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Update tsm_railcorridors
- 0.12.0 - Cobwebs - Cave spider spawners - Tons of bugfixes
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@ -1,11 +1,12 @@
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# Railway corridors [`tsm_railcorridors`]
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MineClone 2 adaption. NO TREASURER SUPPORT!
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* Current version 0.11.0
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* Current version 0.12.0
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Minetest mod for adding underground corridors with rails and wood constructions with
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a few treasure chests now and then. Optional Treasurer support is available for adding
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treasures from various mods.
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Cobwebs are added if the `mobs_monster` mod is found.
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Use the advanced settings to finetune the railway corridors.
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@ -4,3 +4,4 @@ mcl_core
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mcl_loot
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mcl_tnt
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mcl_farming
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mcl_mobspawners
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@ -10,6 +10,8 @@ tsm_railcorridors.nodes = {
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rail = "mcl_minecarts:rail",
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torch_floor = "mcl_torches:torch",
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torch_wall = "mcl_torches:torch_wall",
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cobweb = "mcl_core:cobweb",
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spawner = "mcl_mobspawners:spawner",
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--[[ Wood types for the corridors. Corridors are made out of full wood blocks
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and posts. For each corridor system, a random wood type is chosen with the chance
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@ -27,6 +29,11 @@ function tsm_railcorridors.get_default_treasure(pr)
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-- UNUSED IN MINECLONE 2!
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end
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-- All spawners spawn cave spiders
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function tsm_railcorridors.on_construct_spawner(pos)
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mcl_mobspawners.setup_spawner(pos, "mobs_mc:cave_spider")
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end
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-- MineClone 2's treasure function. Gets all treasures for a single chest.
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-- Based on information from Minecraft Wiki.
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function tsm_railcorridors.get_treasures(pr)
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@ -15,7 +15,7 @@ end
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-- Wahrscheinlichkeit für jeden Chunk, solche Gänge mit Schienen zu bekommen
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-- Probability for every newly generated chunk to get corridors
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local probability_railcaves_in_chunk = P(0.3)
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setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_railcaves_in_chunk"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_chunk"))
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if setting then
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probability_railcaves_in_chunk = P(setting)
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end
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@ -24,11 +24,11 @@ end
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-- Minimal and maximal value of path length (forks don't look up this value)
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local way_min = 4;
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local way_max = 7;
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setting = tonumber(minetest.setting_get("tsm_railcorridors_way_min"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_way_min"))
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if setting then
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way_min = setting
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end
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setting = tonumber(minetest.setting_get("tsm_railcorridors_way_max"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_way_max"))
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if setting then
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way_max = setting
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end
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@ -36,7 +36,7 @@ end
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-- Wahrsch. für jeden geraden Teil eines Korridors, Fackeln zu bekommen
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-- Probability for every horizontal part of a corridor to be with torches
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local probability_torches_in_segment = P(0.5)
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setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_torches_in_segment"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_torches_in_segment"))
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if setting then
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probability_torches_in_segment = P(setting)
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end
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@ -44,7 +44,7 @@ end
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-- Wahrsch. für jeden Teil eines Korridors, nach oben oder nach unten zu gehen
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-- Probability for every part of a corridor to go up or down
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local probability_up_or_down = P(0.2)
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setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_up_or_down"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_up_or_down"))
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if setting then
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probability_up_or_down = P(setting)
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end
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@ -52,7 +52,7 @@ end
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-- 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
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-- Probability for every part of a corridor to fork – caution, too high values may cause MT to hang on.
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local probability_fork = P(0.04)
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setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_fork"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_fork"))
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if setting then
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probability_fork = P(setting)
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end
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@ -60,18 +60,32 @@ end
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-- Wahrscheinlichkeit für jeden geraden Teil eines Korridors eine Kiste zu enthalten
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-- Probability for every part of a corridor to contain a chest
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local probability_chest = P(0.05)
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setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_chest"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_chest"))
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if setting then
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probability_chest = P(setting)
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end
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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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setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_damage"))
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_damage"))
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if setting then
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probability_damage = P(setting)
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end
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-- Enable cobwebs
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local place_cobwebs = true
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setting = minetest.settings:get_bool("tsm_railcorridors_place_cobwebs")
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if setting ~= nil then
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place_cobwebs = setting
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end
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-- Enable mob spawners
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local place_mob_spawners = true
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setting = minetest.settings:get_bool("tsm_railcorridors_place_mob_spawners")
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if setting ~= nil then
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place_mob_spawners = setting
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end
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-- Max. and min. heights between rail corridors are generated
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local height_min
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if mcl_vars.mg_lava then
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@ -82,16 +96,20 @@ end
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local height_max = mcl_util.layer_to_y(60)
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-- Chaos Mode: If enabled, rail corridors don't stop generating when hitting obstacles
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local chaos_mode = minetest.setting_getbool("tsm_railcorridors_chaos") or false
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local chaos_mode = minetest.settings:get_bool("tsm_railcorridors_chaos") or false
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-- Parameter Ende
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-- random generator
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local pr
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-- Random generators
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local pr, webperlin_major, webperlin_minor
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local pr_initialized = false
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local function InitRandomizer(seed)
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-- Mostly used for corridor gen.
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pr = PseudoRandom(seed)
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-- Used for cobweb generation, both noises have to reach a high value for cobwebs to appear
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webperlin_major = PerlinNoise(934, 3, 0.6, 500)
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webperlin_minor = PerlinNoise(834, 3, 0.6, 50)
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pr_initialized = true
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end
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@ -104,13 +122,17 @@ local function SetNodeIfCanBuild(pos, node, check_above)
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if check_above then
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local abovename = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name
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local abovedef = minetest.registered_nodes[abovename]
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if abovename == "unknown" or abovename == "ignore" or (abovedef.groups and abovedef.groups.attached_node) or abovedef.liquidtype ~= "none" then
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if abovename == "unknown" or abovename == "ignore" or
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(abovedef.groups and abovedef.groups.attached_node) or
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-- This is done because cobwebs are often fake liquids
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(abovedef.liquidtype ~= "none" and abovename ~= tsm_railcorridors.nodes.cobweb) then
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return false
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end
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end
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local name = minetest.get_node(pos).name
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local def = minetest.registered_nodes[name]
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if name ~= "unknown" and name ~= "ignore" and def.is_ground_content then
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if name ~= "unknown" and name ~= "ignore" and def.is_ground_content and
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(def.liquidtype == "none" or name == tsm_railcorridors.nodes.cobweb) then
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minetest.set_node(pos, node)
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return true
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else
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@ -157,7 +179,7 @@ end
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-- * Avoids floating rails for non-solid nodes like air
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-- Returns true if all nodes could be set
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-- Returns false if setting one or more nodes failed
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local function Cube(p, radius, node)
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local function Cube(p, radius, node, replace_air_only)
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local y_top = p.y+radius
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local nodedef = minetest.registered_nodes[node.name]
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local solid = nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodedef.liquidtype == "none"
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@ -177,7 +199,13 @@ local function Cube(p, radius, node)
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end
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local built = false
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if ok then
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
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if replace_air_only ~= true then
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
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else
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if minetest.get_node({x=xi,y=yi,z=zi}).name == "air" then
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
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end
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end
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end
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if not built then
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built_all = false
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@ -199,12 +227,8 @@ local function Platform(p, radius, node)
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end
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end
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-- Random chest items
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-- Zufälliger Kisteninhalt
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-- chests
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local function Place_Chest(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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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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@ -214,6 +238,43 @@ local function Place_Chest(pos, param2)
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end
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end
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end
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-- Try to place a 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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-- side_vector: Required if needs_check is true. Unit vector which points towards the side of the cobweb to place.
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local function TryPlaceCobweb(pos, needs_check, side_vector)
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local check_passed = false
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if needs_check then
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-- Check for walkable nodes above, below or at the side of the cobweb.
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-- If any of those nodes is walkable, we are fine.
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local check_vectors = {
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side_vector,
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{x=0, y=1, z=0},
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{x=0, y=-1, z=0},
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}
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for c=1, #check_vectors do
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local cpos = vector.add(pos, check_vectors[c])
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local cname = minetest.get_node(cpos).name
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local cdef = minetest.registered_nodes[cname]
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if cname ~= "ignore" and cdef.walkable then
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check_passed = true
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break
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end
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end
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else
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check_passed = true
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end
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if check_passed then
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return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.cobweb})
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else
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return false
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end
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end
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local function WoodBulk(pos, wood)
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SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood})
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@ -228,7 +289,7 @@ end
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-- Returns <success>, <segments>
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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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local function corridor_part(start_point, segment_vector, segment_count, wood, post, is_final)
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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 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 dir = {0, 0}
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@ -247,7 +308,16 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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if not chaos_mode and segmentindex > 0 and not dug then return false, segmentindex end
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-- Add wooden platform, if neccessary. To avoid floating rails
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if segment_vector.y == 0 then
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Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
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if segmentindex == 0 and up_or_down_prev then
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-- Thin 1×1 platform directly after going up or down.
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-- This is done to avoid placing too much wood at slopes
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Platform({x=p.x-dir[2], y=p.y-1, z=p.z-dir[1]}, 0, node_wood)
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Platform({x=p.x, y=p.y-1, z=p.z}, 0, node_wood)
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Platform({x=p.x+dir[2], y=p.y-1, z=p.z+dir[1]}, 0, node_wood)
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else
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-- Normal 3×3 platform
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Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
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end
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end
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-- Diese komischen Holz-Konstruktionen
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-- These strange wood structs
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@ -332,16 +402,16 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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p = vector.add(p, segment_vector)
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end
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-- End of the corridor; create the final piece
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if is_final then
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local dug = Cube(p, 1, {name="air"})
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if not chaos_mode and not dug then return false, segment_count end
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-- End of the corridor segment; create the final piece
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local dug = Cube(p, 1, {name="air"})
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if not chaos_mode and not dug then return false, segment_count end
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if segment_vector.y == 0 then
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Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
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end
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return true, segment_count
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end
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local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post, is_final, up_or_down_next, damage)
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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 segamount = 3
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if up_or_down then
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segamount = 1
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@ -373,7 +443,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post,
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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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end
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local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, is_final)
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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_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
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-- nachträglich Schienen legen
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@ -407,6 +477,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post,
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railsegcount = segcount
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end
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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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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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@ -414,16 +485,69 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post,
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chestplace = chestplace + 1
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end
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end
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if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then
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PlaceRail(p, damage)
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end
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-- Chest
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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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chestplace = chestplace + 1
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else
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Place_Chest({x=p.x+vek.z,y=p.y,z=p.z-vek.x}, minetest.dir_to_facedir(vek))
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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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end
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end
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-- Mob spawner (at center)
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if place_mob_spawners and tsm_railcorridors.nodes.spawner and not no_spawner and
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webperlin_major:get3d(p) > 0.3 and webperlin_minor:get3d(p) > 0.5 then
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-- Place spawner (if activated in gameconfig),
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-- enclose in cobwebs and setup the spawner node.
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local spawner_placed = SetNodeIfCanBuild(p, {name=tsm_railcorridors.nodes.spawner})
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if spawner_placed then
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local size = 1
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if webperlin_major:get3d(p) > 0.5 then
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size = 2
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end
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if place_cobwebs then
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Cube(p, size, {name=tsm_railcorridors.nodes.cobweb}, true)
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end
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tsm_railcorridors.on_construct_spawner(p)
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no_spawner = true
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end
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end
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-- Main rail; this places almost all the rails
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if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then
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PlaceRail(p, damage)
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end
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-- Place cobwebs left and right in the corridor
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if place_cobwebs and tsm_railcorridors.nodes.cobweb then
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-- Helper function to place a cobweb at the side (based on chance an Perlin noise)
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local cobweb_at_side = function(basepos, vek)
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if pr:next(1,5) == 1 then
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local h = pr:next(0, 2) -- 3 possible cobweb heights
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local cpos = {x=basepos.x+vek.x, y=basepos.y+h, z=basepos.z+vek.z}
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if webperlin_major:get3d(cpos) > 0.05 and webperlin_minor:get3d(cpos) > 0.1 then
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if h == 0 then
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-- No check neccessary at height offset 0 since the cobweb is on the floor
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return TryPlaceCobweb(cpos)
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else
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-- Check nessessary
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return TryPlaceCobweb(cpos, true, vek)
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end
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end
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end
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return false
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end
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-- 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)
|
||||
|
@ -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>, <segments>
|
||||
-- success: true if corridor could be placed entirely
|
||||
-- segments: Number of segments successfully placed
|
||||
local function corridor_part(start_point, segment_vector, segment_count, wood, post, is_final)
|
||||
local p = {x=start_point.x, y=start_point.y, z=start_point.z}
|
||||
local torches = pr:next() < probability_torches_in_segment
|
||||
local dir = {0, 0}
|
||||
local torchdir = {1, 1}
|
||||
local node_wood = {name=wood}
|
||||
local node_fence = {name=post}
|
||||
if segment_vector.x == 0 and segment_vector.z ~= 0 then
|
||||
dir = {1, 0}
|
||||
torchdir = {5, 4}
|
||||
elseif segment_vector.x ~= 0 and segment_vector.z == 0 then
|
||||
dir = {0, 1}
|
||||
torchdir = {3, 2}
|
||||
end
|
||||
for segmentindex = 0, segment_count-1 do
|
||||
local dug = Cube(p, 1, {name="air"})
|
||||
if not chaos_mode and segmentindex > 0 and not dug then return false, segmentindex end
|
||||
-- Add wooden platform, if neccessary. To avoid floating rails
|
||||
if segment_vector.y == 0 then
|
||||
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
|
||||
end
|
||||
-- Diese komischen Holz-Konstruktionen
|
||||
-- These strange wood structs
|
||||
if segmentindex % 2 == 1 and segment_vector.y == 0 then
|
||||
local calc = {
|
||||
p.x+dir[1], p.z+dir[2], -- X and Z, added by direction
|
||||
p.x-dir[1], p.z-dir[2], -- subtracted
|
||||
p.x+dir[2], p.z+dir[1], -- orthogonal
|
||||
p.x-dir[2], p.z-dir[1], -- orthogonal, the other way
|
||||
}
|
||||
--[[ Shape:
|
||||
WWW
|
||||
P.P
|
||||
PrP
|
||||
pfp
|
||||
W = wood
|
||||
P = post (above floor level)
|
||||
p = post (in floor level, only placed if no floor)
|
||||
|
||||
From previous generation (for reference):
|
||||
f = floor
|
||||
r = rail
|
||||
. = air
|
||||
]]
|
||||
|
||||
-- Don't place those wood structs below open air
|
||||
if not (minetest.get_node({x=calc[1], y=p.y+2, z=calc[2]}).name == "air" and
|
||||
minetest.get_node({x=calc[3], y=p.y+2, z=calc[4]}).name == "air" and
|
||||
minetest.get_node({x=p.x, y=p.y+2, z=p.z}).name == "air") then
|
||||
|
||||
-- Left post and planks
|
||||
local left_ok = true
|
||||
left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y-1, z=calc[2]}, node_fence)
|
||||
if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y , z=calc[2]}, node_fence) end
|
||||
if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y+1, z=calc[2]}, node_wood) end
|
||||
|
||||
-- Right post and planks
|
||||
local right_ok = true
|
||||
right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y-1, z=calc[4]}, node_fence)
|
||||
if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y , z=calc[4]}, node_fence) end
|
||||
if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y+1, z=calc[4]}, node_wood) end
|
||||
|
||||
-- Middle planks
|
||||
local top_planks_ok = false
|
||||
if left_ok and right_ok then top_planks_ok = SetNodeIfCanBuild({x=p.x, y=p.y+1, z=p.z}, node_wood) end
|
||||
|
||||
if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
|
||||
if left_ok then SetNodeIfCanBuild({x=calc[1], y=p.y-2, z=calc[2]}, node_fence) end
|
||||
if right_ok then SetNodeIfCanBuild({x=calc[3], y=p.y-2, z=calc[4]}, node_fence) end
|
||||
end
|
||||
-- Torches on the middle planks
|
||||
if torches and top_planks_ok then
|
||||
-- Place torches at horizontal sides
|
||||
SetNodeIfCanBuild({x=calc[5], y=p.y+1, z=calc[6]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[1]}, true)
|
||||
SetNodeIfCanBuild({x=calc[7], y=p.y+1, z=calc[8]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[2]}, true)
|
||||
end
|
||||
elseif torches then
|
||||
-- Try to build torches instead of the wood structs
|
||||
local node = {name=tsm_railcorridors.nodes.torch_floor, param2=minetest.dir_to_wallmounted({x=0,y=-1,z=0})}
|
||||
|
||||
-- Try two different height levels
|
||||
local pos1 = {x=calc[1], y=p.y-2, z=calc[2]}
|
||||
local pos2 = {x=calc[3], y=p.y-2, z=calc[4]}
|
||||
local nodedef1 = minetest.registered_nodes[minetest.get_node(pos1).name]
|
||||
local nodedef2 = minetest.registered_nodes[minetest.get_node(pos2).name]
|
||||
|
||||
if nodedef1.walkable then
|
||||
pos1.y = pos1.y + 1
|
||||
end
|
||||
SetNodeIfCanBuild(pos1, node, true)
|
||||
|
||||
if nodedef2.walkable then
|
||||
pos2.y = pos2.y + 1
|
||||
end
|
||||
SetNodeIfCanBuild(pos2, node, true)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- nächster Punkt durch Vektoraddition
|
||||
-- next way point
|
||||
p = vector.add(p, segment_vector)
|
||||
end
|
||||
|
||||
-- End of the corridor; create the final piece
|
||||
if is_final then
|
||||
local dug = Cube(p, 1, {name="air"})
|
||||
if not chaos_mode and not dug then return false, segment_count end
|
||||
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
|
||||
end
|
||||
return true, segment_count
|
||||
end
|
||||
|
||||
local 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)
|
Loading…
Reference in New Issue
Block a user