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- local goblin_enabled = minetest.settings:get_bool("commoditymarket_enable_goblin_market")
- local under_enabled = minetest.settings:get_bool("commoditymarket_enable_under_market")
- local goblin_prob = tonumber(minetest.settings:get("commoditymarket_goblin_market_dungeon_prob")) or 0.25
- local under_prob = tonumber(minetest.settings:get("commoditymarket_under_market_dungeon_prob")) or 0.1
- local goblin_max = tonumber(minetest.settings:get("commoditymarket_goblin_market_dungeon_max")) or 100
- local goblin_min = tonumber(minetest.settings:get("commoditymarket_goblin_market_dungeon_min")) or -400
- local under_max = tonumber(minetest.settings:get("commoditymarket_under_market_dungeon_max")) or -500
- local under_min = tonumber(minetest.settings:get("commoditymarket_under_market_dungeon_min")) or -31000
- local bad_goblin_range = goblin_min >= goblin_max
- local bad_under_range = under_min >= under_max
- if bad_goblin_range then
- minetest.log("error", "[commoditymarket] Goblin market dungeon generation range has a higher minimum y than maximum y")
- end
- if bad_under_range then
- minetest.log("error", "[commoditymarket] Undermarket dungeon generation range has a higher minimum y than maximum y")
- end
- local gen_goblin = goblin_enabled and goblin_prob > 0 and not bad_goblin_range
- local gen_under = under_enabled and under_prob > 0 and not bad_under_range
- if not (gen_goblin or gen_under) then
- return
- end
- -------------------------------------------------------
- -- The following is shamelessly copied from dungeon_loot and tweaked for placing markets instead of chests
- --Licensed under the MIT License (MIT) Copyright (C) 2017 sfan5
- minetest.set_gen_notify({dungeon = true, temple = true})
- local function noise3d_integer(noise, pos)
- return math.abs(math.floor(noise:get_3d(pos) * 0x7fffffff))
- end
- local is_wall = function(node)
- return node.name ~= "air" and node.name ~= "ignore"
- end
- local function find_walls(cpos)
- local dirs = {{x=1, z=0}, {x=-1, z=0}, {x=0, z=1}, {x=0, z=-1}}
- local get_node = minetest.get_node
- local ret = {}
- local mindist = {x=0, z=0}
- local min = function(a, b) return a ~= 0 and math.min(a, b) or b end
- for _, dir in ipairs(dirs) do
- for i = 1, 9 do -- 9 = max room size / 2
- local pos = vector.add(cpos, {x=dir.x*i, y=0, z=dir.z*i})
- -- continue in that direction until we find a wall-like node
- local node = get_node(pos)
- if is_wall(node) then
- local front_below = vector.subtract(pos, {x=dir.x, y=1, z=dir.z})
- local above = vector.add(pos, {x=0, y=1, z=0})
- -- check that it:
- --- is at least 2 nodes high (not a staircase)
- --- has a floor
- if is_wall(get_node(front_below)) and is_wall(get_node(above)) then
- pos = vector.subtract(pos, {x=dir.x, y=0, z=dir.z}) -- move goblin markets one node away from the wall
- table.insert(ret, {pos = pos, facing = {x=-dir.x, y=0, z=-dir.z}})
- if dir.z == 0 then
- mindist.x = min(mindist.x, i-1)
- else
- mindist.z = min(mindist.z, i-1)
- end
- end
- -- abort even if it wasn't a wall cause something is in the way
- break
- end
- end
- end
- return {
- walls = ret,
- size = {x=mindist.x*2, z=mindist.z*2},
- cpos = cpos,
- }
- end
- minetest.register_on_generated(function(minp, maxp, blockseed)
- local min_y = minp.y
- local max_y = maxp.y
- local gen_goblin_range = gen_goblin and not (min_y > goblin_max or max_y < goblin_min)
- local gen_under_range = gen_under and not (min_y > under_max or max_y < under_min)
-
- if not (gen_goblin_range or gen_under_range) then
- -- out of both ranges
- return
- end
- local gennotify = minetest.get_mapgen_object("gennotify")
- local poslist = gennotify["dungeon"] or {}
- for _, entry in ipairs(gennotify["temple"] or {}) do
- table.insert(poslist, entry)
- end
- if #poslist == 0 then return end
- local noise = minetest.get_perlin(151994, 4, 0.5, 1)
- local rand = PcgRandom(noise3d_integer(noise, poslist[1]))
- local rooms = {}
- -- process at most 8 rooms to keep runtime of this predictable
- local num_process = math.min(#poslist, 8)
- for i = 1, num_process do
- local room = find_walls(poslist[i])
- -- skip small rooms and everything that doesn't at least have 3 walls
- if math.min(room.size.x, room.size.z) >= 4 and #room.walls >= 3 then
- table.insert(rooms, room)
- end
- end
- if #rooms == 0 then return end
- if gen_under_range and rand:next(0, 2147483647)/2147483647 < under_prob then
- -- choose a random room
- local room = rooms[rand:next(1, #rooms)]
- local under_loc = room.cpos
-
- -- put undermarkets in the center of the room
- if minetest.get_node(under_loc).name == "air"
- and is_wall(vector.subtract(under_loc, {x=0, y=1, z=0})) then
- minetest.add_node(under_loc, {name="commoditymarket:under_market"})
- end
- end
- if gen_goblin_range and rand:next(0, 2147483647)/2147483647 < goblin_prob then
- -- choose a random room
- local room = rooms[rand:next(1, #rooms)]
-
- -- choose place somewhere in front of any of the walls
- local wall = room.walls[rand:next(1, #room.walls)]
- local v, vi -- vector / axis that runs alongside the wall
- if wall.facing.x ~= 0 then
- v, vi = {x=0, y=0, z=1}, "z"
- else
- v, vi = {x=1, y=0, z=0}, "x"
- end
- local marketpos = vector.add(wall.pos, wall.facing)
- local off = rand:next(-room.size[vi]/2 + 1, room.size[vi]/2 - 1)
- marketpos = vector.add(marketpos, vector.multiply(v, off))
-
- if minetest.get_node(marketpos).name == "air" then
- -- make it face inwards to the room
- local facedir = minetest.dir_to_facedir(vector.multiply(wall.facing, -1))
- minetest.add_node(marketpos, {name = "commoditymarket:goblin_market", param2 = facedir})
- end
- end
- end)
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