Place dungeon chests randomly at wall position

This commit is contained in:
Wuzzy 2017-05-24 11:42:20 +02:00
parent 231f12e3fa
commit 6c4aff7f6a

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@ -154,10 +154,23 @@ minetest.register_on_generated(function(minp, maxp)
-- Check conditions. If okay, start generating
local chestsLeft = 2
-- But prepare random chest positions beforehand
-- We assign each position at the wall a number and each chest gets one of these numbers randomly
local totalChests = 2
local totalChestSlots = (dim.x-1) * (dim.z-1)
local chestSlots = {}
-- There is a small chance that both chests have the same slot.
-- In this case, only 1 chest is spawned. This intended.
for i=1, totalChests do
table.insert(chestSlots, math.random(1, totalChestSlots))
end
table.sort(chestSlots)
local currentChest = 1
if ceilingfloor_ok and openings >= 0 and openings <= 5000 then
-- Ceiling and floor
local maxx, maxy, maxz = x+dim.x+1, y+dim.y+1, z+dim.z+1
local chestSlotCounter = 1
for tx = x, maxx do
for tz = z, maxz do
for ty = y, maxy do
@ -177,14 +190,18 @@ minetest.register_on_generated(function(minp, maxp)
-- Room interiour
else
local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
-- Chest
if ty == y + 1 and chestsLeft > 0 and math.random(1,6) == 1 then
chestsLeft = chestsLeft - 1
-- Place next chest at the wall (if it was its chosen wall slot)
if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
currentChest = currentChest + 1
table.insert(chest_posses, {x=tx, y=ty, z=tz})
else
data[p_pos] = c_air
end
if forChest then
chestSlotCounter = chestSlotCounter + 1
end
end
end
end