From 3e58fe6cd85600918e6260e140d8467f077f85ce Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Sat, 3 Jun 2017 03:21:25 +0200 Subject: [PATCH] Add v6-style sapling growth for jungle trees Taken from Minetest Game 0.4.15. Needs to be replaced later --- mods/ITEMS/mcl_core/functions.lua | 103 +++- mods/MAPGEN/tsm_railcorridors/init.lua2 | 602 ++++++++++++++++++++++++ mods/MISC/mcl_wip/init.lua | 2 - 3 files changed, 703 insertions(+), 4 deletions(-) create mode 100644 mods/MAPGEN/tsm_railcorridors/init.lua2 diff --git a/mods/ITEMS/mcl_core/functions.lua b/mods/ITEMS/mcl_core/functions.lua index 66dd64952..11c606bbc 100644 --- a/mods/ITEMS/mcl_core/functions.lua +++ b/mods/ITEMS/mcl_core/functions.lua @@ -418,6 +418,8 @@ function mcl_core.generate_tree(pos, trunk, leaves, typearbre) mcl_core.generate_spruce_tree(pos) elseif typearbre == 4 then mcl_core.grow_new_acacia_tree(pos) + elseif typearbre == 5 then + mcl_core.generate_jungle_tree(pos) end end @@ -538,6 +540,103 @@ function mcl_core.grow_new_acacia_tree(pos) minetest.place_schematic({x = pos.x - 4, y = pos.y - 1, z = pos.z - 4}, path, "random", nil, false) end +-- Helper function for jungle tree, form Minetest Game 0.4.15 +local function add_trunk_and_leaves(data, a, pos, tree_cid, leaves_cid, + height, size, iters) + local x, y, z = pos.x, pos.y, pos.z + local c_air = minetest.CONTENT_AIR + local c_ignore = minetest.CONTENT_IGNORE + + -- Trunk + data[a:index(x, y, z)] = tree_cid -- Force-place lowest trunk node to replace sapling + for yy = y + 1, y + height - 1 do + local vi = a:index(x, yy, z) + local node_id = data[vi] + if node_id == c_air or node_id == c_ignore or node_id == leaves_cid then + data[vi] = tree_cid + end + end + + -- Force leaves near the trunk + for z_dist = -1, 1 do + for y_dist = -size, 1 do + local vi = a:index(x - 1, y + height + y_dist, z + z_dist) + for x_dist = -1, 1 do + if data[vi] == c_air or data[vi] == c_ignore then + data[vi] = leaves_cid + end + vi = vi + 1 + end + end + end + + -- Randomly add leaves in 2x2x2 clusters. + for i = 1, iters do + local clust_x = x + math.random(-size, size - 1) + local clust_y = y + height + math.random(-size, 0) + local clust_z = z + math.random(-size, size - 1) + + for xi = 0, 1 do + for yi = 0, 1 do + for zi = 0, 1 do + local vi = a:index(clust_x + xi, clust_y + yi, clust_z + zi) + if data[vi] == c_air or data[vi] == c_ignore then + data[vi] = leaves_cid + end + end + end + end + end +end + +-- Old jungle tree grow function from Minetest Game 0.4.15, imitating v6 jungle trees +function mcl_core.generate_jungle_tree(pos) + --[[ + NOTE: Jungletree-placing code is currently duplicated in the engine + and in games that have saplings; both are deprecated but not + replaced yet + --]] + + local x, y, z = pos.x, pos.y, pos.z + local height = math.random(8, 12) + local c_air = minetest.get_content_id("air") + local c_ignore = minetest.get_content_id("ignore") + local c_jungletree = minetest.get_content_id("mcl_core:jungletree") + local c_jungleleaves = minetest.get_content_id("mcl_core:jungleleaves") + + local vm = minetest.get_voxel_manip() + local minp, maxp = vm:read_from_map( + {x = x - 3, y = y - 1, z = z - 3}, + {x = x + 3, y = y + height + 1, z = z + 3} + ) + local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) + local data = vm:get_data() + + add_trunk_and_leaves(data, a, pos, c_jungletree, c_jungleleaves, height, 3, 30) + + -- Roots + for z_dist = -1, 1 do + local vi_1 = a:index(x - 1, y - 1, z + z_dist) + local vi_2 = a:index(x - 1, y, z + z_dist) + for x_dist = -1, 1 do + if math.random(1, 3) >= 2 then + if data[vi_1] == c_air or data[vi_1] == c_ignore then + data[vi_1] = c_jungletree + elseif data[vi_2] == c_air or data[vi_2] == c_ignore then + data[vi_2] = c_jungletree + end + end + vi_1 = vi_1 + 1 + vi_2 = vi_2 + 1 + end + end + + vm:set_data(data) + vm:write_to_map() + vm:update_map() +end + + local grass_spread_randomizer = PseudoRandom(minetest.get_mapgen_params().seed) @@ -677,7 +776,7 @@ mcl_core.grow_sapling = function(pos, node) elseif node.name == "mcl_core:darksapling" then grow = sapling_grow_action("mcl_core:darktree", "mcl_core:darkleaves", 1, 2) elseif node.name == "mcl_core:junglesapling" then - grow = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 1, 2) + grow = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 5, 1) elseif node.name == "mcl_core:acaciasapling" then grow = sapling_grow_action("mcl_core:acaciatree", "mcl_core:acacialeaves", 4, 2) elseif node.name == "mcl_core:sprucesapling" then @@ -723,7 +822,7 @@ minetest.register_abm({ neighbors = {"group:soil_sapling"}, interval = 20, chance = 1, - action = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 1, 2) + action = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 5, 1) }) -- Spruce tree diff --git a/mods/MAPGEN/tsm_railcorridors/init.lua2 b/mods/MAPGEN/tsm_railcorridors/init.lua2 new file mode 100644 index 000000000..0da25eac7 --- /dev/null +++ b/mods/MAPGEN/tsm_railcorridors/init.lua2 @@ -0,0 +1,602 @@ +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) diff --git a/mods/MISC/mcl_wip/init.lua b/mods/MISC/mcl_wip/init.lua index 6235905d3..52802843f 100644 --- a/mods/MISC/mcl_wip/init.lua +++ b/mods/MISC/mcl_wip/init.lua @@ -8,9 +8,7 @@ local wip_items = { "mcl_anvils:anvil", "mcl_anvils:anvil_damage_1", "mcl_anvils:anvil_damage_2", - "mcl_core:junglesapling", "mcl_core:darksapling", - "mcl_core:sprucesapling", "mcl_core:apple_gold", "mcl_end:ender_eye", "mcl_end:chorus_fruit",