Add per-map chest spawn areas
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bfa1312583
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0a5e05201f
2 changed files with 55 additions and 40 deletions
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@ -2,27 +2,11 @@ assert(minetest.get_mapgen_setting("mg_name") == "singlenode", "singlenode mapge
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minetest.register_alias("mapgen_singlenode", "ctf_map:ignore")
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local max_r = 120
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function ctf_map.place_map(map)
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local r = map.r
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local h = map.h
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minetest.emerge_area(map.pos1, map.pos2)
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local schempath = minetest.get_modpath("ctf_map") .. "/maps/" .. map.schematic
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local res = minetest.place_schematic(map.pos1, schempath, map.rotation == "z" and "0" or "90")
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if res ~= nil then
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local seed = minetest.get_mapgen_setting("seed")
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local pos1_middle = { x = -r, y = -h / 2, z = 0 }
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local pos2_middle = { x = r, y = h / 2, z = 0 }
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place_chests(map.pos1, pos2_middle, seed)
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place_chests(pos1_middle, map.pos2, seed)
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end
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return res ~= nil
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end
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local max_r = 120
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local mapdir = minetest.get_modpath("ctf_map") .. "/maps/"
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ctf_map.map = nil
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do
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local files_hash = {}
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@ -38,10 +22,32 @@ do
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end
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ctf_map.map = nil
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function ctf_map.place_map(map)
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local r = map.r
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local h = map.h
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minetest.emerge_area(map.pos1, map.pos2)
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local schempath = mapdir .. map.schematic
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local res = minetest.place_schematic(map.pos1, schempath,
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map.rotation == "z" and "0" or "90")
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if res ~= nil then
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local seed = minetest.get_mapgen_setting("seed")
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for _, value in pairs(ctf_map.map.teams) do
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place_chests(value.chests.from, value.chests.to, seed, value.chests.n)
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minetest.log("error", "Placing " .. value.chests.n .. " chests from " ..
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minetest.pos_to_string(value.chests.from) .. " to "..
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minetest.pos_to_string(value.chests.to))
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end
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end
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return res ~= nil
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end
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function ctf_match.load_map_meta(idx, name)
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local offset = vector.new(600 * (idx - 1), 0, 0)
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local meta = Settings(mapdir .. name .. ".conf")
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function ctf_match.load_map_meta(name, offset)
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local meta = Settings(mapdir .. name .. ".conf")
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local map = {
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name = meta:get("name"),
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author = meta:get("author"),
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@ -63,9 +69,33 @@ function ctf_match.load_map_meta(name, offset)
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local tcolor = meta:get("team." .. i .. ".color")
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local tpos = minetest.string_to_pos(meta:get("team." .. i .. ".pos"))
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local chests1 = meta:get("team." .. i .. ".chests1")
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if chests1 then
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chests1 = vector.add(offset, minetest.string_to_pos(chests1))
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elseif i == 1 then
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chests1 = vector.add(offset, { x = -map.r, y = -map.h / 2, z = 0 })
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elseif i == 2 then
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chests1 = map.pos1
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end
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local chests2 = meta:get("team." .. i .. ".chests2")
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if chests2 then
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chests2 = vector.add(offset, minetest.string_to_pos(chests2))
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elseif i == 1 then
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chests2 = map.pos2
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elseif i == 2 then
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chests2 = vector.add(offset, { x = map.r, y = map.h / 2, z = 0 })
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end
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map.teams[tname] = {
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color = tcolor,
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pos = vector.add(offset, tpos),
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chests = {
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from = chests1,
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to = chests2,
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n = tonumber(meta:get("team." .. i .. ".num_chests") or "30"),
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},
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}
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i = i + 1
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@ -77,7 +107,7 @@ end
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ctf_match.register_on_new_match(function()
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local idx = math.random(#ctf_map.available_maps)
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local name = ctf_map.available_maps[idx]
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ctf_map.map = ctf_match.load_map_meta(name, vector.new(600 * (idx - 1), 0, 0))
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ctf_map.map = ctf_match.load_map_meta(idx, name)
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ctf_map.place_map(ctf_map.map)
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minetest.after(10, function()
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@ -78,13 +78,11 @@ minetest.register_node("tsm_chests:chest", {
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--[[ here are some configuration variables ]]
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local chests_per_chunk = 13 -- number of chests per chunk. 15 is a bit high, an actual mod might have a lower number
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local h_min = -65 -- minimum chest spawning height, relative to water_level
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local h_max = 40 -- maximum chest spawning height, relative to water_level
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local t_min = 3 -- minimum amount of treasures found in a chest
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local t_max = 6 -- maximum amount of treasures found in a chest
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local r_max = tonumber(minetest.setting_get("barrier"))
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local water_level = tonumber(minetest.setting_get("water_level"))
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local get_node = minetest.get_node
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local env = minetest.env
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@ -173,23 +171,10 @@ end
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--[[ here comes the generation code
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the interesting part which involes treasurer comes way below
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]]
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function place_chests(minp, maxp, seed)
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function place_chests(minp, maxp, seed, number_chests)
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minp = {x=minp.x, y=minp.y, z=minp.z}
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maxp = {x=maxp.x, y=maxp.y, z=maxp.z}
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if minp.x <= -r_max then
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minp.x = -r_max + 1
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end
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if minp.z <= -r_max then
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minp.z = -r_max + 1
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end
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if minp.x >= r_max then
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minp.x = r_max - 1
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end
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if minp.z >= r_max then
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minp.z = r_max - 1
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end
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-- chests minimum and maximum spawn height
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local height_min = water_level + h_min
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local height_max = water_level + h_max
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@ -201,7 +186,7 @@ function place_chests(minp, maxp, seed)
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local y_max = math.min(maxp.y, height_max)
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local attempts = 0
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local chests_placed = 0
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while chests_placed < chests_per_chunk and attempts < chests_per_chunk + 6 do
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while chests_placed < number_chests and attempts < number_chests + 6 do
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attempts = attempts + 1
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local pos = {
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x = math.random(minp.x, maxp.x),
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