in_area(p1, p2, "mcl_core:stonebrick")
for b=1, #bricks do
local r_bricktype = pr:next(1, 100)
local r_infested = pr:next(1, 100)
local bricktype
if r_infested <= 5 then
if r_bricktype <= 30 then -- 30%
bricktype = "mcl_monster_eggs:monster_egg_stonebrickmossy"
elseif r_bricktype <= 50 then -- 20%
bricktype = "mcl_monster_eggs:monster_egg_stonebrickcracked"
else -- 50%
bricktype = "mcl_monster_eggs:monster_egg_stonebrick"
end
else
if r_bricktype <= 30 then -- 30%
bricktype = "mcl_core:stonebrickmossy"
elseif r_bricktype <= 50 then -- 20%
bricktype = "mcl_core:stonebrickcracked"
end
-- 50% stonebrick (no change necessary)
end
if bricktype then
minetest.set_node(bricks[b], { name = bricktype })
end
end
-- Also replace stairs
local stairs = minetest.find_nodes_in_area(p1, p2, {"mcl_stairs:stair_stonebrick", "mcl_stairs:stair_stonebrick_outer", "mcl_stairs:stair_stonebrick_inner"})
for s=1, #stairs do
local stair = minetest.get_node(stairs[s])
local r_type = pr:next(1, 100)
if r_type <= 30 then -- 30% mossy
if stair.name == "mcl_stairs:stair_stonebrick" then
stair.name = "mcl_stairs:stair_stonebrickmossy"
elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then
stair.name = "mcl_stairs:stair_stonebrickmossy_outer"
elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then
stair.name = "mcl_stairs:stair_stonebrickmossy_inner"
end
minetest.set_node(stairs[s], stair)
elseif r_type <= 50 then -- 20% cracky
if stair.name == "mcl_stairs:stair_stonebrick" then
stair.name = "mcl_stairs:stair_stonebrickcracked"
elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then
stair.name = "mcl_stairs:stair_stonebrickcracked_outer"
elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then
stair.name = "mcl_stairs:stair_stonebrickcracked_inner"
end
minetest.set_node(stairs[s], stair)
end
-- 50% no change
end
-- Randomly add ender eyes into end portal frames, but never fill the entire frame
local frames = minetest.find_nodes_in_area(p1, p2, "mcl_portals:end_portal_frame")
local eyes = 0
for f=1, #frames do
local r_eye = pr:next(1, 10)
if r_eye == 1 then
eyes = eyes + 1
if eyes < #frames then
local frame_node = minetest.get_node(frames[f])
frame_node.name = "mcl_portals:end_portal_frame_eye"
minetest.set_node(frames[f], frame_node)
end
end
end
end
-- Determine the stronghold positions and store them into the strongholds table.
-- The stronghold positions are based on the world seed.
-- The actual position might be offset by a few blocks because it might be shifted
-- to make sure the end portal room is completely within the boundaries of a mapchunk.
local function init_strongholds()
if strongholds_inited then
return
end
-- Don't generate strongholds in singlenode
if mcl_mapgen.singlenode then
strongholds_inited = true
return
end
local pr = PseudoRandom(mcl_mapgen.seed)
for s=1, #stronghold_rings do
local ring = stronghold_rings[s]
-- Get random angle
local angle = pr:next()
-- Scale angle to 0 .. 2*math.pi
angle = (angle / 32767) * (math.pi*2)
for a=1, ring.amount do
local dist = pr:next(ring.min, ring.max)
local y
if superflat then
y = mcl_mapgen.overworld.bedrock_max + offset.y
else
y = pr:next(mcl_mapgen.overworld.bedrock_max+1+offset.y, mcl_mapgen.overworld.bedrock_min+48+offset.y)
end
local pos = {
x = mcl_mapgen.clamp_to_chunk(math.floor(math.cos(angle) * dist) - offset.x, size.x) + offset.x,
y = mcl_mapgen.clamp_to_chunk(y - offset.y, size.y) + offset.y,
z = mcl_mapgen.clamp_to_chunk(math.floor(math.sin(angle) * dist) - offset.z, size.z) + offset.z,
}
table.insert(strongholds, { pos = pos, generated = false })
-- Rotate angle by (360 / amount) degrees.
-- This will cause the angles to be evenly distributed in the stronghold ring
angle = math.fmod(angle + ((math.pi*2) / ring.amount), math.pi*2)
end
end
mcl_structures.strongholds = strongholds
mcl_structures.register_structure({
name = "stronghold",
place_function = place,
})
strongholds_inited = true
end
init_strongholds()
-- Stronghold generation for register_on_generated.
mcl_mapgen.register_mapgen(function(minp, maxp, blockseed)
local pr = PseudoRandom(blockseed)
for s=1, #strongholds do
if not strongholds[s].generated then
local pos = strongholds[s].pos
if minp.x <= pos.x and maxp.x >= pos.x and minp.z <= pos.z and maxp.z >= pos.z and minp.y <= pos.y and maxp.y >= pos.y then
place(pos, nil, pr)
strongholds[s].generated = true
end
end
end
end, mcl_mapgen.order.STRONGHOLDS)