Widen the openings of lonely dungeon corners to allow entry

This commit is contained in:
Wuzzy 2017-08-12 20:02:52 +02:00
parent ded7aa7ee6
commit 43fba81ee3

@ -126,11 +126,16 @@ minetest.register_on_generated(function(minp, maxp)
local openings_counter = 0
-- Store positions of openings; walls will not be generated here
local openings = {}
-- Corners are stored because a corner-only opening needs to be increased,
-- so entities can get through.
local corners = {}
if ceilingfloor_ok then
local walls = {
-- walls along x axis (contain corners)
{ x, x+dim.x+1, "x", "z", z },
{ x, x+dim.x+1, "x", "z", z+dim.z+1 },
-- walls along z axis (exclude corners)
{ z+1, z+dim.z, "z", "x", x },
{ z+1, z+dim.z, "z", "x", x+dim.x+1 },
}
@ -153,12 +158,47 @@ minetest.register_on_generated(function(minp, maxp)
if doorname1 == "air" and doorname2 == "air" then
openings_counter = openings_counter + 1
openings[pos.x][pos.z] = true
-- Record corners
if wall[3] == "x" and (iter == wall[1] or iter == wall[2]) then
table.insert(corners, {x=pos.x, z=pos.z})
end
end
end
end
end
-- If all openings are only at corners, the dungeon can't be accessed yet.
-- This code extends the openings of corners so they can be entered.
if openings_counter >= 1 and openings_counter == #corners then
for c=1, #corners do
-- Prevent creating too many openings because this would lead to dungeon rejection
if openings_counter >= 5 then
break
end
-- A corner is widened by adding openings to both neighbors
local cx, cz = corners[c].x, corners[c].z
local cxn, czn = cx, cz
if x == cx then
cxn = cxn + 1
else
cxn = cxn - 1
end
if z == cz then
czn = czn + 1
else
czn = czn - 1
end
openings[cx][czn] = true
openings_counter = openings_counter + 1
if openings_counter < 5 then
openings[cxn][cz] = true
openings_counter = openings_counter + 1
end
end
end
-- Check conditions. If okay, start generating
if ceilingfloor_ok and openings_counter >= 1 and openings_counter <= 5 then
-- Okay! Spawning starts!
@ -201,7 +241,7 @@ minetest.register_on_generated(function(minp, maxp)
local p_pos = area:index(tx, ty, tz)
-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
-- Exceptions cobblestone and moss stone so neighborings dungeons nicely connect to each other
-- Exceptions: cobblestone and moss stone so neighborings dungeons nicely connect to each other
local name = minetest.get_name_from_content_id(data[p_pos])
if name == "mcl_core:cobble" or name == "mcl_core:mossycobble" or minetest.registered_nodes[name].is_ground_content then
-- Floor
@ -213,13 +253,21 @@ minetest.register_on_generated(function(minp, maxp)
end
-- Generate walls
--[[ Note: No cobblestone additional ceiling is generated. This is intentional.
--[[ Note: No additional cobblestone ceiling is generated. This is intentional.
The solid blocks above the dungeon are considered as the ceiling.
It is possible (but rare) for a dungeon to generate below sand or gravel. ]]
elseif ty > y and (tx == x or tx == maxx or (tz == z or tz == maxz)) then
-- Check if it's an opening first
if (not openings[tx][tz]) or ty == maxy then
-- Place wall or ceiling
data[p_pos] = c_cobble
elseif ty < maxy - 1 then
-- Normally the openings are already clear, but not if it is a corner
-- widening. Make sure to clear at least the bottom 2 nodes of an opening.
data[p_pos] = c_air
elseif ty == maxy - 1 and data[p_pos] ~= c_air then
-- This allows for variation between 2-node and 3-node high openings.
data[p_pos] = c_cobble
end
-- If it was an opening, the lower 3 blocks are not touched at all