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TheDarkProject/mods/MAPGEN/tsm_railcorridors/init.lua

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local pairs = pairs
local tonumber = tonumber
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 function P(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 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 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_deco, webperlin_major, webperlin_minor
--local pr_treasures
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 and abovedef.groups and abovedef.groups.attached_node) or
-- This is done because cobwebs are often fake liquids
(abovedef and 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 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 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 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 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 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 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 and 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
local n1 = {}
local n2 = {}
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)
table.insert(n1,{x=xi,y=p.y-1,z=zi})
else
--minetest.set_node({x=xi,y=p.y-1,z=zi}, node)
table.insert(n2,{x=xi,y=p.y-1,z=zi})
end
end
end
end
minetest.bulk_set_node(n1,node)
minetest.bulk_set_node(n2,node2)
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.
-- Why did anyone activate it in the first place? It doesn't
-- have a function seeing as there are no chest minecarts yet.
--[[
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 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 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 and nodedef1.walkable then
pos1.y = pos1.y + 1
end
SetNodeIfCanBuild(pos1, node, true)
if nodedef2 and 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 function left_or_right(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 function cobweb_at_side(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})
-- This whole recheck logic leads to a stub right now
-- it can be reenabled when chest carts are a thing.
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
mcl_structures.register_structure("mineshaft",{
place_on = {"group:sand","group:grass_block","mcl_core:water_source","group:dirt","mcl_core:dirt_with_grass","mcl_core:gravel","group:material_stone","mcl_core:snow"},
fill_ratio = 0.0001,
flags = "place_center_x, place_center_z, force_placement, all_floors",
sidelen = 32,
y_max = 40,
y_min = mcl_vars.mg_overworld_min,
place_func = function(pos,def,pr,blockseed)
local r = pr:next(-50,-10)
local p = vector.offset(pos,0,r,0)
if p.y < mcl_vars.mg_overworld_min + 5 then
p.y = mcl_vars.mg_overworld_min + 5
end
if p.y > -10 then return true end
InitRandomizer(blockseed)
create_corridor_system(p, pr)
return true
end,
})
--[[ Old Generation code this is VERY slow
-- 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)
--]]