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New tsm_railcorridors: Spawn minecarts, bugfixes, ...
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@ -5,3 +5,4 @@ mcl_loot
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mcl_tnt
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mcl_tnt
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mcl_farming
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mcl_farming
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mcl_mobspawners
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mcl_mobspawners
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mcl_minecarts
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@ -22,6 +22,13 @@ tsm_railcorridors.nodes = {
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},
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},
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}
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}
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-- TODO: Use minecart with chest instead of normal minecart
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tsm_railcorridors.carts = { "mcl_minecarts:minecart" }
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function tsm_railcorridors.on_construct_cart(pos, cart)
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-- TODO: Fill cart with treasures
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end
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-- Fallback function. Returns a random treasure. This function is called for chests
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-- Fallback function. Returns a random treasure. This function is called for chests
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-- only if the Treasurer mod is not found.
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-- only if the Treasurer mod is not found.
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-- pr: A PseudoRandom object
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-- pr: A PseudoRandom object
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@ -65,6 +65,13 @@ if setting then
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probability_chest = P(setting)
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probability_chest = P(setting)
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end
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end
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-- Probability for every part of a corridor to contain a cart
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local probability_cart = P(0.05)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_cart"))
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if setting then
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probability_cart = P(setting)
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end
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-- Probability for a rail corridor system to be damaged
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-- Probability for a rail corridor system to be damaged
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local probability_damage = P(1.0)
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local probability_damage = P(1.0)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_damage"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_damage"))
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@ -227,7 +234,7 @@ local function Platform(p, radius, node)
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end
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end
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end
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end
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-- chests
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-- Chests
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local function PlaceChest(pos, param2)
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local function PlaceChest(pos, param2)
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if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
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if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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@ -239,6 +246,39 @@ local function PlaceChest(pos, param2)
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end
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end
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end
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end
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-- This function checks if a cart has ACTUALLY been spawned.
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-- If not, it tries to spawn it again, and again, until it succeeded or
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-- it failed too often.
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-- To be calld by minetest.after.
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-- This is a HORRIBLE workaround thanks to the fact that minetest.add_entity is unreliable as fuck
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-- See: https://github.com/minetest/minetest/issues/4759
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-- FIXME: Kill this horrible hack with fire as soon you can.
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local function RecheckCartHack(params)
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local pos = params[1]
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local cart_id = params[2]
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local tries = params[3]
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tries = tries - 1
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-- Find cart
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if obj ~= nil and obj:get_luaentity().name == cart_id then
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-- Cart found! We can now safely call the callback func.
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-- (calling it earlier has the danger of failing)
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tsm_railcorridors.on_construct_cart(pos, obj)
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return
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end
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end
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if tries <= 0 then
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-- Abort if too many tries to avoid excessive function calls
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return
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end
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-- No cart found! :-( Try again …
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if minetest.get_node(pos).name == tsm_railcorridors.nodes.rail then
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minetest.add_entity(pos, cart_id)
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minetest.after(5, RecheckCartHack, {pos, cart_id, tries})
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end
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-- The rail may have been destroyed in the meantime, that's why the node is checked.
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end
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-- Try to place a cobweb.
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-- Try to place a cobweb.
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-- pos: Position of cobweb
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-- pos: Position of cobweb
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-- needs_check: If true, checks if any of the nodes above, below or to the side of the cobweb.
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-- needs_check: If true, checks if any of the nodes above, below or to the side of the cobweb.
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@ -289,7 +329,7 @@ end
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-- Returns <success>, <segments>
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-- Returns <success>, <segments>
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-- success: true if corridor could be placed entirely
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-- success: true if corridor could be placed entirely
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-- segments: Number of segments successfully placed
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-- segments: Number of segments successfully placed
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local function corridor_part(start_point, segment_vector, segment_count, wood, post, is_final, up_or_down_prev)
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local function corridor_part(start_point, segment_vector, segment_count, wood, post, first_or_final, up_or_down_prev)
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local p = {x=start_point.x, y=start_point.y, z=start_point.z}
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local p = {x=start_point.x, y=start_point.y, z=start_point.z}
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local torches = pr:next() < probability_torches_in_segment
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local torches = pr:next() < probability_torches_in_segment
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local dir = {0, 0}
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local dir = {0, 0}
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@ -411,7 +451,7 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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return true, segment_count
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return true, segment_count
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end
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end
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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)
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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)
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local segamount = 3
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local segamount = 3
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if up_or_down then
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if up_or_down then
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segamount = 1
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segamount = 1
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@ -443,7 +483,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next,
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if up_or_down and up == false then
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if up_or_down and up == false then
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Cube(waypoint, 1, {name="air"})
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Cube(waypoint, 1, {name="air"})
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end
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end
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local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, is_final, up_or_down_prev)
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local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, first_or_final, up_or_down_prev)
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local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
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local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
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-- nachträglich Schienen legen
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-- nachträglich Schienen legen
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@ -464,9 +504,22 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next,
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vek.y = -1
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vek.y = -1
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end
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end
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end
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end
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-- Calculate chest and cart position
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local chestplace = -1
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local chestplace = -1
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if corridor_dug and not up_or_down and pr:next() < probability_chest then
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local cartplace = -1
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chestplace = pr:next(1,segcount+1)
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local minseg
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if first_or_final == "first" then
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minseg = 2
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else
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minseg = 1
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end
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if corridor_dug and not up_or_down then
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if pr:next() < probability_chest then
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chestplace = pr:next(minseg, segcount+1)
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end
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if tsm_railcorridors.carts and #tsm_railcorridors.carts > 0 and pr:next() < probability_cart then
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cartplace = pr:next(minseg, segcount+1)
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end
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end
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end
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local railsegcount
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local railsegcount
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if not chaos_mode and not corridor_dug then
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if not chaos_mode and not corridor_dug then
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@ -477,21 +530,62 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next,
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railsegcount = segcount
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railsegcount = segcount
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end
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end
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for i=1,railsegcount do
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for i=1,railsegcount do
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-- Precalculate chest position
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local p = {x=waypoint.x+vek.x*i, y=waypoint.y+vek.y*i-1, z=waypoint.z+vek.z*i}
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local p = {x=waypoint.x+vek.x*i, y=waypoint.y+vek.y*i-1, z=waypoint.z+vek.z*i}
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-- Randomly returns either the left or right side of the main rail.
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-- Also returns offset as second return value.
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local left_or_right = function(pos, vek)
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local off, facedir
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if pr:next(1, 2) == 1 then
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-- left
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off = {x = -vek.z, y= 0, z = vek.x}
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else
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-- right
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off = {x=vek.z, y= 0, z= -vek.x}
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end
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return vector.add(pos, off), off
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end
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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
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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
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p.y = p.y - 1;
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p.y = p.y - 1;
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if i == chestplace then
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if i == chestplace then
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chestplace = chestplace + 1
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chestplace = chestplace + 1
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end
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end
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if i == cartplace then
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cartplace = cartplace + 1
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end
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end
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end
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-- Chest
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-- Chest
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if i == chestplace then
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if i == chestplace then
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if minetest.get_node({x=p.x+vek.z,y=p.y-1,z=p.z-vek.x}).name == post then
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local cpos, offset = left_or_right(p, vek)
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if minetest.get_node(cpos).name == post then
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chestplace = chestplace + 1
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chestplace = chestplace + 1
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else
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else
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PlaceChest({x=p.x+vek.z,y=p.y,z=p.z-vek.x}, minetest.dir_to_facedir(vek))
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PlaceChest(cpos, minetest.dir_to_facedir(offset))
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end
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end
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-- Rail and cart
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if i == cartplace then
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local cpos = left_or_right(p, vek)
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if minetest.get_node(cpos).name == post then
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cartplace = cartplace + 1
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else
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local placed = PlaceRail(cpos, damage)
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if placed then
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local cart_type = pr:next(1, #tsm_railcorridors.carts)
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-- FIXME: The cart sometimes fails to spawn
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-- See <https://github.com/minetest/minetest/issues/4759>
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local cart_id = tsm_railcorridors.carts[cart_type]
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local cart = minetest.add_entity(cpos, cart_id)
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-- This checks if the cart is actually spawned, it's a giant hack!
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-- Note that the callback function is also called there.
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-- TODO: Move callback function to this position when the
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-- minetest.add_entity bug has been fixed.
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minetest.after(2, RecheckCartHack, {cpos, cart_id, 10})
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end
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end
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end
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end
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end
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@ -610,7 +704,13 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
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udn = false
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udn = false
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end
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end
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-- Make corridor / Korridor graben
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-- Make corridor / Korridor graben
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wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, i == length, damage, no_spawner)
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local first_or_final
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if i == length then
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first_or_final = "final"
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elseif i == 1 then
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first_or_final = "first"
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end
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wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, first_or_final, damage, no_spawner)
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if wp == false then return end
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if wp == false then return end
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-- Verzweigung?
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-- Verzweigung?
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-- Fork?
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-- Fork?
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