579 lines
19 KiB
Lua
579 lines
19 KiB
Lua
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(0.90)
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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 = mcl_vars.mg_bedrock_overworld_max + 5 -- FIXME: Above lava layers
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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 and def.liquidtype == "none" 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
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minetest.get_node({x=p.x, y=p.y+2, z=p.z}).name == "air") then
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-- Left post and planks
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local left_ok = true
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left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y-1, z=calc[2]}, node_fence)
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if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y , z=calc[2]}, node_fence) end
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if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y+1, z=calc[2]}, node_wood) end
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-- Right post and planks
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local right_ok = true
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right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y-1, z=calc[4]}, node_fence)
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if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y , z=calc[4]}, node_fence) end
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if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y+1, z=calc[4]}, node_wood) end
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-- Middle planks
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local top_planks_ok = false
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if left_ok and right_ok then top_planks_ok = SetNodeIfCanBuild({x=p.x, y=p.y+1, z=p.z}, node_wood) end
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if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
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if left_ok then SetNodeIfCanBuild({x=calc[1], y=p.y-2, z=calc[2]}, node_fence) end
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if right_ok then SetNodeIfCanBuild({x=calc[3], y=p.y-2, z=calc[4]}, node_fence) end
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end
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-- Torches on the middle planks
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if torches and top_planks_ok then
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-- Place torches at horizontal sides
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SetNodeIfCanBuild({x=calc[5], y=p.y+1, z=calc[6]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[1]}, true)
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SetNodeIfCanBuild({x=calc[7], y=p.y+1, z=calc[8]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[2]}, true)
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end
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elseif torches then
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-- Try to build torches instead of the wood structs
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local node = {name=tsm_railcorridors.nodes.torch_floor, param2=minetest.dir_to_wallmounted({x=0,y=-1,z=0})}
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-- Try two different height levels
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local pos1 = {x=calc[1], y=p.y-2, z=calc[2]}
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local pos2 = {x=calc[3], y=p.y-2, z=calc[4]}
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local nodedef1 = minetest.registered_nodes[minetest.get_node(pos1).name]
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local nodedef2 = minetest.registered_nodes[minetest.get_node(pos2).name]
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if nodedef1.walkable then
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pos1.y = pos1.y + 1
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end
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SetNodeIfCanBuild(pos1, node, true)
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if nodedef2.walkable then
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pos2.y = pos2.y + 1
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end
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SetNodeIfCanBuild(pos2, node, true)
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end
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end
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-- nächster Punkt durch Vektoraddition
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-- next way point
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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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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 segamount = 3
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if up_or_down then
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segamount = 1
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end
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if sign then
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segamount = 0-segamount
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end
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local vek = {x=0,y=0,z=0};
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local start = table.copy(waypoint)
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if coord == "x" then
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vek.x=segamount
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if up_or_down and up == false then
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start.x=start.x+segamount
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end
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elseif coord == "z" then
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vek.z=segamount
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if up_or_down and up == false then
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start.z=start.z+segamount
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end
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end
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if up_or_down then
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if up then
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vek.y = 1
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else
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vek.y = -1
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end
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end
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local segcount = pr:next(4,6)
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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_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
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-- nachträglich Schienen legen
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-- after this: rails
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segamount = 1
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if sign then
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segamount = 0-segamount
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end
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if coord == "x" then
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vek.x=segamount
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elseif coord == "z" then
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vek.z=segamount
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end
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if up_or_down then
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if up then
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vek.y = 1
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else
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vek.y = -1
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end
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end
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local chestplace = -1
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if corridor_dug and not up_or_down and pr:next() < probability_chest then
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chestplace = pr:next(1,segcount+1)
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end
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local railsegcount
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if not chaos_mode and not corridor_dug then
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railsegcount = corridor_segments_dug * 3
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elseif not up_or_down then
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railsegcount = segcount * 3
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else
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railsegcount = segcount
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end
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for i=1,railsegcount do
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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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if i == chestplace then
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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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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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end
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end
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end
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local offset = table.copy(corridor_vek)
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||
local final_point = vector.add(waypoint, offset)
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if up_or_down then
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if up then
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offset.y = offset.y - 1
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final_point = vector.add(waypoint, offset)
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else
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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 = 5
|
||
local y = pr:next(minp.y + buffer, maxp.y - buffer)
|
||
y = math.floor(math.max(height_min, math.min(height_max, 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)
|