Move forsaken desert temple 2
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fdc95a2ab1
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b18e746ead
134
mapgen_after.lua
134
mapgen_after.lua
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@ -14,22 +14,14 @@
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--]]
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-- Get the content IDs for the nodes used.
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local c_forsaken_desert_sand = minetest.get_content_id('everness:forsaken_desert_sand')
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local c_forsaken_desert_chiseled_stone = minetest.get_content_id('everness:forsaken_desert_chiseled_stone')
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local c_forsaken_desert_brick = minetest.get_content_id('everness:forsaken_desert_brick')
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local c_forsaken_desert_engraved_stone = minetest.get_content_id('everness:forsaken_desert_engraved_stone')
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local chance = 20
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local disp = 16
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local water_level = tonumber(minetest.settings:get('water_level')) or 1
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-- Localize data buffer table outside the loop, to be re-used for all
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-- mapchunks, therefore minimising memory use.
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local data = {}
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local p2data = {}
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minetest.register_on_generated(function(minp, maxp, blockseed)
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-- Start time of mapchunk generation.
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-- local t0 = os.clock()
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local rand = PcgRandom(blockseed)
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-- Array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen
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local biomemap = minetest.get_mapgen_object('biomemap')
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@ -45,10 +37,6 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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-- Raw `param2` data read into the `VoxelManip` object
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vm:get_param2_data(p2data)
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-- Side length of mapchunk
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local sidelength = maxp.x - minp.x + 1
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local x_disp = rand:next(0, disp)
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local z_disp = rand:next(0, disp)
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local schem_positions = {}
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local shared_args = {}
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--
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@ -59,9 +47,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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for _, def in ipairs(Everness.on_generated_queue) do
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if def.can_run(biomemap) and def.on_data then
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shared_args[def.name] = shared_args[def.name] or {}
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-- print('--- on_data', def.name, minp:to_string(), maxp:to_string())
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def.on_data(minp, maxp, area, data, p2data, gennotify, rand, shared_args[def.name])
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-- print('shared_args', dump(shared_args))
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end
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end
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@ -78,106 +64,10 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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for _, def in ipairs(Everness.on_generated_queue) do
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if def.can_run(biomemap) and def.after_set_data then
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shared_args[def.name] = shared_args[def.name] or {}
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-- print('after_set_data', def.name, minp:to_string(), maxp:to_string())
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def.after_set_data(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args[def.name])
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end
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end
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for y = minp.y, maxp.y do
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local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
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if data[vi + area.ystride] == minetest.CONTENT_AIR then
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local s_pos = area:position(vi)
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if maxp.y < water_level then
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-- Under sea level (Caves)
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if
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(
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data[vi] == c_forsaken_desert_sand
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or data[vi] == c_forsaken_desert_chiseled_stone
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or data[vi] == c_forsaken_desert_brick
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or data[vi] == c_forsaken_desert_engraved_stone
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)
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and rand:next(0, 100) < chance
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then
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local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_2.mts'
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--
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-- Forsaken Desert Temple 2
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--
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local size = { x = 16, y = 17, z = 15 }
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local size_x = math.round(size.x / 2)
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local size_z = math.round(size.z / 2)
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local schem_pos = vector.new(s_pos)
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-- find floor big enough
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local positions = minetest.find_nodes_in_area_under_air(
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vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
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vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
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{
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'everness:forsaken_desert_sand',
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'everness:forsaken_desert_chiseled_stone',
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'everness:forsaken_desert_brick',
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'everness:forsaken_desert_engraved_stone',
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'group:stone',
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'group:sand',
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'group:everness_sand',
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'default:gravel',
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'default:stone_with_coal',
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'default:stone_with_iron',
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'default:stone_with_tin',
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'default:stone_with_gold',
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'default:stone_with_mese',
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'default:stone_with_diamond',
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'everness:cave_barrel_cactus',
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'everness:venus_trap',
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'group:flora',
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'everness:quartz_ore',
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'everness:stone_with_pyrite',
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}
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)
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if #positions < size.x * size.z then
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-- not enough space
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return
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end
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-- enough air to place structure ?
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local air_positions = minetest.find_nodes_in_area(
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vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
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vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
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{
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'air'
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}
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)
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if #air_positions > (size.x * size.y * size.z) / 2 then
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minetest.place_schematic_on_vmanip(
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vm,
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schem_pos,
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schem,
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'random',
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nil,
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true,
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'place_center_x, place_center_z'
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)
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schem_positions.everness_forsaken_desert_temple_2 = schem_positions.everness_forsaken_desert_temple_2 or {}
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table.insert(schem_positions.everness_forsaken_desert_temple_2, {
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pos = schem_pos,
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minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
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maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z)
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})
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minetest.log('action', '[Everness] Forsaken Desert Temple 2 was placed at ' .. schem_pos:to_string())
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end
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end
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end
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end
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end
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-- Set the lighting within the `VoxelManip` to a uniform value
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vm:set_lighting({ day = 0, night = 0 }, minp, maxp)
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-- Calculate lighting for what has been created.
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@ -198,25 +88,11 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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for _, def in ipairs(Everness.on_generated_queue) do
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if def.can_run(biomemap) and def.after_write_to_map then
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shared_args[def.name] = shared_args[def.name] or {}
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-- print('after_write_to_map', def.name, minp:to_string(), maxp:to_string())
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def.after_write_to_map(shared_args[def.name], gennotify)
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end
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end
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-- Populate loot chests
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for name, tbl in pairs(schem_positions) do
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if next(tbl) then
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for i, v in ipairs(tbl) do
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local chest_positions = minetest.find_nodes_in_area(
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v.minp,
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v.maxp,
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{ 'everness:chest' }
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)
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if #chest_positions > 0 then
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Everness:populate_loot_chests(chest_positions)
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end
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end
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end
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end
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-- Print generation time of this mapchunk.
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-- local chugent = math.ceil((os.clock() - t0) * 1000)
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-- print('[Everness] Mapchunk generation time ' .. chugent .. ' ms')
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end)
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@ -193,3 +193,138 @@ Everness:register_decoration({
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height_max = 7,
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flags = 'all_floors'
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})
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--
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-- On Generated
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--
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local disp = 16
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local chance = 20
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local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_2.mts'
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local size = { x = 16, y = 17, z = 15 }
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local size_x = math.round(size.x / 2)
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local size_z = math.round(size.z / 2)
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local c_forsaken_desert_sand = minetest.get_content_id('everness:forsaken_desert_sand')
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local c_forsaken_desert_chiseled_stone = minetest.get_content_id('everness:forsaken_desert_chiseled_stone')
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local c_forsaken_desert_brick = minetest.get_content_id('everness:forsaken_desert_brick')
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local c_forsaken_desert_engraved_stone = minetest.get_content_id('everness:forsaken_desert_engraved_stone')
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local biome_id_everness_forsaken_desert_under = minetest.get_biome_id('everness:forsaken_desert_under')
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Everness:add_to_queue_on_generated({
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name = 'everness:forsaken_desert_under',
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can_run = function(biomemap)
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return table.indexof(biomemap, biome_id_everness_forsaken_desert_under) ~= -1
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end,
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after_set_data = function(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args)
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local sidelength = maxp.x - minp.x + 1
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local x_disp = rand:next(0, disp)
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local z_disp = rand:next(0, disp)
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shared_args.schem_positions = {}
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for y = minp.y, maxp.y do
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local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
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if
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(
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data[vi] == c_forsaken_desert_sand
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or data[vi] == c_forsaken_desert_chiseled_stone
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or data[vi] == c_forsaken_desert_brick
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or data[vi] == c_forsaken_desert_engraved_stone
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)
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and rand:next(0, 100) < chance
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then
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local s_pos = area:position(vi)
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--
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-- Forsaken Desert Temple 2
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--
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local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
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-- find floor big enough
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local positions = minetest.find_nodes_in_area_under_air(
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vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
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vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
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{
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'everness:forsaken_desert_sand',
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'everness:forsaken_desert_chiseled_stone',
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'everness:forsaken_desert_brick',
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'everness:forsaken_desert_engraved_stone',
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'group:stone',
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'group:sand',
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'group:everness_sand',
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'default:gravel',
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'default:stone_with_coal',
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'default:stone_with_iron',
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'default:stone_with_tin',
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'default:stone_with_gold',
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'default:stone_with_mese',
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'default:stone_with_diamond',
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'everness:cave_barrel_cactus',
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'everness:venus_trap',
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'group:flora',
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'everness:quartz_ore',
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'everness:stone_with_pyrite',
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}
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)
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if #positions < size.x * size.z then
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-- not enough space
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return
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end
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-- enough air to place structure ?
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local air_positions = minetest.find_nodes_in_area(
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vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
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vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
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{
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'air'
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}
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)
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if #air_positions > (size.x * size.y * size.z) / 2 then
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minetest.place_schematic_on_vmanip(
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vm,
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schem_pos,
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schem,
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'random',
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nil,
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true,
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'place_center_x, place_center_z'
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)
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shared_args.schem_positions.everness_forsaken_desert_temple_2 = shared_args.schem_positions.everness_forsaken_desert_temple_2 or {}
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table.insert(shared_args.schem_positions.everness_forsaken_desert_temple_2, {
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pos = schem_pos,
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minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
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maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z)
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})
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minetest.log('action', '[Everness] Forsaken Desert Temple 2 was placed at ' .. schem_pos:to_string())
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end
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end
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end
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end,
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after_write_to_map = function(shared_args)
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local schem_positions = shared_args.schem_positions or {}
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for name, tbl in pairs(schem_positions) do
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if next(tbl) then
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for i, v in ipairs(tbl) do
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local chest_positions = minetest.find_nodes_in_area(
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v.minp,
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v.maxp,
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{ 'everness:chest' }
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)
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if #chest_positions > 0 then
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Everness:populate_loot_chests(chest_positions)
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end
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end
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end
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end
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end
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})
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