1 minetest.set_gen_notify({dungeon = true, temple = true})
3 local function noise3d_integer(noise, pos)
4 return math.abs(math.floor(noise:get_3d(pos) * 0x7fffffff))
7 local function random_sample(rand, list, count)
10 local idx = rand:next(1, #list)
11 table.insert(ret, list[idx])
12 table.remove(list, idx)
17 local function find_walls(cpos)
18 local is_wall = function(node)
19 return node.name ~= "air" and node.name ~= "ignore"
22 local dirs = {{x=1, z=0}, {x=-1, z=0}, {x=0, z=1}, {x=0, z=-1}}
23 local get_node = minetest.get_node
26 local mindist = {x=0, z=0}
27 local min = function(a, b) return a ~= 0 and math.min(a, b) or b end
28 for _, dir in ipairs(dirs) do
29 for i = 1, 9 do -- 9 = max room size / 2
30 local pos = vector.add(cpos, {x=dir.x*i, y=0, z=dir.z*i})
32 -- continue in that direction until we find a wall-like node
33 local node = get_node(pos)
35 local front_below = vector.subtract(pos, {x=dir.x, y=1, z=dir.z})
36 local above = vector.add(pos, {x=0, y=1, z=0})
39 --- is at least 2 nodes high (not a staircase)
41 if is_wall(get_node(front_below)) and is_wall(get_node(above)) then
42 table.insert(ret, {pos = pos, facing = {x=-dir.x, y=0, z=-dir.z}})
44 mindist.x = min(mindist.x, i-1)
46 mindist.z = min(mindist.z, i-1)
49 -- abort even if it wasn't a wall cause something is in the way
55 local biome = minetest.get_biome_data(cpos)
56 biome = biome and minetest.get_biome_name(biome.biome) or ""
58 if biome:find("desert") == 1 then
60 elseif biome:find("sandstone_desert") == 1 then
62 elseif biome:find("icesheet") == 1 then
68 size = {x=mindist.x*2, z=mindist.z*2},
73 local function populate_chest(pos, rand)--, dungeontype)
74 --minetest.chat_send_all("chest placed at " .. minetest.pos_to_string(pos) .. " [" .. dungeontype .. "]")
75 --minetest.add_node(vector.add(pos, {x=0, y=1, z=0}), {name="default:torch", param2=1})
77 local item_list = dungeon_loot._internal_get_loot(pos.y)--, dungeontype)
78 -- take random (partial) sample of all possible items
79 local sample_n = math.min(#item_list, dungeon_loot.STACKS_PER_CHEST_MAX)
80 item_list = random_sample(rand, item_list, sample_n)
82 -- apply chances / randomized amounts and collect resulting items
84 for _, loot in ipairs(item_list) do
85 if rand:next(0, 1000) / 1000 <= loot.chance then
86 local itemdef = minetest.registered_items[loot.name]
88 if loot.count ~= nil then
89 amount = rand:next(loot.count[1], loot.count[2])
93 minetest.log("warning", "Registered loot item " .. loot.name .. " does not exist")
94 elseif itemdef.tool_capabilities then
96 local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
97 table.insert(items, ItemStack({name = loot.name, wear = wear}))
99 elseif itemdef.stack_max == 1 then
100 -- not stackable, add separately
102 table.insert(items, loot.name)
105 table.insert(items, ItemStack({name = loot.name, count = amount}))
110 -- place items at random places in chest
111 local inv = minetest.get_meta(pos):get_inventory()
112 local listsz = inv:get_size("main")
113 assert(listsz >= #items)
114 for _, item in ipairs(items) do
115 local index = rand:next(1, listsz)
116 if inv:get_stack("main", index):is_empty() then
117 inv:set_stack("main", index, item)
119 inv:add_item("main", item) -- space occupied, just put it anywhere
125 minetest.register_on_generated(function(minp, maxp, blockseed)
126 local gennotify = minetest.get_mapgen_object("gennotify")
127 local poslist = gennotify["dungeon"] or {}
128 for _, entry in ipairs(gennotify["temple"] or {}) do
129 table.insert(poslist, entry)
131 if #poslist == 0 then return end
133 local noise = minetest.get_perlin(10115, 4, 0.5, 1)
134 local rand = PcgRandom(noise3d_integer(noise, poslist[1]))
136 local candidates = {}
137 -- process at most 8 rooms to keep runtime of this predictable
138 local num_process = math.min(#poslist, 8)
139 for i = 1, num_process do
140 local room = find_walls(poslist[i])
141 -- skip small rooms and everything that doesn't at least have 3 walls
142 if math.min(room.size.x, room.size.z) >= 4 and #room.walls >= 3 then
143 table.insert(candidates, room)
147 local num_chests = rand:next(dungeon_loot.CHESTS_MIN, dungeon_loot.CHESTS_MAX)
149 num_chests = math.min(#candidates, num_chests)
151 local rooms = random_sample(rand, candidates, num_chests)
153 for _,room in ipairs(rooms) do
154 -- choose place somewhere in front of any of the walls
155 local wall = room.walls[rand:next(1, #room.walls)]
156 local v, vi -- vector / axis that runs alongside the wall
157 if wall.facing.x ~= 0 then
158 v, vi = {x=0, y=0, z=1}, "z"
160 v, vi = {x=1, y=0, z=0}, "x"
162 local chestpos = vector.add(wall.pos, wall.facing)
163 local off = rand:next(-room.size[vi]/2 + 1, room.size[vi]/2 - 1)
164 chestpos = vector.add(chestpos, vector.multiply(v, off))
166 -- make it face inwards to the room
167 if math.random() >= 0.5 then
168 local facedir = minetest.dir_to_facedir(vector.multiply(wall.facing, -1))
169 minetest.add_node(chestpos, {name = "utility:chest", param2 = facedir})
170 populate_chest(chestpos, PcgRandom(noise3d_integer(noise, chestpos)))
172 minetest.add_node(chestpos, {name = mob_spawners[math.random(1,table.getn(mob_spawners))]})