Clean up borders and magic numbers.

This commit is contained in:
Duane 2016-08-02 22:23:59 -05:00
parent 2270e87a71
commit 8817fd38d6
2 changed files with 121 additions and 101 deletions

View file

@ -1,6 +1,9 @@
local max_depth = 31000
local cells = 10
local cell_size = 60 / cells
local border = 10
local cell_size = math.floor((80 - border * 2) / cells)
local cells_y = math.floor(80 / cell_size)
local dead_space = 80 - cells_y * cell_size
local dungeon_depth = -1 -- close to y / 80
@ -144,6 +147,7 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
return
end
local center_off = cell_size * 4 + border
if minp_in.y > -100 then
local minp, maxp = minp_in, maxp_in
local stair, avg, count = nil, 0, 0
@ -156,7 +160,7 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
return
end
if x > minp.x + 34 and x < minp.x + 45 and z > minp.z + 34 and z < minp.z + 45 and heightmap[index] >= minp.y and heightmap[index] < maxp.y - 2 then
if x > minp.x + center_off and x < maxp.x - center_off and z > minp.z + center_off and z < maxp.z - center_off and heightmap[index] >= minp.y and heightmap[index] < maxp.y - 2 then
stair = true
avg = avg + heightmap[index]
count = count + 1
@ -165,13 +169,12 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
end
avg = math.ceil(avg / count)
if stair then
for z = -1, 12 do
for y = minp.y - 2, avg do
local ivm = area:index(minp.x + 34 - 1, y, z + minp.z + 34)
for x = -1, 12 do
if x == -1 or x == 12 or z == -1 or z == 12 then
for z = -1, (cell_size * 2) do
for x = -1, (cell_size * 2) do
local ivm = area:index(x + minp.x + center_off, minp.y - 8, z + minp.z + center_off)
for y = minp.y - 8, avg do
if x == -1 or x == (cell_size * 2) or z == -1 or z == (cell_size * 2) then
data[ivm] = node['default:cobble']
elseif ((x == 2 or x == 9) and z > 1 and z < 10) or ((z == 2 or z == 9) and x > 1 and x < 10) then
data[ivm] = node['default:cobble']
@ -186,10 +189,12 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
else
t = 44 - z
end
t = math.floor(t / 44 * 10)
t = math.floor(t / 44 * 10 * 2 + 0.5) / 2
if x < 2 or x > 9 or z < 2 or z > 9 then
if math.floor((y - minp.y) % 10) == t then
if math.floor((y - minp.y) % 10 * 2 + 0.5) / 2 == t then
data[ivm] = node['stairs:slab_cobble']
elseif math.floor((y - minp.y) % 10 * 2 + 0.5) / 2 == t - 0.5 then
data[ivm] = node['default:cobble']
else
data[ivm] = node['air']
@ -197,7 +202,7 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
end
end
ivm = ivm + 1
ivm = ivm + area.ystride
end
end
end
@ -211,34 +216,56 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
end
local minp = table.copy(minp_in)
minp.x = minp.x + 10
minp.z = minp.z + 10
minp.x = minp.x + border
minp.z = minp.z + border
local maxp = table.copy(maxp_in)
maxp.x = maxp.x - 9
maxp.z = maxp.z - 9
maxp.x = maxp.x - border
maxp.z = maxp.z - border
center_off = center_off - border
local level = math.min(6, math.ceil(maxp.y / math.floor(max_depth / -6)))
local inner_floor = node['fun_caves:dungeon_floor_1']
local outer_wall = node['fun_caves:dungeon_wall_2']
local inner_wall = node['fun_caves:dungeon_wall_1']
local treasure_count = 0
local leave_alone = {}
leave_alone[node['default:cobble']] = true
leave_alone[node['stairs:stair_cobble']] = true
leave_alone[node['stairs:slab_cobble']] = true
leave_alone['stairway'] = true
for z = minp.z - 1, maxp.z + 1 do
for y = minp.y, maxp.y - 2 do
for y = minp.y, maxp.y + 1 do
local ivm = area:index(minp.x - 1, y, z)
for x = minp.x - 1, maxp.x + 1 do
data[ivm] = node['fun_caves:dungeon_wall_1']
local centered_out = (z >= minp.z + center_off - 1 and z <= maxp.z - center_off + 1 and x >= minp.x + center_off - 1 and x <= maxp.x - center_off + 1)
local centered_in = (z >= minp.z + center_off and z <= maxp.z - center_off and x >= minp.x + center_off and x <= maxp.x - center_off)
if y > maxp.y - dead_space then
if centered_out and (x == minp.x + center_off - 1 or x == maxp.x - center_off + 1 or z == minp.z + center_off - 1 or z == maxp.z - center_off + 1) then
data[ivm] = node['fun_caves:dungeon_wall_1']
elseif not centered_out and y <= maxp.y then
data[ivm] = node['default:stone']
elseif y <= maxp.y and not leave_alone[data[ivm]] then
data[ivm] = node['air']
end
elseif x == minp.x - 1 or x == maxp.x + 1 or z == minp.z - 1 or z == maxp.z + 1 then
data[ivm] = node['fun_caves:dungeon_wall_1']
elseif (y == minp.y or y == maxp.y - dead_space) and not centered_in then
data[ivm] = node['fun_caves:dungeon_floor_1']
end
ivm = ivm + 1
end
end
end
local content = {}
for cx = 0, 9 do
for cx = 0, (cells - 1) do
content[cx] = {}
for cy = 0, 12 do
for cy = 0, (cells_y - 1) do
content[cx][cy] = {}
for cz = 0, 9 do
if cy == 12 and (cz == 4 or cz == 5) and (cx == 4 or cx == 5) then
for cz = 0, (cells - 1) do
if cy == (cells_y - 1) and (cz == 4 or cz == 5) and (cx == 4 or cx == 5) then
content[cx][cy][cz] = 'room'
elseif cy == 0 and (cz == 4 or cz == 5) and (cx == 4 or cx == 5) then
content[cx][cy][cz] = 'room'
else
content[cx][cy][cz] = '4way'
@ -247,34 +274,34 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
end
end
for cy = 0, 12 do
local x, z = math.random(1,8), math.random(0,9)
while cy == 12 and (z == 4 or z == 5) and (x == 4 or x == 5) do
x, z = math.random(1,8), math.random(0,9)
for cy = 0, (cells_y - 2) do
local x, z = math.random(1,8), math.random(0,(cells - 1))
while cy == (cells_y - 1) and (z == 4 or z == 5) and (x == 4 or x == 5) do
x, z = math.random(1,8), math.random(0,(cells - 1))
end
content[x][cy][z] = 'stair1'
content[x - 1][cy][z] = 'room'
if cy < 12 then
if cy < (cells_y - 1) then
content[x][cy + 1][z] = 'room'
content[x + 1][cy + 1][z] = 'room'
end
x, z = math.random(0,9), math.random(1,8)
while cy == 12 and (z == 4 or z == 5) and (x == 4 or x == 5) do
x, z = math.random(0,9), math.random(1,8)
x, z = math.random(0,(cells - 1)), math.random(1,8)
while cy == (cells_y - 1) and (z == 4 or z == 5) and (x == 4 or x == 5) do
x, z = math.random(0,(cells - 1)), math.random(1,8)
end
content[x][cy][z] = 'stair0'
content[x][cy][z - 1] = 'room'
if cy < 12 then
if cy < (cells_y - 1) then
content[x][cy + 1][z] = 'room'
content[x][cy + 1][z + 1] = 'room'
end
end
for cx = 0, 9 do
for cy = 0, 12 do
for cz = 0, 9 do
for cx = 0, (cells - 1) do
for cy = 0, (cells_y - 1) do
for cz = 0, (cells - 1) do
if content[cx][cy][cz] == '4way' and math.random(2) == 1 then
content[cx][cy][cz] = 'room'
end
@ -282,33 +309,30 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
end
end
for cz = 0, 9 do
local oz = minp.z + cz * 6
for cy = 0, 12 do
local oy = minp.y + cy * 6
for cx = 0, 9 do
local ox = minp.x + cx * 6
for cz = 0, (cells - 1) do
local oz = minp.z + cz * cell_size
for cy = 0, (cells_y - 1) do
local oy = minp.y + cy * cell_size
for cx = 0, (cells - 1) do
local ox = minp.x + cx * cell_size
local centered_in = ((cx == 4 or cx == 5) and (cz == 4 or cz == 5))
if content[cx][cy][cz] == 'stair1' then
for rz = 0, 5 do
if content[cx][cy][cz] == 'stair0' then
for rz = 0, cell_size do
for ry = 0, 9 do
local ivm = area:index(ox, oy + ry, oz + rz)
local bx = 0
if cy == 0 then
bx = -1
end
for rx = bx, 6 do
if ry == rx + 1 and (rz == 2 or rz == 3) and (cy == 12 or rx < 6) then
data[ivm] = node['stairs:stair_stone']
p2data[ivm] = 1
elseif (ry >= rx + 1 and ry <= rx + 5) and (rz == 2 or rz == 3) then
for rx = 0, (cell_size - 1) do
if ry == rz + 1 and (rx == 2 or rx == 3) and (cy == (cells_y - 1) or rz < cell_size) then
data[ivm] = node['stairs:stair_cobble']
p2data[ivm] = 0
elseif (ry >= rz + 1 and ry <= rz + 5) and (rx == 2 or rx == 3) then
data[ivm] = 'stairway'
elseif ry == rx and (rz == 2 or rz == 3) then
elseif ry == rz and (rx == 2 or rx == 3) then
data[ivm] = node['fun_caves:dungeon_floor_1']
elseif rx < 6 and ry == 0 then
elseif rz < cell_size and ry == 0 then
data[ivm] = node['fun_caves:dungeon_floor_1']
elseif ry < 6 and rx < 6 then
elseif ry < cell_size and rz < cell_size then
data[ivm] = node['fun_caves:dungeon_wall_1']
end
@ -316,25 +340,22 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
end
end
end
elseif content[cx][cy][cz] == 'stair0' then
for rz = -1, 6 do
elseif content[cx][cy][cz] == 'stair1' then
for rz = 0, (cell_size - 1) do
for ry = 0, 9 do
if cy ~= 0 and rz == -1 then
rz = 0
end
local ivm = area:index(ox, oy + ry, oz + rz)
for rx = 0, 5 do
if ry == rz + 1 and (rx == 2 or rx == 3) and (cy == 12 or rz < 6) then
for rx = 0, cell_size do
if ry == rx + 1 and (rz == 2 or rz == 3) and (cy == (cells_y - 1) or rx < cell_size) then
data[ivm] = node['stairs:stair_cobble']
p2data[ivm] = 0
elseif (ry >= rz + 1 and ry <= rz + 5) and (rx == 2 or rx == 3) then
p2data[ivm] = 1
elseif (ry >= rx + 1 and ry <= rx + 5) and (rz == 2 or rz == 3) then
data[ivm] = 'stairway'
elseif ry == rz and (rx == 2 or rx == 3) then
elseif ry == rx and (rz == 2 or rz == 3) then
data[ivm] = node['fun_caves:dungeon_floor_1']
elseif rz < 6 and ry == 0 then
elseif rx < cell_size and ry == 0 then
data[ivm] = node['fun_caves:dungeon_floor_1']
elseif ry < 6 and rz < 6 then
elseif ry < cell_size and rx < cell_size then
data[ivm] = node['fun_caves:dungeon_wall_1']
end
@ -343,23 +364,23 @@ fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightm
end
end
else
for rz = 0, 5 do
for ry = 0, 5 do
for rz = 0, (cell_size - 1) do
for ry = 0, (cell_size - 1) do
local ivm = area:index(ox, oy + ry, oz + rz)
for rx = 0, 5 do
if data[ivm] ~= 'stairway' and data[ivm] ~= node['stairs:stair_cobble'] then
if cy > 0 and ry == 0 then
for rx = 0, (cell_size - 1) do
if not leave_alone[data[ivm]] then
if ry == 0 and (cy > 0 or not centered_in) then
if content[cx][cy][cz] == 'room' then
data[ivm] = node['fun_caves:dungeon_floor_1']
else
data[ivm] = node['fun_caves:dungeon_floor_2']
end
elseif content[cx][cy][cz] == 'room' and (cy < 12 or cx < 4 or cx > 5 or cz < 4 or cz > 5) and ry == 5 then
data[ivm] = node['fun_caves:dungeon_floor_1']
elseif ry == (cell_size - 1) and (cy < (cells_y - 1) or not centered_in) then
data[ivm] = node['fun_caves:dungeon_floor_2']
elseif content[cx][cy][cz] == 'room' then
data[ivm] = node['air']
elseif content[cx][cy][cz] == '4way' and ry <= 2 and (rz == 2 or rz == 3 or rx == 2 or rx == 3) and (ox + rx >= minp.x + 2 and ox + rx <= maxp.x - 3 and oz + rz >= minp.z + 2 and oz + rz <= maxp.z - 3) then
elseif content[cx][cy][cz] == '4way' and ry <= 2 and (rz == 2 or rz == 3 or rx == 2 or rx == 3) and (ox + rx >= minp.x + 2 and ox + rx <= maxp.x - 2 and oz + rz >= minp.z + 2 and oz + rz <= maxp.z - 2) then
data[ivm] = node['air']
elseif ry > 0 and content[cx][cy][cz] == '4way' then
data[ivm] = node['fun_caves:dungeon_wall_1']

View file

@ -429,14 +429,6 @@ local function generate(p_minp, p_maxp, seed)
break
end
if fun_caves.dungeon then
local full
write, write_p2, full = fun_caves.dungeon(minp, maxp, data, p2data, area, node, heightmap)
if write and full then
break
end
end
if fun_caves.cavegen and fun_caves.decogen then
local h2, write_cave
write_cave, h2 = fun_caves.cavegen(minp, maxp, data, area, node, heightmap, underzone, ground_nodes)
@ -453,31 +445,38 @@ local function generate(p_minp, p_maxp, seed)
local write_deco
write_deco, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biomemap, biome_ids, underzone)
write = write or write_deco
end
if fun_caves.treegen then
local write_tree = fun_caves.treegen(minp, maxp, data, p2data, area, node)
if write_tree then
write = true
break
end
if fun_caves.treegen then
local write_tree = fun_caves.treegen(minp, maxp, data, p2data, area, node)
if write_tree then
write = true
break
end
end
if fun_caves.pyramid then
local write_pyr, write_p4 = fun_caves.pyramid(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
if write_pyr then
write = true
write_p2 = write_p2 or write_p4
break
end
if fun_caves.dungeon then
write, write_p2 = fun_caves.dungeon(minp, maxp, data, p2data, area, node, heightmap)
if write then
break
end
end
if fun_caves.use_villages and biomemap and fun_caves.village then
local biome = biome_ids[biomemap[40*80+40]]
local write_vill = fun_caves.village(minp, maxp, data, p2data, area, node, biome, heightmap)
if write_vill then
write = true
break
end
if fun_caves.pyramid then
local write_pyr, write_p4 = fun_caves.pyramid(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
if write_pyr then
write = true
write_p2 = write_p2 or write_p4
break
end
end
if fun_caves.use_villages and biomemap and fun_caves.village then
local biome = biome_ids[biomemap[40*80+40]]
local write_vill = fun_caves.village(minp, maxp, data, p2data, area, node, biome, heightmap)
if write_vill then
write = true
break
end
end
end