Epic/mods/commoditymarket_fantasy/mapgen_dungeon_markets.lua

153 lines
5.5 KiB
Lua

local goblin_enabled = minetest.settings:get_bool("commoditymarket_enable_goblin_market")
local under_enabled = minetest.settings:get_bool("commoditymarket_enable_under_market")
local goblin_prob = tonumber(minetest.settings:get("commoditymarket_goblin_market_dungeon_prob")) or 0.25
local under_prob = tonumber(minetest.settings:get("commoditymarket_under_market_dungeon_prob")) or 0.1
local goblin_max = tonumber(minetest.settings:get("commoditymarket_goblin_market_dungeon_max")) or 100
local goblin_min = tonumber(minetest.settings:get("commoditymarket_goblin_market_dungeon_min")) or -400
local under_max = tonumber(minetest.settings:get("commoditymarket_under_market_dungeon_max")) or -500
local under_min = tonumber(minetest.settings:get("commoditymarket_under_market_dungeon_min")) or -31000
local bad_goblin_range = goblin_min >= goblin_max
local bad_under_range = under_min >= under_max
if bad_goblin_range then
minetest.log("error", "[commoditymarket] Goblin market dungeon generation range has a higher minimum y than maximum y")
end
if bad_under_range then
minetest.log("error", "[commoditymarket] Undermarket dungeon generation range has a higher minimum y than maximum y")
end
local gen_goblin = goblin_enabled and goblin_prob > 0 and not bad_goblin_range
local gen_under = under_enabled and under_prob > 0 and not bad_under_range
if not (gen_goblin or gen_under) then
return
end
-------------------------------------------------------
-- The following is shamelessly copied from dungeon_loot and tweaked for placing markets instead of chests
--Licensed under the MIT License (MIT) Copyright (C) 2017 sfan5
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 is_wall = function(node)
return node.name ~= "air" and node.name ~= "ignore"
end
local function find_walls(cpos)
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
pos = vector.subtract(pos, {x=dir.x, y=0, z=dir.z}) -- move goblin markets one node away from the wall
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
return {
walls = ret,
size = {x=mindist.x*2, z=mindist.z*2},
cpos = cpos,
}
end
minetest.register_on_generated(function(minp, maxp, blockseed)
local min_y = minp.y
local max_y = maxp.y
local gen_goblin_range = gen_goblin and not (min_y > goblin_max or max_y < goblin_min)
local gen_under_range = gen_under and not (min_y > under_max or max_y < under_min)
if not (gen_goblin_range or gen_under_range) then
-- out of both ranges
return
end
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(151994, 4, 0.5, 1)
local rand = PcgRandom(noise3d_integer(noise, poslist[1]))
local rooms = {}
-- 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(rooms, room)
end
end
if #rooms == 0 then return end
if gen_under_range and rand:next(0, 2147483647)/2147483647 < under_prob then
-- choose a random room
local room = rooms[rand:next(1, #rooms)]
local under_loc = room.cpos
-- put undermarkets in the center of the room
if minetest.get_node(under_loc).name == "air"
and is_wall(vector.subtract(under_loc, {x=0, y=1, z=0})) then
minetest.add_node(under_loc, {name="commoditymarket:under_market"})
end
end
if gen_goblin_range and rand:next(0, 2147483647)/2147483647 < goblin_prob then
-- choose a random room
local room = rooms[rand:next(1, #rooms)]
-- 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 marketpos = vector.add(wall.pos, wall.facing)
local off = rand:next(-room.size[vi]/2 + 1, room.size[vi]/2 - 1)
marketpos = vector.add(marketpos, vector.multiply(v, off))
if minetest.get_node(marketpos).name == "air" then
-- make it face inwards to the room
local facedir = minetest.dir_to_facedir(vector.multiply(wall.facing, -1))
minetest.add_node(marketpos, {name = "commoditymarket:goblin_market", param2 = facedir})
end
end
end)