385 lines
12 KiB
Lua
385 lines
12 KiB
Lua
local max_depth = 31000
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local cells = 10
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local cell_size = 60 / cells
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local dungeon_depth = -1 -- close to y / 80
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local dungeon_noise = {offset = 0, scale = 1, seed = -4082, spread = {x = 7, y = 7, z = 7}, octaves = 4, persist = 1, lacunarity = 2}
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if fun_caves.path then
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dofile(fun_caves.path .. "/trophies.lua")
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dofile(fun_caves.path .. "/tesseract.lua")
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end
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-- dungeon floor, rooms
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newnode = fun_caves.clone_node("default:cobble")
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newnode.description = "Dungeon Stone"
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newnode.legacy_mineral = false
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newnode.groups = {dungeon = 1}
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minetest.register_node("fun_caves:dungeon_floor_1", newnode)
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-- dungeon floor, halls
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newnode = fun_caves.clone_node("default:cobble")
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newnode.description = "Dungeon Stone"
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newnode.legacy_mineral = false
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newnode.groups = {dungeon = 1}
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minetest.register_node("fun_caves:dungeon_floor_2", newnode)
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-- dungeon walls, basic
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newnode = fun_caves.clone_node("default:cobble")
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newnode.description = "Dungeon Stone"
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newnode.groups = {dungeon = 1}
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minetest.register_node("fun_caves:dungeon_wall_1", newnode)
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-- dungeon walls, type 2
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newnode = fun_caves.clone_node("default:cobble")
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newnode.description = "Dungeon Stone"
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newnode.groups = {dungeon = 1}
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minetest.register_node("fun_caves:dungeon_wall_2", newnode)
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newnode = fun_caves.clone_node("default:glass")
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newnode.description = "Dungeon Stone"
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newnode.groups = {dungeon = 1}
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minetest.register_node("fun_caves:dungeon_wall_transparent", newnode)
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newnode = fun_caves.clone_node("default:glass")
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newnode.description = "Dungeon Stone"
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newnode.groups = {dungeon = 1}
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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 = {dungeon = 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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{'fun_caves:aquamarine', 'fun_caves:garnet', 'fun_caves:zoisite', 'fun_caves:coral_gem', 'fun_caves:moonstone', 'fun_caves:pure_copper', 'fun_caves:metallic_ice', 'fun_caves:metallic_ice', 'fun_caves:metallic_ice', 'fun_caves:metallic_ice', 'default:obsidian'},
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{'fun_caves:aquamarine', 'fun_caves:garnet', 'fun_caves:zoisite', 'fun_caves:coral_gem', 'fun_caves:moonstone', 'default:obsidian'},
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{'fun_caves:aquamarine', 'fun_caves:garnet', 'fun_caves:zoisite', 'fun_caves:coral_gem', 'fun_caves:moonstone', 'default:obsidian'},
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{'fun_caves:aquamarine', 'fun_caves:garnet', 'fun_caves:zoisite', 'fun_caves:coral_gem', 'fun_caves:moonstone', 'default:obsidian'},
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{'fun_caves:aquamarine', 'fun_caves:garnet', 'fun_caves:zoisite', 'fun_caves:coral_gem', 'fun_caves:moonstone', 'default:obsidian'},
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}
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local filler = {'default:apple 50', 'default:coal_lump 99', 'default:wood 99', 'default:obsidian_shard', 'default:steel_ingot 10', 'default:mese_crystal', 'default:copper_ingot 10', 'default:bronze_ingot 10', 'default:diamond 10', 'fun_caves:silver_ingot 10', 'default:gold_ingot 10', 'fun_caves:moon_glass 25', 'fun_caves:moon_juice 50', 'default:sword_mese', 'default:pick_mese', 'default:sword_diamond', 'default:pick_diamond', 'fun_caves:constant_flame'}
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if minetest.registered_entities['mobs_monster:stone_monster'] then
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filler[#filler+1] = 'mobs_monster:stone_monster'
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end
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if minetest.registered_entities['mobs_monster:dungeon_master'] then
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filler[#filler+1] = 'mobs_monster:dungeon_master'
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end
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local trophies = {
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{'fun_caves:unobtainium', 'fun_caves:philosophers_stone'},
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{'fun_caves:unobtainium', 'fun_caves:philosophers_stone'},
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{'fun_caves:unobtainium', 'fun_caves:philosophers_stone'},
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{'fun_caves:unobtainium', 'fun_caves:philosophers_stone'},
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{'fun_caves:unobtainium', 'fun_caves:philosophers_stone'},
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{'fun_caves:unobtainium', 'fun_caves:philosophers_stone'},
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}
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local chest_formspec =
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"size[8,9]" ..
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default.gui_bg ..
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default.gui_bg_img ..
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default.gui_slots ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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local newnode = fun_caves.clone_node("default:chest")
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newnode.description = "Treasure Chest"
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newnode.on_construct = nil
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newnode.drop = 'default:chest'
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newnode.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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if not pos then
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return
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end
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local meta = minetest.get_meta(pos)
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if not meta then
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return
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end
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local ready = meta:get_string('formspec')
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if ready == '' then
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local level = math.max(6, math.ceil(pos.y / math.floor(max_depth / 6)))
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local big_item = treasures[level][math.random(#treasures[level])]
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meta:set_string("formspec", chest_formspec)
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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inv:add_item('main', big_item)
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for i = 1, math.random(12) do
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inv:add_item('main', filler[math.random(#filler)])
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end
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if math.random(70) == 1 then
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inv:add_item('main', trophies[level][math.random(#trophies[level])])
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end
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end
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end
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minetest.register_node("fun_caves:coffer", newnode)
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fun_caves.dungeon = function(minp_in, maxp_in, data, p2data, area, node, heightmap)
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if not (minp_in and maxp_in and data and area and node and heightmap and type(data) == 'table' and type(heightmap) == 'table') then
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return
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end
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local n = minetest.get_perlin(dungeon_noise):get2d({x=minp_in.x, y=minp_in.z})
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if not (n and type(n) == 'number') then
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return
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end
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if math.floor((n * 10000) % 13) ~= 1 then
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return
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end
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if minp_in.y > -100 then
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local minp, maxp = minp_in, maxp_in
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local stair, avg, count = nil, 0, 0
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local index = 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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if not heightmap[index] or type(heightmap[index]) ~= 'number' then
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return
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end
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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
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stair = true
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avg = avg + heightmap[index]
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count = count + 1
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end
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end
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end
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avg = math.ceil(avg / count)
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if stair then
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for z = -1, 12 do
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for y = minp.y - 2, avg do
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local ivm = area:index(minp.x + 34 - 1, y, z + minp.z + 34)
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for x = -1, 12 do
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if x == -1 or x == 12 or z == -1 or z == 12 then
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data[ivm] = node['default:cobble']
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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
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data[ivm] = node['default:cobble']
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else
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local t
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if z < 2 then
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t = x
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elseif x > 9 then
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t = z + 11
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elseif z > 9 then
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t = 33 - x
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else
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t = 44 - z
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end
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t = math.floor(t / 44 * 10)
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if x < 2 or x > 9 or z < 2 or z > 9 then
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if math.floor((y - minp.y) % 10) == t then
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data[ivm] = node['default:cobble']
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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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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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return true, true
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end
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if minp_in.y > 0 then
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return
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end
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local minp = table.copy(minp_in)
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minp.x = minp.x + 10
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minp.z = minp.z + 10
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local maxp = table.copy(maxp_in)
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maxp.x = maxp.x - 9
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maxp.z = maxp.z - 9
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local level = math.min(6, math.ceil(maxp.y / math.floor(max_depth / -6)))
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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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for z = minp.z - 1, maxp.z + 1 do
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for y = minp.y, maxp.y - 2 do
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local ivm = area:index(minp.x - 1, y, z)
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for x = minp.x - 1, maxp.x + 1 do
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data[ivm] = node['fun_caves:dungeon_wall_1']
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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 content = {}
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for cx = 0, 9 do
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content[cx] = {}
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for cy = 0, 12 do
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content[cx][cy] = {}
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for cz = 0, 9 do
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if cy == 12 and (cz == 4 or cz == 5) and (cx == 4 or cx == 5) then
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content[cx][cy][cz] = 'room'
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else
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content[cx][cy][cz] = '4way'
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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 cy = 0, 12 do
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local x, z = math.random(1,8), math.random(0,9)
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while cy == 12 and (z == 4 or z == 5) and (x == 4 or x == 5) do
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x, z = math.random(1,8), math.random(0,9)
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end
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content[x][cy][z] = 'stair1'
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content[x - 1][cy][z] = 'room'
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if cy < 12 then
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content[x][cy + 1][z] = 'room'
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content[x + 1][cy + 1][z] = 'room'
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end
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x, z = math.random(0,9), math.random(1,8)
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while cy == 12 and (z == 4 or z == 5) and (x == 4 or x == 5) do
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x, z = math.random(0,9), math.random(1,8)
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end
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content[x][cy][z] = 'stair0'
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content[x][cy][z - 1] = 'room'
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if cy < 12 then
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content[x][cy + 1][z] = 'room'
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content[x][cy + 1][z + 1] = 'room'
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end
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end
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for cx = 0, 9 do
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for cy = 0, 12 do
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for cz = 0, 9 do
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if content[cx][cy][cz] == '4way' and math.random(2) == 1 then
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content[cx][cy][cz] = 'room'
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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 cz = 0, 9 do
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local oz = minp.z + cz * 6
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for cy = 0, 12 do
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local oy = minp.y + cy * 6
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for cx = 0, 9 do
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local ox = minp.x + cx * 6
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if content[cx][cy][cz] == 'stair1' then
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for rz = 0, 5 do
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for ry = 0, 9 do
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local ivm = area:index(ox, oy + ry, oz + rz)
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local bx = 0
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if cy == 0 then
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bx = -1
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end
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for rx = bx, 6 do
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if ry == rx + 1 and (rz == 2 or rz == 3) and (cy == 12 or rx < 6) then
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data[ivm] = node['stairs:stair_stone']
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p2data[ivm] = 1
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elseif (ry >= rx + 1 and ry <= rx + 5) and (rz == 2 or rz == 3) then
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data[ivm] = 'stairway'
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elseif ry == rx and (rz == 2 or rz == 3) then
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data[ivm] = node['fun_caves:dungeon_floor_1']
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elseif rx < 6 and ry == 0 then
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data[ivm] = node['fun_caves:dungeon_floor_1']
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elseif ry < 6 and rx < 6 then
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data[ivm] = node['fun_caves:dungeon_wall_1']
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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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elseif content[cx][cy][cz] == 'stair0' then
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for rz = -1, 6 do
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for ry = 0, 9 do
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if cy ~= 0 and rz == -1 then
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rz = 0
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end
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local ivm = area:index(ox, oy + ry, oz + rz)
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for rx = 0, 5 do
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if ry == rz + 1 and (rx == 2 or rx == 3) and (cy == 12 or rz < 6) then
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data[ivm] = node['stairs:stair_cobble']
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p2data[ivm] = 0
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elseif (ry >= rz + 1 and ry <= rz + 5) and (rx == 2 or rx == 3) then
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data[ivm] = 'stairway'
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elseif ry == rz and (rx == 2 or rx == 3) then
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data[ivm] = node['fun_caves:dungeon_floor_1']
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elseif rz < 6 and ry == 0 then
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data[ivm] = node['fun_caves:dungeon_floor_1']
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elseif ry < 6 and rz < 6 then
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data[ivm] = node['fun_caves:dungeon_wall_1']
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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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else
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for rz = 0, 5 do
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for ry = 0, 5 do
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local ivm = area:index(ox, oy + ry, oz + rz)
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for rx = 0, 5 do
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if data[ivm] ~= 'stairway' and data[ivm] ~= node['stairs:stair_cobble'] then
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if cy > 0 and ry == 0 then
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if content[cx][cy][cz] == 'room' then
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data[ivm] = node['fun_caves:dungeon_floor_1']
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else
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data[ivm] = node['fun_caves:dungeon_floor_2']
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end
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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
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data[ivm] = node['fun_caves:dungeon_floor_1']
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elseif content[cx][cy][cz] == 'room' then
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data[ivm] = node['air']
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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
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data[ivm] = node['air']
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elseif ry > 0 and content[cx][cy][cz] == '4way' then
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data[ivm] = node['fun_caves:dungeon_wall_1']
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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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end
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end
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end
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end
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for i = 0, #data do
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if data[i] == 'stairway' then
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data[i] = node['air']
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end
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end
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return true, true, true
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end
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