minetest.set_gen_notify({dungeon = true, temple = true}) local function noise3d_integer(noise, pos) return math.abs(math.floor(noise:get_3d(pos) * 0x7fffffff)) 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" 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) 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 return { walls = ret, size = {x=mindist.x*2, z=mindist.z*2}, type = type, } 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) -- 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) end else table.insert(items, ItemStack({name = loot.name, count = amount})) 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) 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)