1
0
Fork 0

New tsm_railcorridors: Spawn minecarts, bugfixes, ...

objects
Wuzzy 2017-08-14 20:01:04 +02:00
parent 0f10f980a9
commit 300a15b5b5
3 changed files with 118 additions and 10 deletions

View File

@ -5,3 +5,4 @@ mcl_loot
mcl_tnt
mcl_farming
mcl_mobspawners
mcl_minecarts

View File

@ -22,6 +22,13 @@ tsm_railcorridors.nodes = {
},
}
-- TODO: Use minecart with chest instead of normal minecart
tsm_railcorridors.carts = { "mcl_minecarts:minecart" }
function tsm_railcorridors.on_construct_cart(pos, cart)
-- TODO: Fill cart with treasures
end
-- Fallback function. Returns a random treasure. This function is called for chests
-- only if the Treasurer mod is not found.
-- pr: A PseudoRandom object

View File

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