Shrink fortresses and add non-maze levels.
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955d4db7ad
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3 changed files with 159 additions and 76 deletions
210
fortress.lua
210
fortress.lua
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@ -1,4 +1,6 @@
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local max_depth = 31000
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local cells = 10
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local cell_size = 60 / cells
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dofile(fun_caves.path .. "/trophies.lua")
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@ -36,6 +38,12 @@ newnode.tiles = {'fun_caves_blank.png'}
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newnode.pointable = false
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minetest.register_node("fun_caves:dungeon_wall_invisible", newnode)
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newnode = fun_caves.clone_node("default:meselamp")
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newnode.description = "Dungeon Light"
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newnode.light_source = 10
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newnode.groups = {fortress = 1}
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minetest.register_node("fun_caves:dungeon_light", newnode)
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local treasures = {
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{'fun_caves:aquamarine', 'fun_caves:garnet', 'fun_caves:zoisite', 'fun_caves:coral_gem', 'fun_caves:moonstone', 'fun_caves:pure_copper', 'fun_caves:sky_iron', 'fun_caves:sky_iron', 'fun_caves:sky_iron', 'fun_caves:sky_iron', 'default:obsidian'},
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@ -154,9 +162,121 @@ function unionfind(max)
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end
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-- Now back to the actual fortress code...
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local function maze_floor(y2, minp, maxp, data, area, node)
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-- walls is zero-based.
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local walls = {}
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for i = 0, 2 * cells * cells - 1 do
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walls[i] = i
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end
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table.shuffle(walls)
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fun_caves.fortress = function(minp, maxp, data, area, node)
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local set = unionfind(cells * cells)
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-- Remove walls in a continuous path.
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for m = 0, #walls-1 do
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local c = walls[m]
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local a = math.floor(c / 2)
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local i = a % cells
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local j = math.floor(a / cells)
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local u = c % 2 == 0 and 1 or 0
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local v = c % 2 == 1 and 1 or 0
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local b = a + u + cells * v
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if i < cells - u and j < cells - v and set:find(a) ~= set:find(b) then
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set:union(a, b)
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local x = (i + u) * cell_size + minp.x
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local y = minp.y + y2 * cell_size
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local z = (j + v) * cell_size + minp.z
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for z1 = z + (1-v), z + (1-v) * (cell_size - 1) do
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for y1 = y + 1, y + (cell_size - 1) do
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local ivm = area:index(x + (1-u), y1, z1)
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for x1 = x + (1-u), x + (1-u) * (cell_size - 1) do
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if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then
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data[ivm] = node["air"]
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end
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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 designs = {
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{
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{1,1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{1,1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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{0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0},
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},
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}
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local function design_floor(y2, minp, maxp, data, area, node)
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local design = designs[math.random(#designs)]
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local py = minp.y + y2 * cell_size
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for z = 1, 10 do
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for x = 1, 9 do
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if design[z * 2 - 1][x * 2] == 0 then
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local px = minp.x + x * cell_size
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local pz = minp.z + (z - 1) * cell_size
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for z1 = pz + 1, pz + cell_size - 1 do
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local ivm = area:index(px, py + 1, z1)
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for y1 = py + 1, py + cell_size - 1 do
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data[ivm] = node['air']
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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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end
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end
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for z = 1, 9 do
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for x = 1, 10 do
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if design[z * 2][x * 2 - 1] == 0 then
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local px = minp.x + (x - 1) * cell_size
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local pz = minp.z + z * cell_size
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for x1 = px + 1, px + cell_size - 1 do
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local ivm = area:index(x1, py + 1, pz)
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for y1 = py + 1, py + cell_size - 1 do
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data[ivm] = node['air']
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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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end
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end
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for z = 1, 9 do
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for x = 1, 9 do
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if design[z * 2][x * 2] == 0 then
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local px = minp.x + x * cell_size
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local pz = minp.z + z * cell_size
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local ivm = area:index(px, py + 1, pz)
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for y1 = py + 1, py + cell_size - 1 do
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data[ivm] = node['air']
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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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end
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end
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fun_caves.fortress = function(minp_in, maxp_in, data, area, node)
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-- hungry maze
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-- chests (w traps)
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-- step traps (math based)
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@ -164,43 +284,35 @@ fun_caves.fortress = function(minp, maxp, data, area, node)
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-- hot/ice floors
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-- torches
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--
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local minp = vector.add(minp_in, 10)
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local maxp = vector.subtract(maxp_in, 9)
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local level = math.min(6, math.ceil(maxp.y / math.floor(max_depth / -6)))
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local n = 16
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local walls = {}
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local inner_floor = node['fun_caves:dungeon_floor_1']
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local outer_wall = node['fun_caves:dungeon_wall_2']
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local inner_wall = node['fun_caves:dungeon_wall_1']
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local treasure_count = 0
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local csize = vector.add(vector.subtract(maxp, minp), 1)
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local floor_1 = minetest.get_perlin_map(floor_noise_1, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local csize = vector.add(vector.subtract(maxp_in, minp_in), 1)
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local floor_1 = minetest.get_perlin_map(floor_noise_1, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp_in.x, y=minp_in.z})
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for y2 = 0, n-1 do
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for y2 = 0, cells-1 do
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local floor_type = math.random(20)
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--for y2 = 0, 0 do
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-- walls is zero-based.
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for i = 0, 2 * n * n - 1 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 dox, doz = math.random(0, n-1), math.random(0, n-1)
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local dox, doz = math.random(0, cells-1), math.random(0, cells-1)
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for z = minp.z, maxp.z do
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for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do
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for y = minp.y + y2 * cell_size, minp.y + y2 * cell_size + (cell_size - 1) do
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local ivm = area:index(minp.x, y, z)
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for x = minp.x, maxp.x do
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if x == minp.x or z == minp.z or x == maxp.x or z == maxp.z then
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data[ivm] = outer_wall
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elseif (y - minp.y) % 5 == 0 then
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if math.floor((z - minp.z) / 5) == doz and math.floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then
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elseif (y - minp.y) % cell_size == 0 then
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if math.floor((z - minp.z) / cell_size) == doz and math.floor((x - minp.x) / cell_size) == dox and (z - minp.z) % cell_size ~= 0 and (x - minp.x) % cell_size ~= 0 and y ~= minp.y then
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data[ivm] = node["air"]
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else
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data[ivm] = inner_floor
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end
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elseif (z - minp.z) % 5 == 0 or (x - minp.x) % 5 == 0 then
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if y2 == 0 and math.random(3000) == 1 then
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treasure_count = treasure_count + 1
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data[ivm] = node['fun_caves:coffer']
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elseif floor_type ~= 3 and ((z - minp.z) % cell_size == 0 or (x - minp.x) % cell_size == 0) then
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if y == minp.y + y2 * cell_size + 3 and ((z - minp.z) % cell_size == 3 or (x - minp.x) % cell_size == 3) and math.random(5) == 1 then
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data[ivm] = node['fun_caves:dungeon_light']
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elseif floor_type == 1 and level > 3 then
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data[ivm] = node['fun_caves:dungeon_wall_invisible']
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elseif floor_type == 1 then
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@ -209,51 +321,32 @@ fun_caves.fortress = function(minp, maxp, data, area, node)
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data[ivm] = inner_wall
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end
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else
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data[ivm] = node["air"]
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if y2 == 0 and y == minp.y + y2 * cell_size + 1 and data[ivm - area.ystride] ~= node['air'] and math.random(300) == 1 then
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treasure_count = treasure_count + 1
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data[ivm] = node['fun_caves:coffer']
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else
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data[ivm] = node["air"]
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end
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end
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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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local set = unionfind(n * n)
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-- Remove walls in a continuous path.
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if floor_type ~= 3 then
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for m = 0, #walls do
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local c = walls[m]
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local a = math.floor(c / 2)
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local i = a % n
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local j = math.floor(a / n)
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local u = c % 2 == 0 and 1 or 0
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local v = c % 2 == 1 and 1 or 0
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local b = a + u + n * v
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if i < n - u and j < n - v and set:find(a) ~= set:find(b) then
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set:union(a, b)
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local x = (i + u) * 5 + minp.x
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local y = minp.y + y2 * 5
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local z = (j + v) * 5 + minp.z
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local wall_type = math.random(2)
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for z1 = z + (1-v), z + (1-v) * 4 do
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for y1 = y + 1, y + 4 do
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local ivm = area:index(x + (1-u), y1, z1)
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for x1 = x + (1-u), x + (1-u) * 4 do
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if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then
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data[ivm] = node["air"]
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end
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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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if wall_type == 1 then
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maze_floor(y2, minp, maxp, data, area, node)
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else
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design_floor(y2, minp, maxp, data, area, node)
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end
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end
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local index = 0
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for z = minp.z + 1, maxp.z - 1 do
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for x = minp.x + 1, maxp.x - 1 do
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index = index + 1
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local ivm = area:index(x, minp.y + y2 * 5, z)
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local ivm = area:index(x, minp.y + y2 * cell_size, z)
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if floor_type == 2 then
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if data[ivm] ~= node['air'] and data[ivm + area.ystride] == node['air'] then
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@ -264,13 +357,16 @@ fun_caves.fortress = function(minp, maxp, data, area, node)
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end
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end
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elseif floor_type == 3 then
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if data[ivm] ~= node['air'] then
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for i = 1, math.min(4, math.floor(4 * math.abs(floor_1[index]))) do
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data[ivm + area.ystride * i] = node['default:dirt']
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if (y2 < 9 or (z - minp_in.z) > 16 or (x - minp_in.x) > 16) and data[ivm] ~= node['air'] then
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local index = (z - minp_in.z) * csize.x + x - minp_in.x
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for i = 1, math.min((cell_size - 1), math.floor((cell_size - 1) * math.abs(floor_1[index]))) do
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if data[ivm + area.ystride * i] == node['air'] then
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data[ivm + area.ystride * i] = node['default:dirt']
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end
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end
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end
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elseif floor_type == 4 then
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for i = 1, 4 do
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for i = 1, (cell_size - 1) do
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if data[ivm + area.ystride * i] == node['air'] then
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data[ivm + area.ystride * i] = node['default:water_source']
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end
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