From 3c6e5841b4bb8f5ecc6e2cd00c86643a1ba7c648 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Mon, 14 Aug 2017 05:35:32 +0200 Subject: [PATCH] Update tsm_railcorridors - 0.12.0 - Cobwebs - Cave spider spawners - Tons of bugfixes --- mods/MAPGEN/tsm_railcorridors/README.md | 3 +- mods/MAPGEN/tsm_railcorridors/depends.txt | 1 + mods/MAPGEN/tsm_railcorridors/gameconfig.lua | 7 + mods/MAPGEN/tsm_railcorridors/init.lua | 228 +++++-- mods/MAPGEN/tsm_railcorridors/init.lua2 | 602 ------------------- 5 files changed, 190 insertions(+), 651 deletions(-) delete mode 100644 mods/MAPGEN/tsm_railcorridors/init.lua2 diff --git a/mods/MAPGEN/tsm_railcorridors/README.md b/mods/MAPGEN/tsm_railcorridors/README.md index 8af1d886e..33e2abe6f 100644 --- a/mods/MAPGEN/tsm_railcorridors/README.md +++ b/mods/MAPGEN/tsm_railcorridors/README.md @@ -1,11 +1,12 @@ # Railway corridors [`tsm_railcorridors`] MineClone 2 adaption. NO TREASURER SUPPORT! -* Current version 0.11.0 +* Current version 0.12.0 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. +Cobwebs are added if the `mobs_monster` mod is found. Use the advanced settings to finetune the railway corridors. diff --git a/mods/MAPGEN/tsm_railcorridors/depends.txt b/mods/MAPGEN/tsm_railcorridors/depends.txt index a53609c6d..4a04ae374 100644 --- a/mods/MAPGEN/tsm_railcorridors/depends.txt +++ b/mods/MAPGEN/tsm_railcorridors/depends.txt @@ -4,3 +4,4 @@ mcl_core mcl_loot mcl_tnt mcl_farming +mcl_mobspawners diff --git a/mods/MAPGEN/tsm_railcorridors/gameconfig.lua b/mods/MAPGEN/tsm_railcorridors/gameconfig.lua index 652db6f1b..a3abf87fd 100644 --- a/mods/MAPGEN/tsm_railcorridors/gameconfig.lua +++ b/mods/MAPGEN/tsm_railcorridors/gameconfig.lua @@ -10,6 +10,8 @@ tsm_railcorridors.nodes = { rail = "mcl_minecarts:rail", torch_floor = "mcl_torches:torch", torch_wall = "mcl_torches:torch_wall", + cobweb = "mcl_core:cobweb", + spawner = "mcl_mobspawners:spawner", --[[ 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 @@ -27,6 +29,11 @@ function tsm_railcorridors.get_default_treasure(pr) -- UNUSED IN MINECLONE 2! end +-- All spawners spawn cave spiders +function tsm_railcorridors.on_construct_spawner(pos) + mcl_mobspawners.setup_spawner(pos, "mobs_mc:cave_spider") +end + -- MineClone 2's treasure function. Gets all treasures for a single chest. -- Based on information from Minecraft Wiki. function tsm_railcorridors.get_treasures(pr) diff --git a/mods/MAPGEN/tsm_railcorridors/init.lua b/mods/MAPGEN/tsm_railcorridors/init.lua index 6c706cb5f..cae9a90fe 100644 --- a/mods/MAPGEN/tsm_railcorridors/init.lua +++ b/mods/MAPGEN/tsm_railcorridors/init.lua @@ -15,7 +15,7 @@ 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.setting_get("tsm_railcorridors_probability_railcaves_in_chunk")) +setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_chunk")) if setting then probability_railcaves_in_chunk = P(setting) end @@ -24,11 +24,11 @@ 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.setting_get("tsm_railcorridors_way_min")) +setting = tonumber(minetest.settings:get("tsm_railcorridors_way_min")) if setting then way_min = setting end -setting = tonumber(minetest.setting_get("tsm_railcorridors_way_max")) +setting = tonumber(minetest.settings:get("tsm_railcorridors_way_max")) if setting then way_max = setting end @@ -36,7 +36,7 @@ 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")) +setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_torches_in_segment")) if setting then probability_torches_in_segment = P(setting) end @@ -44,7 +44,7 @@ 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")) +setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_up_or_down")) if setting then probability_up_or_down = P(setting) end @@ -52,7 +52,7 @@ 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")) +setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_fork")) if setting then probability_fork = P(setting) end @@ -60,18 +60,32 @@ 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")) +setting = tonumber(minetest.settings: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(1.0) -setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_damage")) +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 @@ -82,16 +96,20 @@ end 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 +local chaos_mode = minetest.settings:get_bool("tsm_railcorridors_chaos") or false -- Parameter Ende --- random generator -local pr +-- 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 @@ -104,13 +122,17 @@ 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 + 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 then + 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 @@ -157,7 +179,7 @@ end -- * 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 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" @@ -177,7 +199,13 @@ local function Cube(p, radius, node) end local built = false if ok then - built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node) + 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 @@ -199,12 +227,8 @@ local function Platform(p, radius, node) end end - --- Random chest items --- Zufälliger Kisteninhalt - -- chests -local function Place_Chest(pos, param2) +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() @@ -214,6 +238,43 @@ local function Place_Chest(pos, param2) end end 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}) @@ -228,7 +289,7 @@ end -- Returns , -- 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 function corridor_part(start_point, segment_vector, segment_count, wood, post, is_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} @@ -247,7 +308,16 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p 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) + 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 @@ -332,16 +402,16 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p 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 + -- 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, wood, post, is_final, up_or_down_next, damage) +local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next, up_or_down_prev, up, wood, post, is_final, damage, no_spawner) local segamount = 3 if up_or_down then segamount = 1 @@ -373,7 +443,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post, 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_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, is_final, up_or_down_prev) local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount} -- nachträglich Schienen legen @@ -407,6 +477,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post, railsegcount = segcount end for i=1,railsegcount do + -- Precalculate chest position 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; @@ -414,16 +485,69 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post, chestplace = chestplace + 1 end end - if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then - PlaceRail(p, damage) - end + + -- Chest 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)) + PlaceChest({x=p.x+vek.z,y=p.y,z=p.z-vek.x}, minetest.dir_to_facedir(vek)) 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) @@ -435,28 +559,32 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post, 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 + return false, no_spawner else - return final_point + return final_point, no_spawner end end -local function start_corridor(waypoint, coord, sign, length, psra, wood, post, damage) +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 - -- Up or down? + -- Update previous up/down status + udp = ud + -- Update current up/down status if udn then needs_platform = NeedsPlatform(wp) if needs_platform then @@ -475,23 +603,23 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d else ud = false end - -- Update up/down next + -- 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 - wp = corridor_func(wp,c,s, ud, up, wood, post, i == length, udn, damage) + wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, i == length, 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) + 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) - start_corridor(wp, c, not s, pr:next(way_min,way_max), psra, wood, post, damage) + 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) @@ -526,11 +654,13 @@ local function place_corridors(main_cave_coords, psra) 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 @@ -555,15 +685,15 @@ local function place_corridors(main_cave_coords, psra) 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) + 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) + 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) + start_corridor(main_cave_coords, "z", not zs, pr:next(way_min,way_max), psra, wood, post, damage, false) end end @@ -572,10 +702,12 @@ minetest.register_on_generated(function(minp, maxp, 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 = 4 - local y = pr:next(minp.y, maxp.y) + 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))) - local p = {x=minp.x+(maxp.x-minp.x)/2, y=y, z=minp.z+(maxp.z-minp.z)/2} + + -- 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) diff --git a/mods/MAPGEN/tsm_railcorridors/init.lua2 b/mods/MAPGEN/tsm_railcorridors/init.lua2 deleted file mode 100644 index 0da25eac7..000000000 --- a/mods/MAPGEN/tsm_railcorridors/init.lua2 +++ /dev/null @@ -1,602 +0,0 @@ -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.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(1.0) -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 -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_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 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 - --- 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() - 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 - -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: 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 cobwebperlin - -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 - else - cobwebperlin = cobwebperlin or minetest.get_perlin(1234, 3, 1.0, 30) - - -- Place random cobwebs - - local webposses = { - {x=p.x+vek.z,y=p.y,z=p.z-vek.x}, - {x=p.x-vek.z,y=p.y,z=p.z+vek.x}, - } - for w=1, #webposses do - local webpos = webposses[w] - if cobwebperlin:get3d(webpos) > 0.65 then - local h = pr:next(0,2) - webpos.y = webpos.y + h - SetNodeIfCanBuild(webpos, {name="mcl_core:cobweb"}) - end - 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 = 4 - local y = pr:next(minp.y, maxp.y) - y = math.floor(math.max(height_min + buffer, math.min(height_max - buffer, 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)