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Add basic (empty) dungeons
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mods/MAPGEN/mcl_dungeons/depends.txt
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mods/MAPGEN/mcl_dungeons/depends.txt
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mcl_init
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mods/MAPGEN/mcl_dungeons/description.txt
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mods/MAPGEN/mcl_dungeons/description.txt
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Generates random dungeons in the world
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mods/MAPGEN/mcl_dungeons/init.lua
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mods/MAPGEN/mcl_dungeons/init.lua
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-- FIXME: Rarely, dungoens can overlap and destroy each other
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-- Buffer for LuaVoxelManip
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local lvm_buffer = {}
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-- Below the bedrock, generate air/void
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minetest.register_on_generated(function(minp, maxp)
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if maxp.y < mcl_vars.mg_overworld_min or minp.y > mcl_vars.mg_overworld_max then
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return
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end
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local data = vm:get_data(lvm_buffer)
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local lvm_used = false
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local c_air = minetest.get_content_id("air")
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local c_cobble = minetest.get_content_id("mcl_core:cobble")
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local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble")
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-- Calculate the number of dungeon spawn attempts
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local sizevector = vector.subtract(maxp, minp)
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sizevector = vector.add(sizevector, 1)
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local chunksize = sizevector.x * sizevector.y * sizevector.z
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-- In Minecraft, there 8 dungeon spawn attempts Minecraft chunk (16*256*16 = 65536 blocks).
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-- Minetest chunks don't have this size, so scale the number accordingly.
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local attempts = math.ceil(chunksize / 65536 * 8)
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for a=1, attempts do
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local x, y, z
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local b = 7 -- buffer
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x = math.random(minp.x+b, maxp.x-b)
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local ymin = math.min(mcl_vars.mg_overworld_max, math.max(minp.y, mcl_vars.mg_bedrock_overworld_max) + 7)
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local ymax = math.min(mcl_vars.mg_overworld_max, math.max(maxp.y, mcl_vars.mg_bedrock_overworld_max) - 4)
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y = math.random(ymin, ymax)
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z = math.random(minp.z+b, maxp.z-b)
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local dungeonsizes = {
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{ x=5, y=4, z=5},
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{ x=5, y=4, z=7},
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{ x=7, y=4, z=5},
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{ x=7, y=4, z=7},
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}
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local dim = dungeonsizes[math.random(1, #dungeonsizes)]
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-- Check floor and ceiling: Must be *completely* solid
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local ceilingfloor_ok = true
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for tx = x, x+dim.x do
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for tz = z, z+dim.z do
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local floor = minetest.get_name_from_content_id(data[area:index(tx, y, tz)])
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local ceiling = minetest.get_name_from_content_id(data[area:index(tx, y+dim.y+1, tz)])
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if (not minetest.registered_nodes[floor].walkable) or (not minetest.registered_nodes[ceiling].walkable) then
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ceilingfloor_ok = false
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break
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end
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end
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if not ceilingfloor_ok then break end
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end
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-- Check for air openings (2 stacked air at ground level) in wall positions
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local openings = 0
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if ceilingfloor_ok then
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local walls = {
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{ x, x+dim.x+1, "x", "z", z },
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{ x, x+dim.x+1, "x", "z", z+dim.z+1 },
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{ z+1, z+dim.z, "z", "x", x },
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{ z+1, z+dim.z, "z", "x", x+dim.x+1 },
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}
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for w=1, #walls do
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local wall = walls[w]
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for iter = wall[1], wall[2] do
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local pos = {}
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pos[wall[3]] = iter
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pos[wall[4]] = wall[5]
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pos.y = y+1
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local door1 = area:index(pos.x, pos.y, pos.z)
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pos.y = y+2
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local door2 = area:index(pos.x, pos.y, pos.z)
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local doorname1 = minetest.get_name_from_content_id(data[door1])
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local doorname2 = minetest.get_name_from_content_id(data[door2])
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if doorname1 == "air" and doorname2 == "air" then
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openings = openings + 1
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end
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end
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end
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if openings > 0 then
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--minetest.log("error", minetest.pos_to_string({x=x,y=y,z=z}).."; openings: "..openings)
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end
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end
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-- Check conditions. If okay, start generating
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if ceilingfloor_ok and openings >= 1 and openings <= 5 then
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-- Ceiling and floor
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local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1
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for tx = x, maxx do
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for tz = z, maxz 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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-- 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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-- Room interiour
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else
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data[p_pos] = c_air
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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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lvm_used = true
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end
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if lvm_used then
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vm:set_data(data)
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vm:calc_lighting()
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vm:update_liquids()
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vm:write_to_map()
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end
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end)
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1
mods/MAPGEN/mcl_dungeons/mod.conf
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mods/MAPGEN/mcl_dungeons/mod.conf
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name = mcl_dungeons
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