Add per-map chest spawn areas

This commit is contained in:
rubenwardy 2018-01-06 03:06:32 +00:00
parent bfa1312583
commit 0a5e05201f
2 changed files with 55 additions and 40 deletions

View file

@ -2,27 +2,11 @@ assert(minetest.get_mapgen_setting("mg_name") == "singlenode", "singlenode mapge
minetest.register_alias("mapgen_singlenode", "ctf_map:ignore")
local max_r = 120
function ctf_map.place_map(map)
local r = map.r
local h = map.h
minetest.emerge_area(map.pos1, map.pos2)
local schempath = minetest.get_modpath("ctf_map") .. "/maps/" .. map.schematic
local res = minetest.place_schematic(map.pos1, schempath, map.rotation == "z" and "0" or "90")
if res ~= nil then
local seed = minetest.get_mapgen_setting("seed")
local pos1_middle = { x = -r, y = -h / 2, z = 0 }
local pos2_middle = { x = r, y = h / 2, z = 0 }
place_chests(map.pos1, pos2_middle, seed)
place_chests(pos1_middle, map.pos2, seed)
end
return res ~= nil
end
local max_r = 120
local mapdir = minetest.get_modpath("ctf_map") .. "/maps/"
ctf_map.map = nil
do
local files_hash = {}
@ -38,10 +22,32 @@ do
end
ctf_map.map = nil
function ctf_map.place_map(map)
local r = map.r
local h = map.h
minetest.emerge_area(map.pos1, map.pos2)
local schempath = mapdir .. map.schematic
local res = minetest.place_schematic(map.pos1, schempath,
map.rotation == "z" and "0" or "90")
if res ~= nil then
local seed = minetest.get_mapgen_setting("seed")
for _, value in pairs(ctf_map.map.teams) do
place_chests(value.chests.from, value.chests.to, seed, value.chests.n)
minetest.log("error", "Placing " .. value.chests.n .. " chests from " ..
minetest.pos_to_string(value.chests.from) .. " to "..
minetest.pos_to_string(value.chests.to))
end
end
return res ~= nil
end
function ctf_match.load_map_meta(idx, name)
local offset = vector.new(600 * (idx - 1), 0, 0)
local meta = Settings(mapdir .. name .. ".conf")
function ctf_match.load_map_meta(name, offset)
local meta = Settings(mapdir .. name .. ".conf")
local map = {
name = meta:get("name"),
author = meta:get("author"),
@ -63,9 +69,33 @@ function ctf_match.load_map_meta(name, offset)
local tcolor = meta:get("team." .. i .. ".color")
local tpos = minetest.string_to_pos(meta:get("team." .. i .. ".pos"))
local chests1 = meta:get("team." .. i .. ".chests1")
if chests1 then
chests1 = vector.add(offset, minetest.string_to_pos(chests1))
elseif i == 1 then
chests1 = vector.add(offset, { x = -map.r, y = -map.h / 2, z = 0 })
elseif i == 2 then
chests1 = map.pos1
end
local chests2 = meta:get("team." .. i .. ".chests2")
if chests2 then
chests2 = vector.add(offset, minetest.string_to_pos(chests2))
elseif i == 1 then
chests2 = map.pos2
elseif i == 2 then
chests2 = vector.add(offset, { x = map.r, y = map.h / 2, z = 0 })
end
map.teams[tname] = {
color = tcolor,
pos = vector.add(offset, tpos),
chests = {
from = chests1,
to = chests2,
n = tonumber(meta:get("team." .. i .. ".num_chests") or "30"),
},
}
i = i + 1
@ -77,7 +107,7 @@ end
ctf_match.register_on_new_match(function()
local idx = math.random(#ctf_map.available_maps)
local name = ctf_map.available_maps[idx]
ctf_map.map = ctf_match.load_map_meta(name, vector.new(600 * (idx - 1), 0, 0))
ctf_map.map = ctf_match.load_map_meta(idx, name)
ctf_map.place_map(ctf_map.map)
minetest.after(10, function()

View file

@ -78,13 +78,11 @@ minetest.register_node("tsm_chests:chest", {
--[[ here are some configuration variables ]]
local chests_per_chunk = 13 -- number of chests per chunk. 15 is a bit high, an actual mod might have a lower number
local h_min = -65 -- minimum chest spawning height, relative to water_level
local h_max = 40 -- maximum chest spawning height, relative to water_level
local t_min = 3 -- minimum amount of treasures found in a chest
local t_max = 6 -- maximum amount of treasures found in a chest
local r_max = tonumber(minetest.setting_get("barrier"))
local water_level = tonumber(minetest.setting_get("water_level"))
local get_node = minetest.get_node
local env = minetest.env
@ -173,23 +171,10 @@ end
--[[ here comes the generation code
the interesting part which involes treasurer comes way below
]]
function place_chests(minp, maxp, seed)
function place_chests(minp, maxp, seed, number_chests)
minp = {x=minp.x, y=minp.y, z=minp.z}
maxp = {x=maxp.x, y=maxp.y, z=maxp.z}
if minp.x <= -r_max then
minp.x = -r_max + 1
end
if minp.z <= -r_max then
minp.z = -r_max + 1
end
if minp.x >= r_max then
minp.x = r_max - 1
end
if minp.z >= r_max then
minp.z = r_max - 1
end
-- chests minimum and maximum spawn height
local height_min = water_level + h_min
local height_max = water_level + h_max
@ -201,7 +186,7 @@ function place_chests(minp, maxp, seed)
local y_max = math.min(maxp.y, height_max)
local attempts = 0
local chests_placed = 0
while chests_placed < chests_per_chunk and attempts < chests_per_chunk + 6 do
while chests_placed < number_chests and attempts < number_chests + 6 do
attempts = attempts + 1
local pos = {
x = math.random(minp.x, maxp.x),