Initial fortress work (mazes).
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4 changed files with 248 additions and 67 deletions
125
fortress.lua
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125
fortress.lua
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fun_caves.fortress = function(node, data, area, minp, maxp, level)
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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ivm = area:index(x, minp.y, z)
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for y = minp.y, maxp.y do
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if x == minp.x or x == maxp.x or z == minp.z or z == maxp.z then
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data[ivm] = node('default:steelblock')
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elseif (y - minp.y) % 5 == 0 then
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data[ivm] = node('default:steelblock')
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else
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data[ivm] = node('air')
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end
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ivm = ivm + area.ystride
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end
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end
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end
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local n = 16
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local walls = {}
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for y2 = 0, n-1 do
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for i = 1, 2 * n * n do
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walls[i] = i
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end
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table.shuffle(walls)
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local set = unionfind(n * n)
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local a, b, c, i, j, u, v
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for m = 1, #walls do
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c = walls[m] - 1
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a = math.floor(c / 2)
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i = a % n
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j = math.floor(a / n)
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u = c % 2 == 0 and 1 or 0
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v = c % 2 == 1 and 1 or 0
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b = a + u + n * v
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if i < n - u and j < n - v and set:find(a+1) ~= set:find(b+1) then
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set:union(a+1, b+1)
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x = (i + u) * 5 + minp.x
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y = minp.y + y2 * 5
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z = (j + v) * 5 + minp.z
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if y > minp.y and math.random(20) == 1 then
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for z1 = z + 1, z + 4 do
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ivm = area:index(x+1, y, z1)
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for x1 = x + 1, x + 4 do
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data[ivm] = node("air")
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ivm = ivm + 1
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end
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end
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end
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for z1 = z, z + (1-v) * 5 do
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for y1 = y + 1, y + 4 do
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ivm = area:index(x, y1, z1)
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for x1 = x, x + (1-u) * 5 do
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data[ivm] = node("default:sandstone")
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ivm = ivm + 1
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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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end
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--local n = 16
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--local walls = {}
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--for i = 1, 3 * n * n * n do
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-- walls[i] = i
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--end
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--table.shuffle(walls)
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--local set = unionfind(n * n * n)
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--local a, b, c, i, j, k, u, v, w
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--for m = 1, #walls do
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-- c = walls[m] - 1
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-- a = math.floor(c / 3)
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-- i = a % n
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-- j = math.floor(a / n) % n
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-- k = math.floor(math.floor(a / n) / n)
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-- u = c % 3 == 0 and 1 or 0
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-- v = c % 3 == 1 and 1 or 0
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-- w = c % 3 == 2 and 1 or 0
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-- b = a + u + n * (v + n * w)
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-- if i < n - u and j < n - v and k < n - w and set:find(a+1) ~= set:find(b+1) then
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-- set:union(a+1, b+1)
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-- x = (i + u) * 5 + minp.x
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-- y = (j + v) * 5 + minp.y
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-- z = (k + w) * 5 + minp.z
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-- for z1 = z, z + (1-w) * 5 do
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-- for y1 = y, y + (1-v) * 5 do
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-- ivm = area:index(x, y1, z1)
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-- for x1 = x, x + (1-u) * 5 do
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-- data[ivm] = node("default:steelblock")
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-- ivm = ivm + 1
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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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--local index = 0
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--local index3d = 0
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--for z = minp.z, maxp.z do
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-- for x = minp.x, maxp.x do
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-- index = index + 1
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-- --index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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-- ivm = area:index(x, minp.y, z)
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-- for y = minp.y, maxp.y do
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-- if x == minp.x or x == maxp.x or z == minp.z or z == maxp.z or y == minp.y or y == maxp.y then
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-- data[ivm] = node("default:steelblock")
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-- elseif (y - minp.y) % 5 == 0 then
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-- data[ivm] = node("default:stone")
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-- else
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-- data[ivm] = node("air")
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-- end
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-- ivm = ivm + area.ystride
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-- --index3d = index3d + csize.x
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-- end
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-- end
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--end
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end
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2
init.lua
2
init.lua
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@ -49,8 +49,10 @@ function fun_caves.clone_node(name)
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end
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dofile(path .. "/unionfind.lua")
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dofile(path .. "/nodes.lua")
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dofile(path .. "/deco.lua")
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dofile(path .. "/fungal_tree.lua")
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dofile(path .. "/fortress.lua")
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dofile(path .. "/mapgen.lua")
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dofile(path .. "/mobs.lua")
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@ -120,6 +120,11 @@ local function generate(p_minp, p_maxp, seed)
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-- use the same seed (based on perlin noise).
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math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
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local fortress = maxp.y / 3100
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if maxp.y < -250 and (DEBUG or math.random(200) == 1) then
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fun_caves.fortress(node, data, area, minp, maxp, math.ceil(maxp.y / 3100))
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write = true
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else
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local cave_1 = minetest.get_perlin_map(cave_noise_1, csize):get3dMap_flat(minp)
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local cave_2 = minetest.get_perlin_map(cave_noise_2, csize):get3dMap_flat(minp)
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local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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@ -206,6 +211,7 @@ local function generate(p_minp, p_maxp, seed)
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end
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end
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end
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end
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if write then
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48
unionfind.lua
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48
unionfind.lua
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@ -0,0 +1,48 @@
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function table.shuffle(self)
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local j
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local t = self
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for i = #t, 2, -1 do
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j = math.random(i)
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t[i], t[j] = t[j], t[i]
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end
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end
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function unionfind(max)
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local u = { _parent = {}, _rank = {} }
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for i = 1, max do
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u._parent[i] = i
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u._rank[i] = 1
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end
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u.find = function(self, i)
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local p = self._parent[i]
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if i == p then
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return i
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end
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self._parent[i] = self:find(p)
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return self._parent[i]
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end
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u.union = function(self, i, j)
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local root1 = self:find(i)
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local root2 = self:find(j)
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if root1 == root2 then
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return
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end
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if self._rank[root1] > self._rank[root2] then
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self._parent[root2] = root1
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elseif self._rank[root2] > self._rank[root1] then
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self._parent[root1] = root2
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else
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self._parent[root2] = root1
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self._rank[root1] = self._rank[root1] + 1
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end
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end
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return u
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end
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