Remove unused psra param
parent
734a7b0c1a
commit
18143a65f0
14
init.lua
14
init.lua
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@ -798,7 +798,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next,
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end
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end
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local function start_corridor(waypoint, coord, sign, length, psra, wood, post, damage, no_spawner)
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local function start_corridor(waypoint, coord, sign, length, wood, post, damage, no_spawner)
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local wp = waypoint
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local c = coord
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local s = sign
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@ -847,10 +847,10 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
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-- Fork?
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if pr:next() < probability_fork then
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local p = {x=wp.x, y=wp.y, z=wp.z}
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start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
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start_corridor(wp, c, s, pr:next(way_min,way_max), wood, post, damage, no_spawner)
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if c == "x" then c="z" else c="x" end
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start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
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start_corridor(wp, c, not s, pr:next(way_min,way_max), psra, wood, post, damage, no_spawner)
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start_corridor(wp, c, s, pr:next(way_min,way_max), wood, post, damage, no_spawner)
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start_corridor(wp, c, not s, pr:next(way_min,way_max), wood, post, damage, no_spawner)
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WoodBulk({x=p.x, y=p.y-1, z=p.z}, wood)
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WoodBulk({x=p.x, y=p.y, z=p.z}, wood)
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WoodBulk({x=p.x, y=p.y+1, z=p.z}, wood)
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@ -893,7 +893,7 @@ end
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-- Start generation of a rail corridor system
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-- main_cave_coords is the center of the floor of the dirt room, from which
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-- all corridors expand.
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local function start_corridor_system(main_cave_coords, psra)
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local function start_corridor_system(main_cave_coords)
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--[[ Start building in the ground. Prevents corridors starting
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in mid-air or in liquids. ]]
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if not IsGround(main_cave_coords) then
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@ -1001,12 +1001,12 @@ local function start_corridor_system(main_cave_coords, psra)
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first_corridor = {sign=dir.sign, axis=dir.axis, axis2=dir.axis2, side_offset=side_offset, from_center=from_center}
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end
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local coords = vector.add(main_cave_coords, {[dir.axis] = from_center, y=0, [dir.axis2] = side_offset})
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start_corridor(coords, dir.axis, dir.sign, pr:next(way_min,way_max), psra, wood, post, damage, false)
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start_corridor(coords, dir.axis, dir.sign, pr:next(way_min,way_max), wood, post, damage, false)
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table.remove(dirs, d)
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end
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if corridors == 5 then
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local special_coords = vector.add(main_cave_coords, {[first_corridor.axis2] = -first_corridor.side_offset, y=0, [first_corridor.axis] = first_corridor.from_center})
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start_corridor(special_coords, first_corridor.axis, first_corridor.sign, pr:next(way_min,way_max), psra, wood, post, damage, false)
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start_corridor(special_coords, first_corridor.axis, first_corridor.sign, pr:next(way_min,way_max), wood, post, damage, false)
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end
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-- At this point, all corridors were generated and all nodes were set.
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