Update tsm_railcorridors

- 0.12.0
- Cobwebs
- Cave spider spawners
- Tons of bugfixes
This commit is contained in:
Wuzzy 2017-08-14 05:35:32 +02:00
parent 43fba81ee3
commit 3c6e5841b4
5 changed files with 190 additions and 651 deletions

View file

@ -15,7 +15,7 @@ end
-- Wahrscheinlichkeit für jeden Chunk, solche Gänge mit Schienen zu bekommen
-- Probability for every newly generated chunk to get corridors
local probability_railcaves_in_chunk = P(0.3)
setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_railcaves_in_chunk"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_chunk"))
if setting then
probability_railcaves_in_chunk = P(setting)
end
@ -24,11 +24,11 @@ end
-- Minimal and maximal value of path length (forks don't look up this value)
local way_min = 4;
local way_max = 7;
setting = tonumber(minetest.setting_get("tsm_railcorridors_way_min"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_way_min"))
if setting then
way_min = setting
end
setting = tonumber(minetest.setting_get("tsm_railcorridors_way_max"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_way_max"))
if setting then
way_max = setting
end
@ -36,7 +36,7 @@ end
-- Wahrsch. für jeden geraden Teil eines Korridors, Fackeln zu bekommen
-- Probability for every horizontal part of a corridor to be with torches
local probability_torches_in_segment = P(0.5)
setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_torches_in_segment"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_torches_in_segment"))
if setting then
probability_torches_in_segment = P(setting)
end
@ -44,7 +44,7 @@ end
-- Wahrsch. für jeden Teil eines Korridors, nach oben oder nach unten zu gehen
-- Probability for every part of a corridor to go up or down
local probability_up_or_down = P(0.2)
setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_up_or_down"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_up_or_down"))
if setting then
probability_up_or_down = P(setting)
end
@ -52,7 +52,7 @@ end
-- Wahrscheinlichkeit für jeden Teil eines Korridors, sich zu verzweigen vorsicht, wenn fast jeder Gang sich verzweigt, kann der Algorithums unlösbar werden und MT hängt sich auf
-- Probability for every part of a corridor to fork caution, too high values may cause MT to hang on.
local probability_fork = P(0.04)
setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_fork"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_fork"))
if setting then
probability_fork = P(setting)
end
@ -60,18 +60,32 @@ end
-- Wahrscheinlichkeit für jeden geraden Teil eines Korridors eine Kiste zu enthalten
-- Probability for every part of a corridor to contain a chest
local probability_chest = P(0.05)
setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_chest"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_chest"))
if setting then
probability_chest = P(setting)
end
-- Probability for a rail corridor system to be damaged
local probability_damage = P(1.0)
setting = tonumber(minetest.setting_get("tsm_railcorridors_probability_damage"))
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_damage"))
if setting then
probability_damage = P(setting)
end
-- Enable cobwebs
local place_cobwebs = true
setting = minetest.settings:get_bool("tsm_railcorridors_place_cobwebs")
if setting ~= nil then
place_cobwebs = setting
end
-- Enable mob spawners
local place_mob_spawners = true
setting = minetest.settings:get_bool("tsm_railcorridors_place_mob_spawners")
if setting ~= nil then
place_mob_spawners = setting
end
-- Max. and min. heights between rail corridors are generated
local height_min
if mcl_vars.mg_lava then
@ -82,16 +96,20 @@ end
local height_max = mcl_util.layer_to_y(60)
-- Chaos Mode: If enabled, rail corridors don't stop generating when hitting obstacles
local chaos_mode = minetest.setting_getbool("tsm_railcorridors_chaos") or false
local chaos_mode = minetest.settings:get_bool("tsm_railcorridors_chaos") or false
-- Parameter Ende
-- random generator
local pr
-- Random generators
local pr, webperlin_major, webperlin_minor
local pr_initialized = false
local function InitRandomizer(seed)
-- Mostly used for corridor gen.
pr = PseudoRandom(seed)
-- Used for cobweb generation, both noises have to reach a high value for cobwebs to appear
webperlin_major = PerlinNoise(934, 3, 0.6, 500)
webperlin_minor = PerlinNoise(834, 3, 0.6, 50)
pr_initialized = true
end
@ -104,13 +122,17 @@ local function SetNodeIfCanBuild(pos, node, check_above)
if check_above then
local abovename = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name
local abovedef = minetest.registered_nodes[abovename]
if abovename == "unknown" or abovename == "ignore" or (abovedef.groups and abovedef.groups.attached_node) or abovedef.liquidtype ~= "none" then
if abovename == "unknown" or abovename == "ignore" or
(abovedef.groups and abovedef.groups.attached_node) or
-- This is done because cobwebs are often fake liquids
(abovedef.liquidtype ~= "none" and abovename ~= tsm_railcorridors.nodes.cobweb) then
return false
end
end
local name = minetest.get_node(pos).name
local def = minetest.registered_nodes[name]
if name ~= "unknown" and name ~= "ignore" and def.is_ground_content then
if name ~= "unknown" and name ~= "ignore" and def.is_ground_content and
(def.liquidtype == "none" or name == tsm_railcorridors.nodes.cobweb) then
minetest.set_node(pos, node)
return true
else
@ -157,7 +179,7 @@ end
-- * Avoids floating rails for non-solid nodes like air
-- Returns true if all nodes could be set
-- Returns false if setting one or more nodes failed
local function Cube(p, radius, node)
local function Cube(p, radius, node, replace_air_only)
local y_top = p.y+radius
local nodedef = minetest.registered_nodes[node.name]
local solid = nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodedef.liquidtype == "none"
@ -177,7 +199,13 @@ local function Cube(p, radius, node)
end
local built = false
if ok then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
if replace_air_only ~= true then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
else
if minetest.get_node({x=xi,y=yi,z=zi}).name == "air" then
built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
end
end
end
if not built then
built_all = false
@ -199,12 +227,8 @@ local function Platform(p, radius, node)
end
end
-- Random chest items
-- Zufälliger Kisteninhalt
-- chests
local function Place_Chest(pos, param2)
local function PlaceChest(pos, param2)
if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
@ -214,6 +238,43 @@ local function Place_Chest(pos, param2)
end
end
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.
-- side_vector: Required if needs_check is true. Unit vector which points towards the side of the cobweb to place.
local function TryPlaceCobweb(pos, needs_check, side_vector)
local check_passed = false
if needs_check then
-- Check for walkable nodes above, below or at the side of the cobweb.
-- If any of those nodes is walkable, we are fine.
local check_vectors = {
side_vector,
{x=0, y=1, z=0},
{x=0, y=-1, z=0},
}
for c=1, #check_vectors do
local cpos = vector.add(pos, check_vectors[c])
local cname = minetest.get_node(cpos).name
local cdef = minetest.registered_nodes[cname]
if cname ~= "ignore" and cdef.walkable then
check_passed = true
break
end
end
else
check_passed = true
end
if check_passed then
return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.cobweb})
else
return false
end
end
local function WoodBulk(pos, wood)
SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood})
@ -228,7 +289,7 @@ 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)
local function corridor_part(start_point, segment_vector, segment_count, wood, post, is_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}
@ -247,7 +308,16 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
if not chaos_mode and segmentindex > 0 and not dug then return false, segmentindex end
-- Add wooden platform, if neccessary. To avoid floating rails
if segment_vector.y == 0 then
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
if segmentindex == 0 and up_or_down_prev then
-- Thin 1×1 platform directly after going up or down.
-- This is done to avoid placing too much wood at slopes
Platform({x=p.x-dir[2], y=p.y-1, z=p.z-dir[1]}, 0, node_wood)
Platform({x=p.x, y=p.y-1, z=p.z}, 0, node_wood)
Platform({x=p.x+dir[2], y=p.y-1, z=p.z+dir[1]}, 0, node_wood)
else
-- Normal 3×3 platform
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
end
end
-- Diese komischen Holz-Konstruktionen
-- These strange wood structs
@ -332,16 +402,16 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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
-- End of the corridor segment; create the final piece
local dug = Cube(p, 1, {name="air"})
if not chaos_mode and not dug then return false, segment_count end
if segment_vector.y == 0 then
Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
end
return true, segment_count
end
local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post, is_final, up_or_down_next, damage)
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 segamount = 3
if up_or_down then
segamount = 1
@ -373,7 +443,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post,
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_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, is_final, up_or_down_prev)
local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
-- nachträglich Schienen legen
@ -407,6 +477,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post,
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}
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;
@ -414,16 +485,69 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post,
chestplace = chestplace + 1
end
end
if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then
PlaceRail(p, damage)
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
chestplace = chestplace + 1
else
Place_Chest({x=p.x+vek.z,y=p.y,z=p.z-vek.x}, minetest.dir_to_facedir(vek))
PlaceChest({x=p.x+vek.z,y=p.y,z=p.z-vek.x}, minetest.dir_to_facedir(vek))
end
end
-- Mob spawner (at center)
if place_mob_spawners and tsm_railcorridors.nodes.spawner and not no_spawner and
webperlin_major:get3d(p) > 0.3 and webperlin_minor:get3d(p) > 0.5 then
-- Place spawner (if activated in gameconfig),
-- enclose in cobwebs and setup the spawner node.
local spawner_placed = SetNodeIfCanBuild(p, {name=tsm_railcorridors.nodes.spawner})
if spawner_placed then
local size = 1
if webperlin_major:get3d(p) > 0.5 then
size = 2
end
if place_cobwebs then
Cube(p, size, {name=tsm_railcorridors.nodes.cobweb}, true)
end
tsm_railcorridors.on_construct_spawner(p)
no_spawner = true
end
end
-- Main rail; this places almost all the rails
if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then
PlaceRail(p, damage)
end
-- Place cobwebs left and right in the corridor
if place_cobwebs and tsm_railcorridors.nodes.cobweb then
-- Helper function to place a cobweb at the side (based on chance an Perlin noise)
local cobweb_at_side = function(basepos, vek)
if pr:next(1,5) == 1 then
local h = pr:next(0, 2) -- 3 possible cobweb heights
local cpos = {x=basepos.x+vek.x, y=basepos.y+h, z=basepos.z+vek.z}
if webperlin_major:get3d(cpos) > 0.05 and webperlin_minor:get3d(cpos) > 0.1 then
if h == 0 then
-- No check neccessary at height offset 0 since the cobweb is on the floor
return TryPlaceCobweb(cpos)
else
-- Check nessessary
return TryPlaceCobweb(cpos, true, vek)
end
end
end
return false
end
-- Right cobweb
local rvek = {x=-vek.z, y=0, z=vek.x}
cobweb_at_side(p, rvek)
-- Left cobweb
local lvek = {x=vek.z, y=0, z=-vek.x}
cobweb_at_side(p, lvek)
end
end
local offset = table.copy(corridor_vek)
@ -435,28 +559,32 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post,
else
offset[coord] = offset[coord] + segamount
final_point = vector.add(waypoint, offset)
-- After going up or down, 1 missing rail piece must be added
if IsRailSurface({x=final_point.x,y=final_point.y-2,z=final_point.z}) then
PlaceRail({x=final_point.x,y=final_point.y-1,z=final_point.z}, damage)
end
end
end
if not corridor_dug then
return false
return false, no_spawner
else
return final_point
return final_point, no_spawner
end
end
local function start_corridor(waypoint, coord, sign, length, psra, wood, post, damage)
local function start_corridor(waypoint, coord, sign, length, psra, wood, post, damage, no_spawner)
local wp = waypoint
local c = coord
local s = sign
local ud = false -- up or down
local udn = false -- up or down is next
local udp = false -- up or down was previous
local up
for i=1,length do
local needs_platform
-- Up or down?
-- Update previous up/down status
udp = ud
-- Update current up/down status
if udn then
needs_platform = NeedsPlatform(wp)
if needs_platform then
@ -475,23 +603,23 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
else
ud = false
end
-- Update up/down next
-- Update next up/down status
if pr:next() < probability_up_or_down and i~=1 and not udn and not needs_platform then
udn = i < length
elseif udn and not needs_platform then
udn = false
end
-- Make corridor / Korridor graben
wp = corridor_func(wp,c,s, ud, up, wood, post, i == length, udn, damage)
wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, i == length, damage, no_spawner)
if wp == false then return end
-- Verzweigung?
-- Fork?
if pr:next() < probability_fork then
local p = {x=wp.x, y=wp.y, z=wp.z}
start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage)
start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
if c == "x" then c="z" else c="x" end
start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage)
start_corridor(wp, c, not s, pr:next(way_min,way_max), psra, wood, post, damage)
start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
start_corridor(wp, c, not s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
WoodBulk({x=p.x, y=p.y-1, z=p.z}, wood)
WoodBulk({x=p.x, y=p.y, z=p.z}, wood)
WoodBulk({x=p.x, y=p.y+1, z=p.z}, wood)
@ -526,11 +654,13 @@ local function place_corridors(main_cave_coords, psra)
if pr:next(0, 100) < 50 then
Cube(main_cave_coords, 4, {name=tsm_railcorridors.nodes.dirt})
Cube(main_cave_coords, 3, {name="air"})
-- Center rail
PlaceRail({x=main_cave_coords.x, y=main_cave_coords.y-3, z=main_cave_coords.z}, damage)
main_cave_coords.y =main_cave_coords.y - 1
else
Cube(main_cave_coords, 3, {name=tsm_railcorridors.nodes.dirt})
Cube(main_cave_coords, 2, {name="air"})
-- Center rail
PlaceRail({x=main_cave_coords.x, y=main_cave_coords.y-2, z=main_cave_coords.z}, damage)
end
local xs = pr:next(0, 2) < 1
@ -555,15 +685,15 @@ local function place_corridors(main_cave_coords, psra)
end
local wood = tsm_railcorridors.nodes.corridor_woods[woodtype].wood
local post = tsm_railcorridors.nodes.corridor_woods[woodtype].post
start_corridor(main_cave_coords, "x", xs, pr:next(way_min,way_max), psra, wood, post, damage)
start_corridor(main_cave_coords, "z", zs, pr:next(way_min,way_max), psra, wood, post, damage)
start_corridor(main_cave_coords, "x", xs, pr:next(way_min,way_max), psra, wood, post, damage, false)
start_corridor(main_cave_coords, "z", zs, pr:next(way_min,way_max), psra, wood, post, damage, false)
-- Auch mal die andere Richtung?
-- Try the other direction?
if pr:next(0, 100) < 70 then
start_corridor(main_cave_coords, "x", not xs, pr:next(way_min,way_max), psra, wood, post, damage)
start_corridor(main_cave_coords, "x", not xs, pr:next(way_min,way_max), psra, wood, post, damage, false)
end
if pr:next(0, 100) < 70 then
start_corridor(main_cave_coords, "z", not zs, pr:next(way_min,way_max), psra, wood, post, damage)
start_corridor(main_cave_coords, "z", not zs, pr:next(way_min,way_max), psra, wood, post, damage, false)
end
end
@ -572,10 +702,12 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
if minp.y < height_max and maxp.y > height_min and pr:next() < probability_railcaves_in_chunk then
-- Get semi-random height in chunk
local buffer = 4
local y = pr:next(minp.y, maxp.y)
local buffer = 5
local y = pr:next(minp.y + buffer, maxp.y - buffer)
y = math.floor(math.max(height_min + buffer, math.min(height_max - buffer, y)))
local p = {x=minp.x+(maxp.x-minp.x)/2, y=y, z=minp.z+(maxp.z-minp.z)/2}
-- Mid point of the chunk
local p = {x=minp.x+math.floor((maxp.x-minp.x)/2), y=y, z=minp.z+math.floor((maxp.z-minp.z)/2)}
-- Haupthöhle und alle weiteren
-- Corridors; starting with main cave out of dirt
place_corridors(p, pr)