forked from MineClone5/MineClone5
Add abandoned mine shafts
This commit is contained in:
parent
c8004a7ed8
commit
0582481e96
|
@ -0,0 +1,16 @@
|
||||||
|
# Railway corridors for Treasurer [`tsm_railcorridors`]
|
||||||
|
|
||||||
|
* Current version 0.11.0
|
||||||
|
|
||||||
|
Minetest mod for adding underground corridors with rails and wood constructions with
|
||||||
|
a few treasure chests now and then. Optional Treasurer support is available for adding
|
||||||
|
treasures from various mods.
|
||||||
|
|
||||||
|
Use the advanced settings to finetune the railway corridors.
|
||||||
|
|
||||||
|
* Forum thread: https://forum.minetest.net/viewtopic.php?t=10339
|
||||||
|
* License: MIT License.
|
||||||
|
|
||||||
|
## Info for modders
|
||||||
|
Want to include this mod in a subgame, but you hate the dependencies?
|
||||||
|
You can edit the node names in gameconfig.lua to fit your needs. :-)
|
|
@ -0,0 +1,6 @@
|
||||||
|
mcl_init
|
||||||
|
mcl_util
|
||||||
|
mcl_core
|
||||||
|
mcl_tnt
|
||||||
|
mcl_farming
|
||||||
|
treasurer?
|
|
@ -0,0 +1 @@
|
||||||
|
Adds simple underground mines with railways and occasional treasure chests.
|
|
@ -0,0 +1,53 @@
|
||||||
|
-- This file stores the various node types. This makes it easier to plug this mod into subgames
|
||||||
|
-- in which you need to change the node names.
|
||||||
|
|
||||||
|
-- Adapted for MineClone 2!
|
||||||
|
|
||||||
|
-- Node names (Don't use aliases!)
|
||||||
|
tsm_railcorridors.nodes = {
|
||||||
|
dirt = "mcl_core:dirt",
|
||||||
|
chest = "mcl_chests:chest",
|
||||||
|
rail = "mcl_minecarts:rail",
|
||||||
|
torch_floor = "mcl_torches:torch",
|
||||||
|
torch_wall = "mcl_torches:torch_wall",
|
||||||
|
|
||||||
|
--[[ Wood types for the corridors. Corridors are made out of full wood blocks
|
||||||
|
and posts. For each corridor system, a random wood type is chosen with the chance
|
||||||
|
specified in per mille. ]]
|
||||||
|
corridor_woods = {
|
||||||
|
{ wood = "mcl_core:wood", post = "mcl_fences:fence", chance = 900},
|
||||||
|
{ wood = "mcl_core:darkwood", post = "mcl_fences:dark_oak_fence", chance = 100},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Fallback function. Returns a random treasure. This function is called for chests
|
||||||
|
-- only if the Treasurer mod is not found.
|
||||||
|
-- pr: A PseudoRandom object
|
||||||
|
function tsm_railcorridors.get_default_treasure(pr)
|
||||||
|
if pr:next(0,1000) < 30 then
|
||||||
|
return "mcl_farming:bread "..pr:next(1,3)
|
||||||
|
elseif pr:next(0,1000) < 50 then
|
||||||
|
if pr:next(0,1000) < 500 then
|
||||||
|
return "mcl_farming:pumpkin_seeds "..pr:next(1,5)
|
||||||
|
else
|
||||||
|
return "mcl_farming:melon_seeds "..pr:next(1,5)
|
||||||
|
end
|
||||||
|
elseif pr:next(0,1000) < 5 then
|
||||||
|
return "mcl_tools:pick_iron"
|
||||||
|
elseif pr:next(0,1000) < 3 then
|
||||||
|
local r = pr:next(0, 1000)
|
||||||
|
if r < 400 then
|
||||||
|
return "mcl_core:iron_ingot "..pr:next(1,5)
|
||||||
|
elseif r < 800 then
|
||||||
|
return "mcl_core:gold_ingot "..pr:next(1,3)
|
||||||
|
else
|
||||||
|
return "mcl_core:diamond "..pr:next(1,2)
|
||||||
|
end
|
||||||
|
elseif pr:next(0,1000) < 30 then
|
||||||
|
return "mcl_torches:torch "..pr:next(1,16)
|
||||||
|
elseif pr:next(0,1000) < 20 then
|
||||||
|
return "mcl_core:coal_lump "..pr:next(3,8)
|
||||||
|
else
|
||||||
|
return ""
|
||||||
|
end
|
||||||
|
end
|
|
@ -0,0 +1,612 @@
|
||||||
|
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(0.33333)
|
||||||
|
setting = tonumber(minetest.setting_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.setting_get("tsm_railcorridors_way_min"))
|
||||||
|
if setting then
|
||||||
|
way_min = setting
|
||||||
|
end
|
||||||
|
setting = tonumber(minetest.setting_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.setting_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.setting_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.setting_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.setting_get("tsm_railcorridors_probability_chest"))
|
||||||
|
if setting then
|
||||||
|
probability_chest = P(setting)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Probability for a rail corridor system to be damaged
|
||||||
|
local probability_damage = P(0.90)
|
||||||
|
setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_damage"))
|
||||||
|
if setting then
|
||||||
|
probability_damage = P(setting)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Max. and min. heights between rail corridors are generated
|
||||||
|
local height_min = mcl_vars.mg_bedrock_overworld_max + 5 -- FIXME: Above lava layers
|
||||||
|
local height_max = mcl_util.layer_to_y(60)
|
||||||
|
|
||||||
|
-- Chaos Mode: If enabled, rail corridors don't stop generating when hitting obstacles
|
||||||
|
local chaos_mode = minetest.setting_getbool("tsm_railcorridors_chaos") or false
|
||||||
|
|
||||||
|
-- Parameter Ende
|
||||||
|
|
||||||
|
-- random generator
|
||||||
|
local pr
|
||||||
|
local pr_initialized = false
|
||||||
|
|
||||||
|
local function InitRandomizer(seed)
|
||||||
|
pr = PseudoRandom(seed)
|
||||||
|
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 abovedef.liquidtype ~= "none" 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" 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)
|
||||||
|
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
|
||||||
|
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
-- Random chest items
|
||||||
|
-- Zufälliger Kisteninhalt
|
||||||
|
local function rci()
|
||||||
|
if(minetest.get_modpath("treasurer") ~= nil) then
|
||||||
|
local treasures
|
||||||
|
if pr:next(0,100) < 3 then
|
||||||
|
treasures = treasurer.select_random_treasures(1,2,4)
|
||||||
|
elseif pr:next(0,100) < 5 then
|
||||||
|
if pr:next(0,100) < 50 then
|
||||||
|
treasures = treasurer.select_random_treasures(1,2,4,"seed")
|
||||||
|
else
|
||||||
|
treasures = treasurer.select_random_treasures(1,2,4,"seed")
|
||||||
|
end
|
||||||
|
elseif pr:next(0,1000) < 5 then
|
||||||
|
if minetest.get_modpath("tnt") then
|
||||||
|
return "tnt:tnt "..pr:next(1,3)
|
||||||
|
end
|
||||||
|
elseif pr:next(0,1000) < 3 then
|
||||||
|
if pr:next(0,1000) < 800 then
|
||||||
|
treasures = treasurer.select_random_treasures(1,3,6,"mineral")
|
||||||
|
else
|
||||||
|
treasures = treasurer.select_random_treasures(1,5,9,"mineral")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if(treasures ~= nil) then
|
||||||
|
if(#treasures>=1) then
|
||||||
|
return treasures[1]:get_name()
|
||||||
|
else
|
||||||
|
return ""
|
||||||
|
end
|
||||||
|
else
|
||||||
|
return ""
|
||||||
|
end
|
||||||
|
else
|
||||||
|
return tsm_railcorridors.get_default_treasure(pr)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
-- chests
|
||||||
|
local function Place_Chest(pos, param2)
|
||||||
|
if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
|
||||||
|
local meta = minetest.get_meta(pos)
|
||||||
|
local inv = meta:get_inventory()
|
||||||
|
for i=1, inv:get_size("main") do
|
||||||
|
inv:set_stack("main", i, ItemStack(rci()))
|
||||||
|
end
|
||||||
|
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, is_final)
|
||||||
|
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
|
||||||
|
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
|
||||||
|
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; create the final piece
|
||||||
|
if is_final then
|
||||||
|
local dug = Cube(p, 1, {name="air"})
|
||||||
|
if not chaos_mode and not dug then return false, segment_count end
|
||||||
|
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, wood, post, is_final, up_or_down_next, damage)
|
||||||
|
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, is_final)
|
||||||
|
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
|
||||||
|
local chestplace = -1
|
||||||
|
if corridor_dug and not up_or_down and pr:next() < probability_chest then
|
||||||
|
chestplace = pr:next(1,segcount+1)
|
||||||
|
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}
|
||||||
|
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
|
||||||
|
end
|
||||||
|
if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then
|
||||||
|
PlaceRail(p, damage)
|
||||||
|
end
|
||||||
|
if i == chestplace then
|
||||||
|
if minetest.get_node({x=p.x+vek.z,y=p.y-1,z=p.z-vek.x}).name == post then
|
||||||
|
chestplace = chestplace + 1
|
||||||
|
else
|
||||||
|
Place_Chest({x=p.x+vek.z,y=p.y,z=p.z-vek.x}, minetest.dir_to_facedir(vek))
|
||||||
|
end
|
||||||
|
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)
|
||||||
|
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
|
||||||
|
else
|
||||||
|
return final_point
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local function start_corridor(waypoint, coord, sign, length, psra, wood, post, damage)
|
||||||
|
local wp = waypoint
|
||||||
|
local c = coord
|
||||||
|
local s = sign
|
||||||
|
local ud = false -- up or down
|
||||||
|
local udn = false -- up or down is next
|
||||||
|
local up
|
||||||
|
for i=1,length do
|
||||||
|
local needs_platform
|
||||||
|
-- Up or down?
|
||||||
|
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 up/down next
|
||||||
|
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
|
||||||
|
wp = corridor_func(wp,c,s, ud, up, wood, post, i == length, udn, damage)
|
||||||
|
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)
|
||||||
|
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)
|
||||||
|
start_corridor(wp, c, not s, pr:next(way_min,way_max), psra, wood, post, damage)
|
||||||
|
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
|
||||||
|
|
||||||
|
-- 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"})
|
||||||
|
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"})
|
||||||
|
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;
|
||||||
|
|
||||||
|
-- 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
|
||||||
|
local wood = tsm_railcorridors.nodes.corridor_woods[woodtype].wood
|
||||||
|
local post = tsm_railcorridors.nodes.corridor_woods[woodtype].post
|
||||||
|
start_corridor(main_cave_coords, "x", xs, pr:next(way_min,way_max), psra, wood, post, damage)
|
||||||
|
start_corridor(main_cave_coords, "z", zs, pr:next(way_min,way_max), psra, wood, post, damage)
|
||||||
|
-- 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)
|
||||||
|
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)
|
||||||
|
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, math.min(height_max, y)))
|
||||||
|
local p = {x=minp.x+(maxp.x-minp.x)/2, y=y, z=minp.z+(maxp.z-minp.z)/2}
|
||||||
|
-- Haupthöhle und alle weiteren
|
||||||
|
-- Corridors; starting with main cave out of dirt
|
||||||
|
place_corridors(p, pr)
|
||||||
|
end
|
||||||
|
end)
|
|
@ -0,0 +1 @@
|
||||||
|
name = tsm_railcorridors
|
|
@ -0,0 +1,30 @@
|
||||||
|
#Probability (0.0 to 1.0) for every newly generated chunk to get rail corridors.
|
||||||
|
tsm_railcorridors_probability_railcaves_in_chunk (Rail corridor probability) float 0.33333 0.0 1.0
|
||||||
|
|
||||||
|
#Minimum rail corridor path length (excludes forks).
|
||||||
|
tsm_railcorridors_way_min (Minimum rail corridor length) int 4 1
|
||||||
|
|
||||||
|
#Maximum rail corridor path length (excludes forks).
|
||||||
|
tsm_railcorridors_way_max (Maximum rail corridor length) int 7 1
|
||||||
|
|
||||||
|
#Probability (0.0 to 1.0) for every horizontal part of a rail corridor to have torches.
|
||||||
|
tsm_railcorridors_probability_torches_in_segment (Torch probability) float 0.5 0.0 1.0
|
||||||
|
|
||||||
|
#Probability (0.0 to 1.0) for every part of a rail corridor to go up or down.
|
||||||
|
tsm_railcorridors_probability_up_or_down (Stairway probability) float 0.2 0.0 1.0
|
||||||
|
|
||||||
|
#Probability (0.0 to 1.0) for every part of a rail corridor to fork.
|
||||||
|
#Caution! Too high values may cause Minetest to hang.
|
||||||
|
tsm_railcorridors_probability_fork (Fork probability) float 0.04 0.0 1.0
|
||||||
|
|
||||||
|
#Probability (0.0 to 1.0) for every part of a rail corridor to contain a treasure chest.
|
||||||
|
tsm_railcorridors_probability_chest (Chest probability) float 0.05 0.0 1.0
|
||||||
|
|
||||||
|
#Probability (0.0 to 1.0) for a rail corridor system to have damaged/incomplete railways
|
||||||
|
tsm_railcorridors_probability_damage (Damaged railway probability) float 0.90 0.0 1.0
|
||||||
|
|
||||||
|
#If enabled, rail corridors continue to generate through obstacles such
|
||||||
|
#as other rail corridors (without destroying them, mostly). This may lead
|
||||||
|
#to pretty chaotic rail corridors, but they are also more free to spread.
|
||||||
|
#If disabled, rail corridors spread in a orderly fashion.
|
||||||
|
tsm_railcorridors_chaos (Chaos Mode) bool false
|
Loading…
Reference in New Issue