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-- „Parameter“/„Settings“
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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 = 1 / 3
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-- Innerhalb welcher Parameter soll sich die Pfadlänge bewegen? (Forks heben den Maximalwert auf)
-- Minimal and maximal value of path length (forks don't look up this value)
local way_min = 4 ;
local way_max = 7 ;
-- Wahrsch. für jeden geraden Teil eines Korridors, keine Fackeln zu bekommen
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-- Probability for every horizontal part of a corridor to be without light
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local probability_torches_in_segment = 0.5
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-- 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
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local probability_up_or_down = 0.2
-- 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 propability_fork = 0.04
-- 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 = 5 / 100
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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 ( seeed )
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pr = PseudoRandom ( seeed )
pr_initialized = true
end
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local function nextrandom ( min , max )
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return pr : next ( ) / 32767 * ( max - min ) + min
end
-- Würfel…
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-- Cube…
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local function Cube ( p , radius , node )
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for zi = p.z - radius , p.z + radius do
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for yi = p.y - radius , p.y + radius do
for xi = p.x - radius , p.x + radius do
minetest.set_node ( { x = xi , y = yi , z = zi } , node )
end
end
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end
end
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-- Random chest items
-- Zufälliger Kisteninhalt
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local function rci ( )
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if ( minetest.get_modpath ( " treasurer " ) ~= nil ) then
local treasures
if nextrandom ( 0 , 1 ) < 0.03 then
treasures = treasurer.select_random_treasures ( 1 , 2 , 4 )
elseif nextrandom ( 0 , 1 ) < 0.05 then
if nextrandom ( 0 , 1 ) < 0.5 then
treasures = treasurer.select_random_treasures ( 1 , 2 , 4 , " seed " )
else
treasures = treasurer.select_random_treasures ( 1 , 2 , 4 , " seed " )
end
elseif nextrandom ( 0 , 1 ) < 0.005 then
return " tnt:tnt " .. nextrandom ( 1 , 3 )
elseif nextrandom ( 0 , 1 ) < 0.003 then
if nextrandom ( 0 , 1 ) < 0.8 then
treasures = treasurer.select_random_treasures ( 1 , 3 , 6 , " mineral " )
else
treasures = treasurer.select_random_treasures ( 1 , 5 , 9 , " mineral " )
end
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end
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if ( treasures ~= nil ) then
if ( # treasures == 1 ) then
return treasures [ 1 ] : get_name ( )
else
return " "
end
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else
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return " "
end
else
if nextrandom ( 0 , 1 ) < 0.03 then
return " farming:bread " .. nextrandom ( 1 , 3 )
elseif nextrandom ( 0 , 1 ) < 0.05 then
if nextrandom ( 0 , 1 ) < 0.5 then
return " farming:seed_cotton " .. nextrandom ( 1 , 5 )
else
return " farming:seed_wheat " .. nextrandom ( 1 , 5 )
end
elseif nextrandom ( 0 , 1 ) < 0.005 then
return " tnt:tnt " .. nextrandom ( 1 , 3 )
elseif nextrandom ( 0 , 1 ) < 0.003 then
if nextrandom ( 0 , 1 ) < 0.8 then
return " default:mese_crystal " .. nextrandom ( 1 , 3 )
else
return " default:diamond " .. nextrandom ( 1 , 3 )
end
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end
end
end
-- chests
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local function Place_Chest ( pos )
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minetest.set_node ( pos , { name = " default:chest " } )
local meta = minetest.get_meta ( pos )
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local inv = meta : get_inventory ( )
for i = 1 , 32 do
inv : set_stack ( " main " , i , ItemStack ( rci ( ) ) )
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end
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end
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local function WoodBulk ( pos )
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minetest.set_node ( { x = pos.x + 1 , y = pos.y , z = pos.z + 1 } , { name = " default:wood " } )
minetest.set_node ( { x = pos.x - 1 , y = pos.y , z = pos.z + 1 } , { name = " default:wood " } )
minetest.set_node ( { x = pos.x + 1 , y = pos.y , z = pos.z - 1 } , { name = " default:wood " } )
minetest.set_node ( { x = pos.x - 1 , y = pos.y , z = pos.z - 1 } , { name = " default:wood " } )
end
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-- Gänge mit Schienen
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-- Corridors with rails
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local function corridor_part ( start_point , segment_vector , segment_count )
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local p = { x = start_point.x , y = start_point.y , z = start_point.z }
local torches = nextrandom ( 0 , 1 ) < probability_torches_in_segment
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local dir = { 0 , 0 }
local torchdir = { 1 , 1 }
local node_wood = { name = " default:wood " }
local node_fence = { name = " default:fence_wood " }
if segment_vector.x == 0 and segment_vector.z ~= 0 then
dir = { 1 , 0 }
torchdir = { 5 , 4 }
elseif segment_vector.x ~= 0 and segment_vector.z == 0 then
dir = { 0 , 1 }
torchdir = { 3 , 2 }
end
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for segmentindex = 0 , segment_count - 1 do
Cube ( p , 1 , { name = " air " } )
-- 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 = {
p.x + dir [ 1 ] , p.z + dir [ 2 ] , -- X and Z, added by direction
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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}
minetest.set_node ( { x = p.x , y = p.y + 1 , z = p.z } , node_wood )
minetest.set_node ( { x = calc [ 1 ] , y = p.y + 1 , z = calc [ 2 ] } , node_wood )
minetest.set_node ( { x = calc [ 1 ] , y = p.y , z = calc [ 2 ] } , node_fence )
minetest.set_node ( { x = calc [ 1 ] , y = p.y - 1 , z = calc [ 2 ] } , node_fence )
minetest.set_node ( { x = calc [ 3 ] , y = p.y + 1 , z = calc [ 4 ] } , node_wood )
minetest.set_node ( { x = calc [ 3 ] , y = p.y , z = calc [ 4 ] } , node_fence )
minetest.set_node ( { x = calc [ 3 ] , y = p.y - 1 , z = calc [ 4 ] } , node_fence )
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if minetest.get_node ( { x = p.x , y = p.y - 2 , z = p.z } ) . name == " air " then
minetest.set_node ( { x = calc [ 1 ] , y = p.y - 2 , z = calc [ 2 ] } , node_fence )
minetest.set_node ( { x = calc [ 3 ] , y = p.y - 2 , z = calc [ 4 ] } , node_fence )
end
if torches then
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minetest.set_node ( { x = calc [ 5 ] , y = p.y + 1 , z = calc [ 6 ] } , { name = " default:torch " , param2 = torchdir [ 1 ] } )
minetest.set_node ( { x = calc [ 7 ] , y = p.y + 1 , z = calc [ 8 ] } , { name = " default:torch " , param2 = torchdir [ 2 ] } )
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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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--p = vector.subtract(p, segment_vector)
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end
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local function corridor_func ( waypoint , coord , sign , up_or_down , up )
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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 } ;
if coord == " x " then
vek.x = segamount
elseif coord == " z " then
vek.z = segamount
end
if up_or_down then
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if up then
vek.y = 1
else
vek.y = - 1
end
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end
local segcount = pr : next ( 4 , 6 )
corridor_part ( waypoint , vek , segcount )
local corridor_vek = { x = vek.x * segcount , y = vek.y * segcount , z = vek.z * segcount }
-- nachträglich Schienen legen
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-- after this: rails
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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
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if up then
vek.y = 1
else
vek.y = - 1
end
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end
if not up_or_down then
segcount = segcount * 2.5
end
local minuend = 1
if up_or_down then
minuend = minuend - 1
if not up then
minuend = minuend - 1
end
end
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local chestplace = - 1
if nextrandom ( 0 , 1 ) < probability_chest then
chestplace = math.floor ( nextrandom ( 1 , segcount + 1 ) )
end
if not up_or_down then
for i = 1 , segcount 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 ~= " default:rail " then
p.y = p.y - 1 ;
end
if minetest.get_node ( { x = p.x , y = p.y - 1 , z = p.z } ) . name ~= " default:rail " then
minetest.set_node ( p , { name = " default:rail " } )
end
if i == chestplace then
if minetest.get_node ( { x = p.x + vek.z , y = p.y - 1 , z = p.z - vek.x } ) . name == " default:fence_wood " then
chestplace = chestplace + 1
else
Place_Chest ( { x = p.x + vek.z , y = p.y , z = p.z - vek.x } )
end
end
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end
end
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return { x = waypoint.x + corridor_vek.x , y = waypoint.y + corridor_vek.y , z = waypoint.z + corridor_vek.z }
end
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local function start_corridor ( waypoint , coord , sign , length , psra )
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local wp = waypoint
local c = coord
local s = sign
local ud
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local up
for i = 1 , length do
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-- Nach oben oder nach unten?
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--Up or down?
if nextrandom ( 0 , 1 ) < probability_up_or_down and i ~= 1 then
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ud = true
up = nextrandom ( 0 , 2 ) < 1
else
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ud = false
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end
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-- Make corridor / Korridor graben
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wp = corridor_func ( wp , c , s , ud , up )
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-- Verzweigung?
-- Fork?
if nextrandom ( 0 , 1 ) < propability_fork then
local p = { x = wp.x , y = wp.y , z = wp.z }
start_corridor ( wp , c , s , nextrandom ( way_min , way_max ) , psra )
if c == " x " then c = " z " else c = " x " end
start_corridor ( wp , c , s , nextrandom ( way_min , way_max ) , psra )
start_corridor ( wp , c , not s , nextrandom ( way_min , way_max ) , psra )
--minetest.set_node({x=p.x, y=p.y, z=p.z}, {name="default:torch"})
WoodBulk ( { x = p.x , y = p.y - 1 , z = p.z } )
WoodBulk ( { x = p.x , y = p.y , z = p.z } )
WoodBulk ( { x = p.x , y = p.y + 1 , z = p.z } )
WoodBulk ( { x = p.x , y = p.y + 2 , z = p.z } )
return
end
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-- coord und sign verändern
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-- randomly change sign and coord
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if c == " x " then
c = " z "
elseif c == " z " then
c = " x "
end ;
s = nextrandom ( 0 , 2 ) < 1
end
end
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local function place_corridors ( main_cave_coords , psra )
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if nextrandom ( 0 , 1 ) < 0.5 then
Cube ( main_cave_coords , 4 , { name = " default:dirt " } )
Cube ( main_cave_coords , 3 , { name = " air " } )
main_cave_coords.y = main_cave_coords.y - 1
else
Cube ( main_cave_coords , 3 , { name = " default:dirt " } )
Cube ( main_cave_coords , 2 , { name = " air " } )
end
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local xs = nextrandom ( 0 , 2 ) < 1
local zs = nextrandom ( 0 , 2 ) < 1 ;
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start_corridor ( main_cave_coords , " x " , xs , nextrandom ( way_min , way_max ) , psra )
start_corridor ( main_cave_coords , " z " , zs , nextrandom ( way_min , way_max ) , psra )
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-- Auch mal die andere Richtung?
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-- Try the other direction?
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if nextrandom ( 0 , 1 ) < 0.7 then
start_corridor ( main_cave_coords , " x " , not xs , nextrandom ( way_min , way_max ) , psra )
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end
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if nextrandom ( 0 , 1 ) < 0.7 then
start_corridor ( main_cave_coords , " z " , not zs , nextrandom ( way_min , way_max ) , psra )
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end
end
minetest.register_on_generated ( function ( minp , maxp , seed )
if not pr_initialized then
InitRandomizer ( seed )
end
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if maxp.y < 0 and nextrandom ( 0 , 1 ) < probability_railcaves_in_chunk then
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-- Mittelpunkt berechnen
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-- Mid point of the chunk
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local p = { x = minp.x + ( maxp.x - minp.x ) / 2 , y = minp.y + ( maxp.y - minp.y ) / 2 , z = minp.z + ( maxp.z - minp.z ) / 2 }
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-- Haupthöhle und alle weiteren
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-- Corridors; starting with main cave out of dirt
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place_corridors ( p , pr )
end
end )