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 wall = minetest.registered_aliases["mapgen_cobble"]
19 local wall_alt = minetest.registered_aliases["mapgen_mossycobble"]
20 local wall_ss = minetest.registered_aliases["mapgen_sandstonebrick"]
21 local wall_ds = minetest.registered_aliases["mapgen_desert_stone"]
22 local is_wall = function(node)
23 return table.indexof({wall, wall_alt, wall_ss, wall_ds}, node.name) ~= -1
26 local dirs = {{x=1, z=0}, {x=-1, z=0}, {x=0, z=1}, {x=0, z=-1}}
27 local get_node = minetest.get_node
30 local mindist = {x=0, z=0}
31 local min = function(a, b) return a ~= 0 and math.min(a, b) or b end
33 for _, dir in ipairs(dirs) do
34 for i = 1, 9 do -- 9 = max room size / 2
35 local pos = vector.add(cpos, {x=dir.x*i, y=0, z=dir.z*i})
37 -- continue in that direction until we find a wall-like node
38 local node = get_node(pos)
40 local front_below = vector.subtract(pos, {x=dir.x, y=1, z=dir.z})
41 local above = vector.add(pos, {x=0, y=1, z=0})
44 --- is at least 2 nodes high (not a staircase)
46 if is_wall(get_node(front_below)) and is_wall(get_node(above)) then
47 table.insert(ret, {pos = pos, facing = {x=-dir.x, y=0, z=-dir.z}})
49 mindist.x = min(mindist.x, i-1)
51 mindist.z = min(mindist.z, i-1)
55 -- abort even if it wasn't a wall cause something is in the way
62 [wall_ss] = "sandstone",
67 size = {x=mindist.x*2, z=mindist.z*2},
68 type = mapping[wallnode] or "normal"
72 local function populate_chest(pos, rand, dungeontype)
73 --minetest.chat_send_all("chest placed at " .. minetest.pos_to_string(pos) .. " [" .. dungeontype .. "]")
74 --minetest.add_node(vector.add(pos, {x=0, y=1, z=0}), {name="default:torch", param2=1})
76 local item_list = dungeon_loot._internal_get_loot(pos.y, dungeontype)
77 -- take random (partial) sample of all possible items
78 assert(#item_list >= dungeon_loot.STACKS_PER_CHEST_MAX)
79 item_list = random_sample(rand, item_list, dungeon_loot.STACKS_PER_CHEST_MAX)
81 -- apply chances / randomized amounts and collect resulting items
83 for _, loot in ipairs(item_list) do
84 if rand:next(0, 1000) / 1000 <= loot.chance then
85 local itemdef = minetest.registered_items[loot.name]
87 if loot.count ~= nil then
88 amount = rand:next(loot.count[1], loot.count[2])
91 if itemdef.tool_capabilities then
93 local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
94 table.insert(items, ItemStack({name = loot.name, wear = wear}))
96 elseif itemdef.stack_max == 1 then
97 -- not stackable, add separately
99 table.insert(items, loot.name)
102 table.insert(items, ItemStack({name = loot.name, count = amount}))
107 -- place items at random places in chest
108 local inv = minetest.get_meta(pos):get_inventory()
109 local listsz = inv:get_size("main")
110 assert(listsz >= #items)
111 for _, item in ipairs(items) do
112 local index = rand:next(1, listsz)
113 if inv:get_stack("main", index):is_empty() then
114 inv:set_stack("main", index, item)
116 inv:add_item("main", item) -- space occupied, just put it anywhere
122 minetest.register_on_generated(function(minp, maxp, blockseed)
123 local gennotify = minetest.get_mapgen_object("gennotify")
124 local poslist = gennotify["dungeon"] or {}
125 for _, entry in ipairs(gennotify["temple"] or {}) do
126 table.insert(poslist, entry)
128 if #poslist == 0 then return end
130 local noise = minetest.get_perlin(10115, 4, 0.5, 1)
131 local rand = PcgRandom(noise3d_integer(noise, poslist[1]))
133 local candidates = {}
134 -- process at most 8 rooms to keep runtime of this predictable
135 local num_process = math.min(#poslist, 8)
136 for i = 1, num_process do
137 local room = find_walls(poslist[i])
138 -- skip small rooms and everything that doesn't at least have 3 walls
139 if math.min(room.size.x, room.size.z) >= 4 and #room.walls >= 3 then
140 table.insert(candidates, room)
144 local num_chests = rand:next(dungeon_loot.CHESTS_MIN, dungeon_loot.CHESTS_MAX)
145 num_chests = math.min(#candidates, num_chests)
146 local rooms = random_sample(rand, candidates, num_chests)
148 for _, room in ipairs(rooms) do
149 -- choose place somewhere in front of any of the walls
150 local wall = room.walls[rand:next(1, #room.walls)]
151 local v, vi -- vector / axis that runs alongside the wall
152 if wall.facing.x ~= 0 then
153 v, vi = {x=0, y=0, z=1}, "z"
155 v, vi = {x=1, y=0, z=0}, "x"
157 local chestpos = vector.add(wall.pos, wall.facing)
158 local off = rand:next(-room.size[vi]/2 + 1, room.size[vi]/2 - 1)
159 chestpos = vector.add(chestpos, vector.multiply(v, off))
161 if minetest.get_node(chestpos).name == "air" then
162 -- make it face inwards to the room
163 local facedir = minetest.dir_to_facedir(vector.multiply(wall.facing, -1))
164 minetest.add_node(chestpos, {name = "default:chest", param2 = facedir})
165 populate_chest(chestpos, PcgRandom(noise3d_integer(noise, chestpos)), room.type)