MineClone5-FlamingRCCars/mods/MAPGEN/tsm_railcorridors/init.lua

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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
-- Wahrscheinlichkeit für jeden Chunk, solche Gänge mit Schienen zu bekommen
-- Probability for every newly generated chunk to get corridors
local probability_railcaves_in_chunk = P(0.3)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_chunk"))
if setting then
probability_railcaves_in_chunk = P(setting)
end
-- Innerhalb welcher Parameter soll sich die Pfadlänge bewegen? (Forks heben den Maximalwert auf)
-- 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
-- Wahrsch. für jeden geraden Teil eines Korridors, Fackeln zu bekommen
-- 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
-- Wahrsch. für jeden Teil eines Korridors, nach oben oder nach unten zu gehen
-- 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
-- Wahrscheinlichkeit für jeden Teil eines Korridors, sich zu verzweigen vorsicht, wenn fast jeder Gang sich verzweigt, kann der Algorithums unlösbar werden und MT hängt sich auf
-- 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
-- Wahrscheinlichkeit für jeden geraden Teil eines Korridors eine Kiste zu enthalten
-- 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
-- Disabled because cart spawning creates error message spam:
-- “m_static_exists=true but static data doesn't actually exist in (x,y,z)
-- TODO: Set back to 0.05 when this is fixed.
-- TODO: Remove minecarts from loot table when minecarts spawn on rails.
local probability_cart = P(0)
--[[
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
-- Parameter Ende
-- Random generators
local pr, webperlin_major, webperlin_minor
local pr_initialized = false
local function InitRandomizer(seed)
-- Mostly used for corridor gen.
pr = PseudoRandom(seed)
-- 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)
pr_initialized = true
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)
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) 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 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")
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]
return node.name ~= "ignore" and node.name ~= "unknown" and nodedef.is_ground_content and ((nodedef.walkable == false and node2.name ~= tsm_railcorridors.nodes.dirt) or (nodedef.groups and nodedef.groups.falling_node))
end
-- Create a cube filled with the specified nodes
-- Specialties:
-- * Avoids floating rails for non-solid nodes like air
-- 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)
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
for zi = p.z-radius, p.z+radius do
for yi = y_top, p.y-radius, -1 do
for xi = p.x-radius, p.x+radius do
local ok = false
if not solid and yi == y_top then
local topdef = minetest.registered_nodes[minetest.get_node({x=xi,y=yi+1,z=zi}).name]
if not (topdef.groups and topdef.groups.attached_node) and topdef.liquidtype == "none" then
ok = true
end
else
ok = true
end
local built = false
if ok then
if replace_air_only ~= true then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
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
return built_all
end
local function Platform(p, radius, node)
for zi = p.z-radius, p.z+radius do
for xi = p.x-radius, p.x+radius do
local np = NeedsPlatform({x=xi,y=p.y,z=zi})
if np then
minetest.set_node({x=xi,y=p.y-1,z=zi}, node)
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)
for i=1, math.min(#items, inv:get_size("main")) do
inv:set_stack("main", i, ItemStack(items[i]))
end
end
end
-- This function checks if a cart has ACTUALLY been spawned.
-- If not, it tries to spawn it again, and again, until it succeeded or
-- it failed too often.
-- To be calld by minetest.after.
-- This is a HORRIBLE 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]
local tries = params[3]
tries = tries - 1
-- Find cart
for _, obj in ipairs(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)
tsm_railcorridors.on_construct_cart(pos, obj)
return
end
end
if tries <= 0 then
-- Abort if too many tries to avoid excessive function calls
return
end
-- No cart found! :-( Try again …
if minetest.get_node(pos).name == tsm_railcorridors.nodes.rail then
minetest.add_entity(pos, cart_id)
minetest.after(5, RecheckCartHack, {pos, cart_id, tries})
end
-- The rail may have been destroyed in the meantime, that's why the node is checked.
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
local function WoodBulk(pos, wood)
SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood})
SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=wood})
SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=wood})
SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=wood})
end
-- Gänge mit Schienen
-- Corridors with rails
-- Returns <success>, <segments>
-- success: true if corridor could be placed entirely
-- segments: Number of segments successfully placed
local function corridor_part(start_point, segment_vector, segment_count, wood, post, first_or_final, 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}
local node_fence = {name=post}
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 = Cube(p, 1, {name="air"})
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
end
-- Diese komischen Holz-Konstruktionen
-- These strange wood structs
if segmentindex % 2 == 1 and segment_vector.y == 0 then
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 = true
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) end
-- Right post and planks
local right_ok = true
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) 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
-- nächster Punkt durch Vektoraddition
-- next way point
p = vector.add(p, segment_vector)
end
-- End of the corridor segment; create the final piece
local dug = Cube(p, 1, {name="air"})
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
local function corridor_func(waypoint, coord, 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 coord == "x" then
vek.x=segamount
if up_or_down and up == false then
start.x=start.x+segamount
end
elseif coord == "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"})
end
local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, first_or_final, up_or_down_prev)
local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
-- nachträglich Schienen legen
-- after this: rails
segamount = 1
if sign then
segamount = 0-segamount
end
if coord == "x" then
vek.x=segamount
elseif coord == "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, facedir
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 then
chestplace = chestplace + 1
else
PlaceChest(cpos, minetest.dir_to_facedir(offset))
end
end
-- Rail and cart
if i == cartplace then
local cpos = left_or_right(p, vek)
if minetest.get_node(cpos).name == post then
cartplace = cartplace + 1
else
local placed = PlaceRail(cpos, damage)
if placed then
local cart_type = pr:next(1, #tsm_railcorridors.carts)
-- FIXME: The cart sometimes fails to spawn
-- See <https://github.com/minetest/minetest/issues/4759>
local cart_id = tsm_railcorridors.carts[cart_type]
local cart = 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(2, RecheckCartHack, {cpos, cart_id, 10})
end
end
end
-- Mob spawner (at center)
if place_mob_spawners and tsm_railcorridors.nodes.spawner and not no_spawner and
webperlin_major:get3d(p) > 0.3 and webperlin_minor:get3d(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:get3d(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:get3d(cpos) > 0.05 and webperlin_minor:get3d(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[coord] = offset[coord] + segamount
final_point = vector.add(waypoint, offset)
-- After going up or down, 1 missing rail piece must be added
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
end
if not corridor_dug then
return false, no_spawner
else
return final_point, no_spawner
end
end
local function start_corridor(waypoint, coord, sign, length, psra, wood, post, damage, no_spawner)
local wp = waypoint
local c = coord
local s = sign
local ud = false -- up or down
local udn = false -- up or down is next
local udp = false -- up or down was previous
local up
for i=1,length do
local needs_platform
-- Update previous up/down status
udp = ud
-- Update current up/down status
if udn then
needs_platform = NeedsPlatform(wp)
if needs_platform then
ud = false
end
ud = true
-- Force direction near the height limits
if wp.y >= height_max - 12 then
up = false
elseif wp.y <= height_min + 12 then
up = true
else
-- Chose random direction in between
up = pr:next(0, 2) < 1
end
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 / Korridor graben
local first_or_final
if i == length then
first_or_final = "final"
elseif i == 1 then
first_or_final = "first"
end
wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, first_or_final, damage, no_spawner)
if wp == false then return end
-- Verzweigung?
-- Fork?
if pr:next() < probability_fork then
local p = {x=wp.x, y=wp.y, z=wp.z}
start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
if c == "x" then c="z" else c="x" end
start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
start_corridor(wp, c, not s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
WoodBulk({x=p.x, y=p.y-1, z=p.z}, wood)
WoodBulk({x=p.x, y=p.y, z=p.z}, wood)
WoodBulk({x=p.x, y=p.y+1, z=p.z}, wood)
WoodBulk({x=p.x, y=p.y+2, z=p.z}, wood)
return
end
-- coord und sign verändern
-- randomly change sign and coord
if c=="x" then
c="z"
elseif c=="z" then
c="x"
end;
s = pr:next(0, 2) < 1
end
end
local function place_corridors(main_cave_coords, psra)
--[[ ALWAYS start building in the ground. Prevents corridors starting
in mid-air or in liquids. ]]
if not IsGround(main_cave_coords) then
return
end
local center_node = minetest.get_node(main_cave_coords)
-- 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
--[[ Starter cube: A big hollow dirt cube from which the corridors will extend.
Corridor generation starts here. ]]
if pr:next(0, 100) < 50 then
Cube(main_cave_coords, 4, {name=tsm_railcorridors.nodes.dirt})
Cube(main_cave_coords, 3, {name="air"})
-- Center rail
PlaceRail({x=main_cave_coords.x, y=main_cave_coords.y-3, z=main_cave_coords.z}, damage)
main_cave_coords.y =main_cave_coords.y - 1
else
Cube(main_cave_coords, 3, {name=tsm_railcorridors.nodes.dirt})
Cube(main_cave_coords, 2, {name="air"})
-- Center rail
PlaceRail({x=main_cave_coords.x, y=main_cave_coords.y-2, z=main_cave_coords.z}, damage)
end
local xs = pr:next(0, 2) < 1
local zs = pr:next(0, 2) < 1;
-- 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 accumulated_chance > 1000 then
minetest.log("warning", "[tsm_railcorridors] Warning: Wood chances add up to over 100%!")
break
end
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_corridor(main_cave_coords, "x", xs, pr:next(way_min,way_max), psra, wood, post, damage, false)
start_corridor(main_cave_coords, "z", zs, pr:next(way_min,way_max), psra, wood, post, damage, false)
-- Auch mal die andere Richtung?
-- Try the other direction?
if pr:next(0, 100) < 70 then
start_corridor(main_cave_coords, "x", not xs, pr:next(way_min,way_max), psra, wood, post, damage, false)
end
if pr:next(0, 100) < 70 then
start_corridor(main_cave_coords, "z", not zs, pr:next(way_min,way_max), psra, wood, post, damage, false)
end
end
minetest.register_on_generated(function(minp, maxp, blockseed)
InitRandomizer(blockseed)
if minp.y < height_max and maxp.y > height_min and pr:next() < probability_railcaves_in_chunk then
-- Get semi-random height in chunk
local buffer = 5
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 chunk
local p = {x=minp.x+math.floor((maxp.x-minp.x)/2), y=y, z=minp.z+math.floor((maxp.z-minp.z)/2)}
-- Haupthöhle und alle weiteren
-- Corridors; starting with main cave out of dirt
place_corridors(p, pr)
end
end)