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Dungeons generate less aggressively now
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commit
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@ -191,43 +191,48 @@ minetest.register_on_generated(function(minp, maxp)
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local chestSlotCounter = 1
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local chestSlotCounter = 1
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for tx = x, maxx do
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for tx = x, maxx do
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for tz = z, maxz do
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for tz = z, maxz do
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for ty = y, maxy do
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for ty = y, maxy do
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local p_pos = area:index(tx, ty, tz)
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local p_pos = area:index(tx, ty, tz)
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-- Floor
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if ty == y then
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-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
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if math.random(1,4) == 1 then
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local name = minetest.get_name_from_content_id(data[p_pos])
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if minetest.registered_nodes[name].is_ground_content then
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-- Floor
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if ty == y then
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if math.random(1,4) == 1 then
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data[p_pos] = c_cobble
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else
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data[p_pos] = c_mossycobble
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end
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-- Wall or ceiling
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elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then
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data[p_pos] = c_cobble
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data[p_pos] = c_cobble
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-- Room interiour
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else
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else
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data[p_pos] = c_mossycobble
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local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
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end
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-- Wall or ceiling
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-- Place next chest at the wall (if it was its chosen wall slot)
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elseif ty == maxy or (ty > y and (tx == x or tx == maxx) or (tz == z or tz == maxz)) then
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if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
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data[p_pos] = c_cobble
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local p2
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-- Room interiour
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-- Select rotation so the chest faces away from wall
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else
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if (tx==x+1) then p2 = 3
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local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
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elseif (tx==maxx-1) then p2 = 1
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elseif (tz==z+1) then p2 = 2
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-- Place next chest at the wall (if it was its chosen wall slot)
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else p2 = 0 end
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if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
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table.insert(chest_posses, {x=tx, y=ty, z=tz})
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local p2
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currentChest = currentChest + 1
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else
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-- Select rotation so the chest faces away from wall
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data[p_pos] = c_air
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if (tx==x+1) then p2 = 3
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end
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elseif (tx==maxx-1) then p2 = 1
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if forChest then
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elseif (tz==z+1) then p2 = 2
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chestSlotCounter = chestSlotCounter + 1
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else p2 = 0 end
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end
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table.insert(chest_posses, {x=tx, y=ty, z=tz})
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currentChest = currentChest + 1
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else
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data[p_pos] = c_air
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end
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if forChest then
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chestSlotCounter = chestSlotCounter + 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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end
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end
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end
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