Add v6-style sapling growth for jungle trees
Taken from Minetest Game 0.4.15. Needs to be replaced laterobjects
parent
0df5e40e89
commit
3e58fe6cd8
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@ -418,6 +418,8 @@ function mcl_core.generate_tree(pos, trunk, leaves, typearbre)
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mcl_core.generate_spruce_tree(pos)
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elseif typearbre == 4 then
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mcl_core.grow_new_acacia_tree(pos)
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elseif typearbre == 5 then
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mcl_core.generate_jungle_tree(pos)
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end
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end
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@ -538,6 +540,103 @@ function mcl_core.grow_new_acacia_tree(pos)
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minetest.place_schematic({x = pos.x - 4, y = pos.y - 1, z = pos.z - 4}, path, "random", nil, false)
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end
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-- Helper function for jungle tree, form Minetest Game 0.4.15
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local function add_trunk_and_leaves(data, a, pos, tree_cid, leaves_cid,
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height, size, iters)
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local x, y, z = pos.x, pos.y, pos.z
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local c_air = minetest.CONTENT_AIR
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local c_ignore = minetest.CONTENT_IGNORE
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-- Trunk
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data[a:index(x, y, z)] = tree_cid -- Force-place lowest trunk node to replace sapling
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for yy = y + 1, y + height - 1 do
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local vi = a:index(x, yy, z)
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local node_id = data[vi]
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if node_id == c_air or node_id == c_ignore or node_id == leaves_cid then
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data[vi] = tree_cid
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end
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end
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-- Force leaves near the trunk
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for z_dist = -1, 1 do
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for y_dist = -size, 1 do
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local vi = a:index(x - 1, y + height + y_dist, z + z_dist)
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for x_dist = -1, 1 do
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if data[vi] == c_air or data[vi] == c_ignore then
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data[vi] = leaves_cid
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end
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vi = vi + 1
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end
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end
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end
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-- Randomly add leaves in 2x2x2 clusters.
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for i = 1, iters do
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local clust_x = x + math.random(-size, size - 1)
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local clust_y = y + height + math.random(-size, 0)
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local clust_z = z + math.random(-size, size - 1)
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for xi = 0, 1 do
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for yi = 0, 1 do
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for zi = 0, 1 do
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local vi = a:index(clust_x + xi, clust_y + yi, clust_z + zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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data[vi] = leaves_cid
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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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end
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-- Old jungle tree grow function from Minetest Game 0.4.15, imitating v6 jungle trees
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function mcl_core.generate_jungle_tree(pos)
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--[[
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NOTE: Jungletree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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--]]
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local x, y, z = pos.x, pos.y, pos.z
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local height = math.random(8, 12)
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_jungletree = minetest.get_content_id("mcl_core:jungletree")
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local c_jungleleaves = minetest.get_content_id("mcl_core:jungleleaves")
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map(
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{x = x - 3, y = y - 1, z = z - 3},
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{x = x + 3, y = y + height + 1, z = z + 3}
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)
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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add_trunk_and_leaves(data, a, pos, c_jungletree, c_jungleleaves, height, 3, 30)
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-- Roots
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for z_dist = -1, 1 do
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local vi_1 = a:index(x - 1, y - 1, z + z_dist)
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local vi_2 = a:index(x - 1, y, z + z_dist)
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for x_dist = -1, 1 do
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if math.random(1, 3) >= 2 then
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if data[vi_1] == c_air or data[vi_1] == c_ignore then
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data[vi_1] = c_jungletree
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elseif data[vi_2] == c_air or data[vi_2] == c_ignore then
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data[vi_2] = c_jungletree
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end
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end
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vi_1 = vi_1 + 1
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vi_2 = vi_2 + 1
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end
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end
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vm:set_data(data)
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vm:write_to_map()
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vm:update_map()
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end
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local grass_spread_randomizer = PseudoRandom(minetest.get_mapgen_params().seed)
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@ -677,7 +776,7 @@ mcl_core.grow_sapling = function(pos, node)
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elseif node.name == "mcl_core:darksapling" then
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grow = sapling_grow_action("mcl_core:darktree", "mcl_core:darkleaves", 1, 2)
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elseif node.name == "mcl_core:junglesapling" then
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grow = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 1, 2)
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grow = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 5, 1)
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elseif node.name == "mcl_core:acaciasapling" then
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grow = sapling_grow_action("mcl_core:acaciatree", "mcl_core:acacialeaves", 4, 2)
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elseif node.name == "mcl_core:sprucesapling" then
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@ -723,7 +822,7 @@ minetest.register_abm({
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neighbors = {"group:soil_sapling"},
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interval = 20,
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chance = 1,
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action = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 1, 2)
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action = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 5, 1)
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})
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-- Spruce tree
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@ -0,0 +1,602 @@
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tsm_railcorridors = {}
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-- Load node names
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/gameconfig.lua")
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-- Settings
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local setting
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-- Probability function
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-- TODO: Check if this is correct
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local P = function (float)
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return math.floor(32767 * float)
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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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if setting then
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probability_railcaves_in_chunk = P(setting)
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end
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-- Innerhalb welcher Parameter soll sich die Pfadlänge bewegen? (Forks heben den Maximalwert auf)
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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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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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if setting then
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way_max = setting
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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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if setting then
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probability_torches_in_segment = P(setting)
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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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if setting then
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probability_up_or_down = P(setting)
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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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if setting then
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probability_fork = P(setting)
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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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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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if setting then
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probability_damage = P(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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height_min = mcl_vars.mg_lava_overworld_max + 2
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else
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height_min = mcl_vars.mg_bedrock_overworld_max + 2
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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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-- Parameter Ende
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-- random generator
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local pr
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local pr_initialized = false
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local function InitRandomizer(seed)
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pr = PseudoRandom(seed)
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pr_initialized = true
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end
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-- Checks if the mapgen is allowed to carve through this structure and only sets
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-- the node if it is allowed. Does never build in liquids.
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-- If check_above is true, don't build if the node above is attached (e.g. rail)
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-- or a liquid.
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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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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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minetest.set_node(pos, node)
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return true
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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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-- Tries to place a rail, taking the damage chance into account
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local function PlaceRail(pos, damage_chance)
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if damage_chance ~= nil and damage_chance > 0 then
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local x = pr:next(0,100)
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if x <= damage_chance then
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return false
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end
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end
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return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.rail})
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end
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-- Returns true if the node as point can be considered “ground”, that is, a solid material
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-- in which mine shafts can be built into, e.g. stone, but not air or water
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local function IsGround(pos)
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local nodename = minetest.get_node(pos).name
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local nodedef = minetest.registered_nodes[nodename]
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return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.is_ground_content and nodedef.walkable and nodedef.liquidtype == "none"
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end
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-- Returns true if rails are allowed to be placed on top of this node
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local function IsRailSurface(pos)
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local nodename = minetest.get_node(pos).name
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local nodedef = minetest.registered_nodes[nodename]
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return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular")
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end
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-- Checks if the node is empty space which requires to be filled by a platform
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local function NeedsPlatform(pos)
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local node = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z})
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local node2 = minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z})
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local nodedef = minetest.registered_nodes[node.name]
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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))
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end
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-- Create a cube filled with the specified nodes
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-- Specialties:
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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 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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-- Check if all the nodes could be set
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local built_all = true
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for zi = p.z-radius, p.z+radius do
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for yi = y_top, p.y-radius, -1 do
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for xi = p.x-radius, p.x+radius do
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local ok = false
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if not solid and yi == y_top then
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local topdef = minetest.registered_nodes[minetest.get_node({x=xi,y=yi+1,z=zi}).name]
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if not (topdef.groups and topdef.groups.attached_node) and topdef.liquidtype == "none" then
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ok = true
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end
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else
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ok = true
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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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end
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if not built then
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built_all = false
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end
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end
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end
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end
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return built_all
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end
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local function Platform(p, radius, node)
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for zi = p.z-radius, p.z+radius do
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for xi = p.x-radius, p.x+radius do
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local np = NeedsPlatform({x=xi,y=p.y,z=zi})
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if np then
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minetest.set_node({x=xi,y=p.y-1,z=zi}, 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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-- 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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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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local items = tsm_railcorridors.get_treasures(pr)
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for i=1, math.min(#items, inv:get_size("main")) do
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inv:set_stack("main", i, ItemStack(items[i]))
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end
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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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SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=wood})
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SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=wood})
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SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=wood})
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end
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-- Gänge mit Schienen
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-- Corridors with rails
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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 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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local torchdir = {1, 1}
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local node_wood = {name=wood}
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local node_fence = {name=post}
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if segment_vector.x == 0 and segment_vector.z ~= 0 then
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dir = {1, 0}
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torchdir = {5, 4}
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elseif segment_vector.x ~= 0 and segment_vector.z == 0 then
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dir = {0, 1}
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torchdir = {3, 2}
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end
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for segmentindex = 0, segment_count-1 do
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local dug = Cube(p, 1, {name="air"})
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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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end
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-- Diese komischen Holz-Konstruktionen
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-- These strange wood structs
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if segmentindex % 2 == 1 and segment_vector.y == 0 then
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local calc = {
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p.x+dir[1], p.z+dir[2], -- X and Z, added by direction
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p.x-dir[1], p.z-dir[2], -- subtracted
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p.x+dir[2], p.z+dir[1], -- orthogonal
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p.x-dir[2], p.z-dir[1], -- orthogonal, the other way
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}
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--[[ Shape:
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WWW
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P.P
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PrP
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pfp
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W = wood
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P = post (above floor level)
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p = post (in floor level, only placed if no floor)
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From previous generation (for reference):
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f = floor
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r = rail
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. = air
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]]
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-- Don't place those wood structs below open air
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if not (minetest.get_node({x=calc[1], y=p.y+2, z=calc[2]}).name == "air" and
|
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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)
|
|
@ -8,9 +8,7 @@ local wip_items = {
|
|||
"mcl_anvils:anvil",
|
||||
"mcl_anvils:anvil_damage_1",
|
||||
"mcl_anvils:anvil_damage_2",
|
||||
"mcl_core:junglesapling",
|
||||
"mcl_core:darksapling",
|
||||
"mcl_core:sprucesapling",
|
||||
"mcl_core:apple_gold",
|
||||
"mcl_end:ender_eye",
|
||||
"mcl_end:chorus_fruit",
|
||||
|
|
Loading…
Reference in New Issue