forked from VoxeLibre/VoxeLibre
819 lines
27 KiB
Lua
819 lines
27 KiB
Lua
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 if this is fixedd.
|
||
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_util.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
|
||
|
||
-- 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;
|
||
|
||
-- 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, 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)
|