1
0
Fork 0
MineClone2-french-translation/mods/MAPGEN/tsm_railcorridors/init.lua

1119 lines
37 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

tsm_railcorridors = {}
-- Load node names
dofile(minetest.get_modpath(minetest.get_current_modname()).."/gameconfig.lua")
-- Settings
local setting
-- Probability function
-- TODO: Check if this is correct
local P = function (float)
return math.floor(32767 * float)
end
-- Probability for every newly generated mapchunk to get corridors
local probability_railcaves_in_mapchunk = P(0.33333)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_mapchunk"))
-- Extra check to prevent mod griefing in singlenode, mcimported worlds.
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "singlenode" then
probability_railcaves_in_mapchunk = P(0)
elseif setting then
probability_railcaves_in_mapchunk = P(setting)
end
-- Minimal and maximal value of path length (forks don't look up this value)
local way_min = 4;
local way_max = 7;
setting = tonumber(minetest.settings:get("tsm_railcorridors_way_min"))
if setting then
way_min = setting
end
setting = tonumber(minetest.settings:get("tsm_railcorridors_way_max"))
if setting then
way_max = setting
end
-- Probability for every horizontal part of a corridor to be with torches
local probability_torches_in_segment = P(0.5)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_torches_in_segment"))
if setting then
probability_torches_in_segment = P(setting)
end
-- Probability for every part of a corridor to go up or down
local probability_up_or_down = P(0.2)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_up_or_down"))
if setting then
probability_up_or_down = P(setting)
end
-- Probability for every part of a corridor to fork caution, too high values may cause MT to hang on.
local probability_fork = P(0.04)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_fork"))
if setting then
probability_fork = P(setting)
end
-- Probability for every part of a corridor to contain a chest
local probability_chest = P(0.05)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_chest"))
if setting then
probability_chest = P(setting)
end
-- Probability for every part of a corridor to contain a cart
local probability_cart = P(0.05)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_cart"))
if setting then
probability_cart = P(setting)
end
-- Probability for a rail corridor system to be damaged
local probability_damage = P(1.0)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_damage"))
if setting then
probability_damage = P(setting)
end
-- Enable cobwebs
local place_cobwebs = true
setting = minetest.settings:get_bool("tsm_railcorridors_place_cobwebs")
if setting ~= nil then
place_cobwebs = setting
end
-- Enable mob spawners
local place_mob_spawners = true
setting = minetest.settings:get_bool("tsm_railcorridors_place_mob_spawners")
if setting ~= nil then
place_mob_spawners = setting
end
-- Max. and min. heights between rail corridors are generated
local height_min
if mcl_vars.mg_lava then
height_min = mcl_vars.mg_lava_overworld_max + 2
else
height_min = mcl_vars.mg_bedrock_overworld_max + 2
end
local height_max = mcl_worlds.layer_to_y(60)
-- Chaos Mode: If enabled, rail corridors don't stop generating when hitting obstacles
local chaos_mode = minetest.settings:get_bool("tsm_railcorridors_chaos") or false
-- End of parameters
if not tsm_railcorridors.nodes.corridor_woods_function then
local accumulated_chance = 0
for w=1, #tsm_railcorridors.nodes.corridor_woods do
accumulated_chance = accumulated_chance + tsm_railcorridors.nodes.corridor_woods[w].chance
end
assert(accumulated_chance == 1000, "Rail corridor wood chances add up to "..accumulated_chance.." per mille! (should be 1000 per mille)")
end
-- Random Perlin noise generators
local pr, pr_carts, pr_treasures, pr_deco, webperlin_major, webperlin_minor
local function InitRandomizer(seed)
-- Mostly used for corridor gen.
pr = PseudoRandom(seed)
-- Dirt room decorations
pr_deco = PseudoRandom(seed+25)
-- Separate randomizer for carts because spawning carts is very timing-dependent
pr_carts = PseudoRandom(seed-654)
-- Chest contents randomizer
pr_treasures = PseudoRandom(seed+777)
-- Used for cobweb generation, both noises have to reach a high value for cobwebs to appear
webperlin_major = PerlinNoise(934, 3, 0.6, 500)
webperlin_minor = PerlinNoise(834, 3, 0.6, 50)
end
local carts_table = {}
local dirt_room_coords
-- Returns true if pos is inside the dirt room of the current corridor system
local function IsInDirtRoom(pos)
local min = dirt_room_coords.min
local max = dirt_room_coords.max
return pos.x >= min.x and pos.x <= max.x and pos.y >= min.y and pos.y <= max.y and pos.z >= min.z and pos.z <= max.z
end
-- Checks if the mapgen is allowed to carve through this structure and only sets
-- the node if it is allowed. Does never build in liquids.
-- If check_above is true, don't build if the node above is attached (e.g. rail)
-- or a liquid.
local function SetNodeIfCanBuild(pos, node, check_above, can_replace_rail)
if check_above then
local abovename = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name
local abovedef = minetest.registered_nodes[abovename]
if abovename == "unknown" or abovename == "ignore" or
(abovedef.groups and abovedef.groups.attached_node) or
-- This is done because cobwebs are often fake liquids
(abovedef.liquidtype ~= "none" and abovename ~= tsm_railcorridors.nodes.cobweb) then
return false
end
end
local name = minetest.get_node(pos).name
local def = minetest.registered_nodes[name]
if name ~= "unknown" and name ~= "ignore" and
((def.is_ground_content and def.liquidtype == "none") or
name == tsm_railcorridors.nodes.cobweb or
name == tsm_railcorridors.nodes.torch_wall or
name == tsm_railcorridors.nodes.torch_floor or
(can_replace_rail and name == tsm_railcorridors.nodes.rail)
) then
minetest.set_node(pos, node)
return true
else
return false
end
end
-- Tries to place a rail, taking the damage chance into account
local function PlaceRail(pos, damage_chance)
if damage_chance ~= nil and damage_chance > 0 then
local x = pr:next(0,100)
if x <= damage_chance then
return false
end
end
return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.rail})
end
-- Returns true if the node as point can be considered “ground”, that is, a solid material
-- in which mine shafts can be built into, e.g. stone, but not air or water
local function IsGround(pos)
local nodename = minetest.get_node(pos).name
local nodedef = minetest.registered_nodes[nodename]
return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.is_ground_content and nodedef.walkable and nodedef.liquidtype == "none"
end
-- Returns true if rails are allowed to be placed on top of this node
local function IsRailSurface(pos)
local nodename = minetest.get_node(pos).name
local nodename_above = minetest.get_node({x=pos.x,y=pos.y+2,z=pos.z}).name
local nodedef = minetest.registered_nodes[nodename]
return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodename_above ~= tsm_railcorridors.nodes.rail
end
-- Checks if the node is empty space which requires to be filled by a platform
local function NeedsPlatform(pos)
local node = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z})
local node2 = minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z})
local nodedef = minetest.registered_nodes[node.name]
local falling = minetest.get_item_group(node.name, "falling_node") == 1
return
-- Node can be replaced if ground content or rail
(node.name ~= "ignore" and node.name ~= "unknown" and nodedef.is_ground_content) and
-- Node needs platform if node below is not walkable.
-- Unless 2 nodes below there is dirt: This is a special case for the starter cube.
((nodedef.walkable == false and node2.name ~= tsm_railcorridors.nodes.dirt) or
-- Falling nodes always need to be replaced by a platform, we want a solid and safe ground
falling),
-- second return value
falling
end
-- Create a cube filled with the specified nodes
-- Specialties:
-- * Avoids floating rails
-- * May cut into wood structures of the corridors (alongside with their torches)
-- Arguments:
-- * p: Center position
-- * radius: How many nodes from the center the cube will extend
-- * node: Node to set
-- * replace_air_only: If true, only air can be replaced
-- * wood, post: Wood and post nodes of the railway corridor to cut into (optional)
-- Returns true if all nodes could be set
-- Returns false if setting one or more nodes failed
local function Cube(p, radius, node, replace_air_only, wood, post)
local y_top = p.y+radius
local nodedef = minetest.registered_nodes[node.name]
local solid = nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodedef.liquidtype == "none"
-- Check if all the nodes could be set
local built_all = true
-- If wood has been removed, remod
local cleanup_torches = {}
for xi = p.x-radius, p.x+radius do
for zi = p.z-radius, p.z+radius do
local column_last_attached = nil
for yi = y_top, p.y-radius, -1 do
local ok = false
local thisnode = minetest.get_node({x=xi,y=yi,z=zi})
if not solid then
if yi == y_top then
local topnode = minetest.get_node({x=xi,y=yi+1,z=zi})
local topdef = minetest.registered_nodes[topnode.name]
if minetest.get_item_group(topnode.name, "attached_node") ~= 1 and topdef.liquidtype == "none" then
ok = true
end
elseif column_last_attached and yi == column_last_attached - 1 then
ok = false
else
ok = true
end
if minetest.get_item_group(thisnode.name, "attached_node") == 1 then
column_last_attached = yi
end
else
ok = true
end
local built = false
if ok then
if replace_air_only ~= true then
-- Cut into wood structures (post/wood)
if post and (xi == p.x or zi == p.z) and thisnode.name == post then
minetest.set_node({x=xi,y=yi,z=zi}, node)
built = true
elseif wood and (xi == p.x or zi == p.z) and thisnode.name == wood then
local topnode = minetest.get_node({x=xi,y=yi+1,z=zi})
local topdef = minetest.registered_nodes[topnode.name]
if topdef.walkable and topnode.name ~= wood then
minetest.set_node({x=xi,y=yi,z=zi}, node)
-- Check for torches around the wood and schedule them
-- for removal
if node.name == "air" then
table.insert(cleanup_torches, {x=xi+1,y=yi,z=zi})
table.insert(cleanup_torches, {x=xi-1,y=yi,z=zi})
table.insert(cleanup_torches, {x=xi,y=yi,z=zi+1})
table.insert(cleanup_torches, {x=xi,y=yi,z=zi-1})
end
built = true
end
-- Set node normally
else
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
end
else
if minetest.get_node({x=xi,y=yi,z=zi}).name == "air" then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
end
end
end
if not built then
built_all = false
end
end
end
end
-- Remove torches we have detected before
for c=1, #cleanup_torches do
local check = minetest.get_node(cleanup_torches[c])
if check.name == tsm_railcorridors.nodes.torch_wall or check.name == tsm_railcorridors.nodes.torch_floor then
minetest.set_node(cleanup_torches[c], node)
end
end
return built_all
end
local function DirtRoom(p, radius, height, dirt_mode, decorations_mode)
local y_bottom = p.y
local y_top = y_bottom + height + 1
dirt_room_coords = {
min = { x = p.x-radius, y = y_bottom, z = p.z-radius },
max = { x = p.x+radius, y = y_top, z = p.z+radius },
}
local built_all = true
for xi = p.x-radius, p.x+radius do
for zi = p.z-radius, p.z+radius do
for yi = y_top, y_bottom, -1 do
local thisnode = minetest.get_node({x=xi,y=yi,z=zi})
local built = false
if xi == p.x-radius or xi == p.x+radius or zi == p.z-radius or zi == p.z+radius or yi == y_bottom or yi == y_top then
if dirt_mode == 1 or yi == y_bottom then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.dirt})
elseif (dirt_mode == 2 or dirt_mode == 3) and yi == y_top then
if minetest.get_item_group(thisnode.name, "falling_node") == 1 then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.dirt})
end
end
else
if yi == y_bottom + 1 then
-- crazy rails
if decorations_mode == 1 then
local r = pr_deco:next(1,3)
if r == 2 then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.rail})
end
end
end
if not built then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name="air"})
end
end
if not built then
built_all = false
end
end
end
end
return built_all
end
local function Platform(p, radius, node, node2)
-- node2 is secondary platform material for replacing falling nodes
if not node2 then
node2 = { name = tsm_railcorridors.nodes.dirt }
end
for zi = p.z-radius, p.z+radius do
for xi = p.x-radius, p.x+radius do
local np, np2 = NeedsPlatform({x=xi,y=p.y,z=zi})
if np then
if np2 then
minetest.set_node({x=xi,y=p.y-1,z=zi}, node2)
else
minetest.set_node({x=xi,y=p.y-1,z=zi}, node)
end
end
end
end
end
-- Chests
local function PlaceChest(pos, param2)
if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local items = tsm_railcorridors.get_treasures(pr)
mcl_loot.fill_inventory(inv, "main", items, pr)
end
end
-- This function checks if a cart has ACTUALLY been spawned.
-- To be calld by minetest.after.
-- This is a workaround thanks to the fact that minetest.add_entity is unreliable as fuck
-- See: https://github.com/minetest/minetest/issues/4759
-- FIXME: Kill this horrible hack with fire as soon you can.
local function RecheckCartHack(params)
local pos = params[1]
local cart_id = params[2]
-- Find cart
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if obj ~= nil and obj:get_luaentity().name == cart_id then
-- Cart found! We can now safely call the callback func.
-- (calling it earlier has the danger of failing)
minetest.log("info", "[tsm_railcorridors] Cart spawn succeeded: "..minetest.pos_to_string(pos))
tsm_railcorridors.on_construct_cart(pos, obj)
return
end
end
minetest.log("info", "[tsm_railcorridors] Cart spawn FAILED: "..minetest.pos_to_string(pos))
end
-- Try to place a cobweb.
-- pos: Position of cobweb
-- needs_check: If true, checks if any of the nodes above, below or to the side of the cobweb.
-- side_vector: Required if needs_check is true. Unit vector which points towards the side of the cobweb to place.
local function TryPlaceCobweb(pos, needs_check, side_vector)
local check_passed = false
if needs_check then
-- Check for walkable nodes above, below or at the side of the cobweb.
-- If any of those nodes is walkable, we are fine.
local check_vectors = {
side_vector,
{x=0, y=1, z=0},
{x=0, y=-1, z=0},
}
for c=1, #check_vectors do
local cpos = vector.add(pos, check_vectors[c])
local cname = minetest.get_node(cpos).name
local cdef = minetest.registered_nodes[cname]
if cname ~= "ignore" and cdef.walkable then
check_passed = true
break
end
end
else
check_passed = true
end
if check_passed then
return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.cobweb})
else
return false
end
end
-- 4 wooden pillars around pos at height
local function WoodBulk(pos, height, wood)
for y=0, height-1 do
SetNodeIfCanBuild({x=pos.x+1, y=pos.y+y, z=pos.z+1}, {name=wood}, false, true)
SetNodeIfCanBuild({x=pos.x-1, y=pos.y+y, z=pos.z+1}, {name=wood}, false, true)
SetNodeIfCanBuild({x=pos.x+1, y=pos.y+y, z=pos.z-1}, {name=wood}, false, true)
SetNodeIfCanBuild({x=pos.x-1, y=pos.y+y, z=pos.z-1}, {name=wood}, false, true)
end
end
-- Build a wooden support frame
local function WoodSupport(p, wood, post, torches, dir, torchdir)
local node_wood = {name=wood}
local node_fence = {name=post}
local calc = {
p.x+dir[1], p.z+dir[2], -- X and Z, added by direction
p.x-dir[1], p.z-dir[2], -- subtracted
p.x+dir[2], p.z+dir[1], -- orthogonal
p.x-dir[2], p.z-dir[1], -- orthogonal, the other way
}
--[[ Shape:
WWW
P.P
PrP
pfp
W = wood
P = post (above floor level)
p = post (in floor level, only placed if no floor)
From previous generation (for reference):
f = floor
r = rail
. = air
]]
-- Don't place those wood structs below open air
if not (minetest.get_node({x=calc[1], y=p.y+2, z=calc[2]}).name == "air" and
minetest.get_node({x=calc[3], y=p.y+2, z=calc[4]}).name == "air" and
minetest.get_node({x=p.x, y=p.y+2, z=p.z}).name == "air") then
-- Left post and planks
local left_ok
left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y-1, z=calc[2]}, node_fence)
if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y , z=calc[2]}, node_fence) end
if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y+1, z=calc[2]}, node_wood, false, true) end
-- Right post and planks
local right_ok
right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y-1, z=calc[4]}, node_fence)
if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y , z=calc[4]}, node_fence) end
if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y+1, z=calc[4]}, node_wood, false, true) end
-- Middle planks
local top_planks_ok = false
if left_ok and right_ok then top_planks_ok = SetNodeIfCanBuild({x=p.x, y=p.y+1, z=p.z}, node_wood) end
if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
if left_ok then SetNodeIfCanBuild({x=calc[1], y=p.y-2, z=calc[2]}, node_fence) end
if right_ok then SetNodeIfCanBuild({x=calc[3], y=p.y-2, z=calc[4]}, node_fence) end
end
-- Torches on the middle planks
if torches and top_planks_ok then
-- Place torches at horizontal sides
SetNodeIfCanBuild({x=calc[5], y=p.y+1, z=calc[6]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[1]}, true)
SetNodeIfCanBuild({x=calc[7], y=p.y+1, z=calc[8]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[2]}, true)
end
elseif torches then
-- Try to build torches instead of the wood structs
local node = {name=tsm_railcorridors.nodes.torch_floor, param2=minetest.dir_to_wallmounted({x=0,y=-1,z=0})}
-- Try two different height levels
local pos1 = {x=calc[1], y=p.y-2, z=calc[2]}
local pos2 = {x=calc[3], y=p.y-2, z=calc[4]}
local nodedef1 = minetest.registered_nodes[minetest.get_node(pos1).name]
local nodedef2 = minetest.registered_nodes[minetest.get_node(pos2).name]
if nodedef1.walkable then
pos1.y = pos1.y + 1
end
SetNodeIfCanBuild(pos1, node, true)
if nodedef2.walkable then
pos2.y = pos2.y + 1
end
SetNodeIfCanBuild(pos2, node, true)
end
end
-- Dig out a single corridor section and place wooden structures and torches
-- Returns <success>, <segments>
-- success: true if corridor could be placed entirely
-- segments: Number of segments successfully placed
local function dig_corridor_section(start_point, segment_vector, segment_count, wood, post, up_or_down_prev)
local p = {x=start_point.x, y=start_point.y, z=start_point.z}
local torches = pr:next() < probability_torches_in_segment
local dir = {0, 0}
local torchdir = {1, 1}
local node_wood = {name=wood}
if segment_vector.x == 0 and segment_vector.z ~= 0 then
dir = {1, 0}
torchdir = {5, 4}
elseif segment_vector.x ~= 0 and segment_vector.z == 0 then
dir = {0, 1}
torchdir = {3, 2}
end
for segmentindex = 0, segment_count-1 do
local dug
if segment_vector.y == 0 then
dug = Cube(p, 1, {name="air"}, false, wood, post)
else
dug = Cube(p, 1, {name="air"}, false)
end
if not chaos_mode and segmentindex > 0 and not dug then return false, segmentindex end
-- Add wooden platform, if neccessary. To avoid floating rails
if segment_vector.y == 0 then
if segmentindex == 0 and up_or_down_prev then
-- Thin 1×1 platform directly after going up or down.
-- This is done to avoid placing too much wood at slopes
Platform({x=p.x-dir[2], y=p.y-1, z=p.z-dir[1]}, 0, node_wood)
Platform({x=p.x, y=p.y-1, z=p.z}, 0, node_wood)
Platform({x=p.x+dir[2], y=p.y-1, z=p.z+dir[1]}, 0, node_wood)
else
-- Normal 3×3 platform
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
end
else
-- Sloped bridge
Platform({x=p.x-dir[1], y=p.y-2, z=p.z-dir[2]}, 0, node_wood)
Platform({x=p.x, y=p.y-2, z=p.z}, 0, node_wood)
Platform({x=p.x+dir[1], y=p.y-2, z=p.z+dir[2]}, 0, node_wood)
end
if segmentindex % 2 == 1 and segment_vector.y == 0 then
WoodSupport(p, wood, post, torches, dir, torchdir)
end
-- Next way point
p = vector.add(p, segment_vector)
end
-- End of the corridor segment; create the final piece
local dug
if segment_vector.y == 0 then
dug = Cube(p, 1, {name="air"}, false, wood, post)
else
dug = Cube(p, 1, {name="air"}, false)
end
if not chaos_mode and not dug then return false, segment_count end
if segment_vector.y == 0 then
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
end
return true, segment_count
end
-- Generate a corridor section. Corridor sections are part of a corridor line.
-- This is one short part of a corridor line. It can be one straight section or it goes up or down.
-- It digs out the corridor and places wood structs and torches using the helper function dig_corridor_function,
-- then it places rails, chests, and other goodies.
local function create_corridor_section(waypoint, axis, sign, up_or_down, up_or_down_next, up_or_down_prev, up, wood, post, first_or_final, damage, no_spawner)
local segamount = 3
if up_or_down then
segamount = 1
end
if sign then
segamount = 0-segamount
end
local vek = {x=0,y=0,z=0};
local start = table.copy(waypoint)
if axis == "x" then
vek.x=segamount
if up_or_down and up == false then
start.x=start.x+segamount
end
elseif axis == "z" then
vek.z=segamount
if up_or_down and up == false then
start.z=start.z+segamount
end
end
if up_or_down then
if up then
vek.y = 1
else
vek.y = -1
end
end
local segcount = pr:next(4,6)
if up_or_down and up == false then
Cube(waypoint, 1, {name="air"}, false)
end
local corridor_dug, corridor_segments_dug = dig_corridor_section(start, vek, segcount, wood, post, up_or_down_prev)
local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
-- After this: rails
segamount = 1
if sign then
segamount = 0-segamount
end
if axis == "x" then
vek.x=segamount
elseif axis == "z" then
vek.z=segamount
end
if up_or_down then
if up then
vek.y = 1
else
vek.y = -1
end
end
-- Calculate chest and cart position
local chestplace = -1
local cartplace = -1
local minseg
if first_or_final == "first" then
minseg = 2
else
minseg = 1
end
if corridor_dug and not up_or_down then
if pr:next() < probability_chest then
chestplace = pr:next(minseg, segcount+1)
end
if tsm_railcorridors.carts and #tsm_railcorridors.carts > 0 and pr:next() < probability_cart then
cartplace = pr:next(minseg, segcount+1)
end
end
local railsegcount
if not chaos_mode and not corridor_dug then
railsegcount = corridor_segments_dug * 3
elseif not up_or_down then
railsegcount = segcount * 3
else
railsegcount = segcount
end
for i=1,railsegcount do
local p = {x=waypoint.x+vek.x*i, y=waypoint.y+vek.y*i-1, z=waypoint.z+vek.z*i}
-- Randomly returns either the left or right side of the main rail.
-- Also returns offset as second return value.
local left_or_right = function(pos, vek)
local off
if pr:next(1, 2) == 1 then
-- left
off = {x = -vek.z, y= 0, z = vek.x}
else
-- right
off = {x=vek.z, y= 0, z= -vek.x}
end
return vector.add(pos, off), off
end
if (minetest.get_node({x=p.x,y=p.y-1,z=p.z}).name=="air" and minetest.get_node({x=p.x,y=p.y-3,z=p.z}).name~=tsm_railcorridors.nodes.rail) then
p.y = p.y - 1;
if i == chestplace then
chestplace = chestplace + 1
end
if i == cartplace then
cartplace = cartplace + 1
end
end
-- Chest
if i == chestplace then
local cpos, offset = left_or_right(p, vek)
if minetest.get_node(cpos).name == post or IsInDirtRoom(p) then
chestplace = chestplace + 1
else
PlaceChest(cpos, minetest.dir_to_facedir(offset))
end
end
-- A rail at the side of the track to put a cart on
if i == cartplace and #tsm_railcorridors.carts > 0 then
local cpos = left_or_right(p, vek)
if minetest.get_node(cpos).name == post then
cartplace = cartplace + 1
else
local placed
if IsRailSurface({x=cpos.x, y=cpos.y-1, z=cpos.z}) then
placed = PlaceRail(cpos, damage)
else
placed = false
end
if placed then
-- We don't put on a cart yet, we put it in the carts table
-- for later placement
local cart_type = pr_carts:next(1, #tsm_railcorridors.carts)
table.insert(carts_table, {pos = cpos, cart_type = cart_type})
end
end
end
-- Mob spawner (at center)
if place_mob_spawners and tsm_railcorridors.nodes.spawner and not no_spawner and
webperlin_major:get_3d(p) > 0.3 and webperlin_minor:get_3d(p) > 0.5 then
-- Place spawner (if activated in gameconfig),
-- enclose in cobwebs and setup the spawner node.
local spawner_placed = SetNodeIfCanBuild(p, {name=tsm_railcorridors.nodes.spawner})
if spawner_placed then
local size = 1
if webperlin_major:get_3d(p) > 0.5 then
size = 2
end
if place_cobwebs then
Cube(p, size, {name=tsm_railcorridors.nodes.cobweb}, true)
end
tsm_railcorridors.on_construct_spawner(p)
no_spawner = true
end
end
-- Main rail; this places almost all the rails
if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then
PlaceRail(p, damage)
end
-- Place cobwebs left and right in the corridor
if place_cobwebs and tsm_railcorridors.nodes.cobweb then
-- Helper function to place a cobweb at the side (based on chance an Perlin noise)
local cobweb_at_side = function(basepos, vek)
if pr:next(1,5) == 1 then
local h = pr:next(0, 2) -- 3 possible cobweb heights
local cpos = {x=basepos.x+vek.x, y=basepos.y+h, z=basepos.z+vek.z}
if webperlin_major:get_3d(cpos) > 0.05 and webperlin_minor:get_3d(cpos) > 0.1 then
if h == 0 then
-- No check neccessary at height offset 0 since the cobweb is on the floor
return TryPlaceCobweb(cpos)
else
-- Check nessessary
return TryPlaceCobweb(cpos, true, vek)
end
end
end
return false
end
-- Right cobweb
local rvek = {x=-vek.z, y=0, z=vek.x}
cobweb_at_side(p, rvek)
-- Left cobweb
local lvek = {x=vek.z, y=0, z=-vek.x}
cobweb_at_side(p, lvek)
end
end
local offset = table.copy(corridor_vek)
local final_point = vector.add(waypoint, offset)
if up_or_down then
if up then
offset.y = offset.y - 1
final_point = vector.add(waypoint, offset)
else
offset[axis] = offset[axis] + segamount
final_point = vector.add(waypoint, offset)
end
-- After going up or down, 1 missing rail piece must be added
Platform({x=final_point.x,y=final_point.y-1,z=final_point.z}, 0, {name=wood})
if IsRailSurface({x=final_point.x,y=final_point.y-2,z=final_point.z}) then
PlaceRail({x=final_point.x,y=final_point.y-1,z=final_point.z}, damage)
end
end
if not corridor_dug then
return false, no_spawner
else
return final_point, no_spawner
end
end
-- Generate a line of corridors.
-- The corridor can go up/down, take turns and it can branch off, creating more corridor lines.
local function create_corridor_line(waypoint, axis, sign, length, wood, post, damage, no_spawner)
local wp = waypoint
local a = axis
local s = sign
local ud = false -- Up or down
local udn = false -- Up or down is next
local udp -- Up or down was previous
local up = false -- true if going up
local upp = false -- true if was going up previously
for i=1,length do
-- Update previous up/down status
udp = ud
-- Can't go up/down if a platform is needed at waypoint
local needs_platform = NeedsPlatform({x=wp.x,y=wp.y-2,z=wp.z})
-- Update current up/down status
if udn and not needs_platform then
ud = true
-- Force direction near the height limits
if wp.y >= height_max - 12 then
if udp then
ud = false
end
up = false
elseif wp.y <= height_min + 12 then
if udp then
ud = false
end
up = true
else
-- If previous was up/down, keep the vertical direction
if udp and not chaos_mode then
up = upp
else
-- Chose random direction
up = pr:next(1, 2) == 1
end
end
upp = up
else
ud = false
end
-- Update next up/down status
if pr:next() < probability_up_or_down and i~=1 and not udn and not needs_platform then
udn = i < length
elseif udn and not needs_platform then
udn = false
end
-- Make corridor
local first_or_final
if i == length then
first_or_final = "final"
elseif i == 1 then
first_or_final = "first"
end
wp, no_spawner = create_corridor_section(wp,a,s, ud, udn, udp, up, wood, post, first_or_final, damage, no_spawner)
if wp == false then return end
-- Fork in the road? If so, starts 2-3 new corridor lines and terminates the current one.
if pr:next() < probability_fork then
-- 75% chance to fork off in 3 directions (making a crossing)
-- 25% chance to fork off in 2 directions (making a t-junction)
local is_crossing = pr:next(0, 3) < 3
local forks = 2
if is_crossing then
forks = 3
end
local p = {x=wp.x, y=wp.y, z=wp.z}
local a2
if a == "x" then
a2="z"
else
a2="x"
end
local fork_dirs = {
{a2, s}, -- to the side
{a2, not s}, -- to the other side
{a, s}, -- straight ahead
}
for f=1, forks do
local r = pr:next(1, #fork_dirs)
create_corridor_line(wp, fork_dirs[r][1], fork_dirs[r][2], pr:next(way_min,way_max), wood, post, damage, no_spawner)
table.remove(fork_dirs, r)
end
if is_crossing and not IsInDirtRoom(p) then
-- 4 large wooden pillars around the center rail
WoodBulk({x=p.x, y=p.y-1, z=p.z}, 4, wood)
end
return
end
-- Randomly change sign, toggle axis.
-- In other words, take a turn.
if a=="x" then
a="z"
elseif a=="z" then
a="x"
end;
s = pr:next(1, 2) == 1
end
end
-- Spawns all carts in the carts table and clears the carts table afterwards
local function spawn_carts()
for c=1, #carts_table do
local cpos = carts_table[c].pos
local cart_type = carts_table[c].cart_type
local node = minetest.get_node(cpos)
if node.name == tsm_railcorridors.nodes.rail then
-- FIXME: The cart sometimes fails to spawn
-- See <https://github.com/minetest/minetest/issues/4759>
local cart_id = tsm_railcorridors.carts[cart_type]
minetest.log("info", "[tsm_railcorridors] Cart spawn attempt: "..minetest.pos_to_string(cpos))
minetest.add_entity(cpos, cart_id)
-- This checks if the cart is actually spawned, it's a giant hack!
-- Note that the callback function is also called there.
-- TODO: Move callback function to this position when the
-- minetest.add_entity bug has been fixed.
minetest.after(3, RecheckCartHack, {cpos, cart_id})
end
end
carts_table = {}
end
-- Start generation of a rail corridor system
-- main_cave_coords is the center of the floor of the dirt room, from which
-- all corridors expand.
local function create_corridor_system(main_cave_coords)
-- Dirt room size
local maxsize = 6
if chaos_mode then
maxsize = 9
end
local size = pr:next(3, maxsize)
--[[ Only build if starter coords are in the ground.
Prevents corridors starting in mid-air or in liquids. ]]
local check_coords = {
-- Center of the room, on the floor
{x=0,y=0,z=0},
-- Also check near the 4 bottom corners of the dirt room
{x= size-1, y=0, z=size-1},
{x=-size+1, y=0, z=size-1},
{x= size-1, y=0, z=-size+1},
{x=-size+1, y=0, z=-size+1},
}
for c=1, #check_coords do
if not IsGround(vector.add(main_cave_coords, check_coords[c])) then
return false
end
end
local center_node = minetest.get_node(main_cave_coords)
local height = pr:next(4, 7)
if height > size then
height = size
end
local floor_diff = 1
if pr:next(0, 100) < 50 then
floor_diff = 0
end
local dirt_mode = pr:next(1,2)
local rnd = pr:next(1,1000)
-- Small chance to fill dirt room with random rails
local decorations_mode = 0
if rnd == 1000 then
decorations_mode = 1
end
--[[ Starting point: A big hollow dirt cube from which the corridors will extend.
Corridor generation starts here. ]]
DirtRoom(main_cave_coords, size, height, dirt_mode, decorations_mode)
main_cave_coords.y = main_cave_coords.y + 2 + floor_diff
-- Determine if this corridor system is “damaged” (some rails removed) and to which extent
local damage = 0
if pr:next() < probability_damage then
damage = pr:next(10, 50)
end
-- Get wood and fence post types, using gameconfig.
local wood, post
if tsm_railcorridors.nodes.corridor_woods_function then
-- Get wood type by gameconfig function
wood, post = tsm_railcorridors.nodes.corridor_woods_function(main_cave_coords, center_node)
else
-- Select random wood type (found in gameconfig.lua)
local rnd = pr:next(1,1000)
local woodtype = 1
local accumulated_chance = 0
for w=1, #tsm_railcorridors.nodes.corridor_woods do
local woodtable = tsm_railcorridors.nodes.corridor_woods[w]
accumulated_chance = accumulated_chance + woodtable.chance
if rnd <= accumulated_chance then
woodtype = w
break
end
end
wood = tsm_railcorridors.nodes.corridor_woods[woodtype].wood
post = tsm_railcorridors.nodes.corridor_woods[woodtype].post
end
-- Start 2-4 corridors in each direction
local dirs = {
{axis="x", axis2="z", sign=false},
{axis="x", axis2="z", sign=true},
{axis="z", axis2="x", sign=false},
{axis="z", axis2="x", sign=true},
}
local first_corridor
local corridors = 2
for _=1, 2 do
if pr:next(0,100) < 70 then
corridors = corridors + 1
end
end
-- Chance for 5th corridor in Chaos Mode
if chaos_mode and size > 4 then
if pr:next(0,100) < 50 then
corridors = corridors + 1
end
end
local centered_crossing = false
if corridors <= 4 and pr:next(1, 20) >= 11 then
centered_crossing = true
end
-- This moves the start of the corridors in the dirt room back and forth
local d_max = 3
if floor_diff == 1 and height <= 4 then
d_max = d_max + 1
end
local from_center_base = size - pr:next(1,d_max)
for i=1, math.min(4, corridors) do
local d = pr:next(1, #dirs)
local dir = dirs[d]
local side_offset = 0
if not centered_crossing and size > 3 then
if i==1 and corridors == 5 then
side_offset = pr:next(2, size-2)
if pr:next(1,2) == 1 then
side_offset = -side_offset
end
else
side_offset = pr:next(-size+2, size-2)
end
end
local from_center = from_center_base
if dir.sign then
from_center = -from_center
end
if i == 1 then
first_corridor = {sign=dir.sign, axis=dir.axis, axis2=dir.axis2, side_offset=side_offset, from_center=from_center}
end
local coords = vector.add(main_cave_coords, {[dir.axis] = from_center, y=0, [dir.axis2] = side_offset})
create_corridor_line(coords, dir.axis, dir.sign, pr:next(way_min,way_max), wood, post, damage, false)
table.remove(dirs, d)
end
if corridors == 5 then
local special_coords = vector.add(main_cave_coords, {[first_corridor.axis2] = -first_corridor.side_offset, y=0, [first_corridor.axis] = first_corridor.from_center})
create_corridor_line(special_coords, first_corridor.axis, first_corridor.sign, pr:next(way_min,way_max), wood, post, damage, false)
end
-- At this point, all corridors were generated and all nodes were set.
-- We spawn the carts now
spawn_carts()
return true
end
-- The rail corridor algorithm starts here
mcl_mapgen_core.register_generator("railcorridors", nil, function(minp, maxp, blockseed, _pr)
-- We re-init the randomizer for every mapchunk as we start generating in the middle of each mapchunk.
-- We can't use the mapgen seed as this would make the algorithm depending on the order the mapchunk generate.
InitRandomizer(blockseed)
if minp.y < height_max and maxp.y > height_min and pr:next() < probability_railcaves_in_mapchunk then
-- Keep some distance from the upper/lower mapchunk limits
local buffer = 5
-- Do up to 10 tries to start a corridor system
for t=1,10 do
-- Get semi-random height in mapchunk
local y = pr:next(minp.y + buffer, maxp.y - buffer)
y = math.floor(math.max(height_min + buffer, math.min(height_max - buffer, y)))
-- Mid point of the mapchunk
local p = {x=minp.x+math.floor((maxp.x-minp.x)/2), y=y, z=minp.z+math.floor((maxp.z-minp.z)/2)}
-- Start corridor system at p. Might fail if p is in open air
minetest.log("verbose", "[tsm_railcorridors] Attempting to start rail corridor system at "..minetest.pos_to_string(p))
if create_corridor_system(p, pr) then
minetest.log("info", "[tsm_railcorridors] Generated rail corridor system at "..minetest.pos_to_string(p))
break
else
minetest.log("info", "[tsm_railcorridors] Rail corridor system generation attempt failed at "..minetest.pos_to_string(p).. " (try "..t..")")
end
end
end
end, 10)