Update init.lua

Add English comments
master
UgnilJoZ 2014-09-28 14:39:11 +02:00
parent 5b45a3b282
commit 6919fe66a0
1 changed files with 14 additions and 0 deletions

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@ -1,6 +1,9 @@
-- „Parameter“
-- Wahrscheinlichkeit für jeden Chunk, solche Gänge mit Schienen zu bekommen
-- Probability for every newly generated chunk to get corridors
local probability_railcaves_in_chunk = 0.3
-- Wahrsch. für jeden geraden Teil eines Korridors, Holzkonstruktionen ohne Fackeln zu bekommen
-- Probability for every part of a corridor to be without light
local probability_torches_in_segment = 0.5
local pr
@ -15,6 +18,7 @@ function nextrandom(min, max)
end
-- Würfel…
-- Cube…
function Cube(p, radius, node)
for zi = p.z-radius, p.z+radius do
for yi = p.y-radius, p.y+radius do
@ -26,6 +30,7 @@ function Cube(p, radius, node)
end
-- Gänge mit Schienen
-- Corridors with rails
function corridor_part(start_point, segment_vector, segment_count)
local node
@ -34,6 +39,7 @@ function corridor_part(start_point, segment_vector, segment_count)
for segmentindex = 0, segment_count-1 do
Cube(p, 1, {name="air"})
-- Diese komischen Holz-Konstruktionen
-- These funny wood structs
if segmentindex % 2 == 1 and segment_vector.y == 0 then
minetest.set_node({x=p.x, y=p.y+1, z=p.z}, {name="default:wood"})
if segment_vector.x == 0 and segment_vector.z ~= 0 then
@ -69,6 +75,7 @@ function corridor_part(start_point, segment_vector, segment_count)
end
end
-- nächster Punkt durch vektoraddition
-- next way point
p.x = p.x + segment_vector.x
p.y = p.y + segment_vector.y
p.z = p.z + segment_vector.z
@ -104,6 +111,7 @@ function corridor_func(waypoint, coord, sign, up_or_down, up)
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
@ -131,6 +139,7 @@ function corridor_func(waypoint, coord, sign, up_or_down, up)
end
end
-- Eigentliches Setzen der Schienen
-- Actual rails
for i=1,segcount do
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" then
@ -157,12 +166,14 @@ function start_corridor(waypoint, coord, sign, psra)
end
wp = corridor_func(wp,c,s, ud, up)
-- coord und sign verändern
-- randomly change sign and coord
if c=="x" then
c="z"
elseif c=="z" then
c="x"
end;
-- Verzweigung?
-- Fork?
s = nextrandom(0, 2) < 1
if nextrandom(0, 15) < nextrandom(0, 1.5) then
start_corridor(wp, c, not s, psra)
@ -179,6 +190,7 @@ function place_corridors(main_cave_coords, psra)
start_corridor(main_cave_coords, "x", xs, psra)
start_corridor(main_cave_coords, "z", zs, psra)
-- Auch mal die andere Richtung?
-- Try the other direction?
if nextrandom(0, 2) < 1 then
start_corridor(main_cave_coords, "x", not xs, psra)
end
@ -194,8 +206,10 @@ minetest.register_on_generated(function(minp, maxp, seed)
end
if maxp.y < 0 and nextrandom(0, 1) < probability_railcaves_in_chunk then
-- Mittelpunkt berechnen
-- Mid point of the chunk
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}
-- Haupthöhle und alle weiteren
-- Corridors; starting with main cave out of dirt
place_corridors(p, pr)
end
end)