Rarely use different wood types for corridors

master
Wuzzy 2016-11-13 01:52:53 +01:00
parent 1d890a6ae0
commit 7082445977
1 changed files with 58 additions and 24 deletions

View File

@ -68,6 +68,9 @@ end
local function nextrandom(min, max)
return pr:next() / 32767 * (max - min) + min
end
local function nextrandom_int(min, max)
return pr:next(min, max)
end
-- Checks if the mapgen is allowed to carve through this structure
local function CanBuild(pos)
@ -173,23 +176,23 @@ local function Place_Chest(pos)
end
end
local function WoodBulk(pos)
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"})
local function WoodBulk(pos, wood)
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood})
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=wood})
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=wood})
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=wood})
end
-- Gänge mit Schienen
-- Corridors with rails
local function corridor_part(start_point, segment_vector, segment_count)
local function corridor_part(start_point, segment_vector, segment_count, wood, post)
local p = {x=start_point.x, y=start_point.y, z=start_point.z}
local torches = nextrandom(0, 1) < probability_torches_in_segment
local dir = {0, 0}
local torchdir = {1, 1}
local node_wood = {name="default:wood"}
local node_fence = {name="default:fence_wood"}
local node_wood = {name=wood}
local node_fence = {name=post}
if segment_vector.x == 0 and segment_vector.z ~= 0 then
dir = {1, 0}
torchdir = {5, 4}
@ -246,7 +249,7 @@ local function corridor_part(start_point, segment_vector, segment_count)
end
end
local function corridor_func(waypoint, coord, sign, up_or_down, up)
local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post)
local segamount = 3
if up_or_down then
segamount = 1
@ -268,7 +271,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up)
end
end
local segcount = pr:next(4,6)
corridor_part(waypoint, vek, segcount)
corridor_part(waypoint, vek, segcount, wood, post)
local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
-- nachträglich Schienen legen
@ -313,7 +316,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up)
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
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})
@ -325,7 +328,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up)
return {x=waypoint.x+corridor_vek.x, y=waypoint.y+corridor_vek.y, z=waypoint.z+corridor_vek.z}
end
local function start_corridor(waypoint, coord, sign, length, psra)
local function start_corridor(waypoint, coord, sign, length, psra, wood, post)
local wp = waypoint
local c = coord
local s = sign
@ -341,19 +344,19 @@ local function start_corridor(waypoint, coord, sign, length, psra)
ud = false
end
-- Make corridor / Korridor graben
wp = corridor_func(wp,c,s, ud, up)
wp = corridor_func(wp,c,s, ud, up, wood, post)
-- Verzweigung?
-- Fork?
if nextrandom(0, 1) < probability_fork then
local p = {x=wp.x, y=wp.y, z=wp.z}
start_corridor(wp, c, s, nextrandom(way_min,way_max), psra)
start_corridor(wp, c, s, nextrandom(way_min,way_max), psra, wood, post)
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)
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})
start_corridor(wp, c, s, nextrandom(way_min,way_max), psra, wood, post)
start_corridor(wp, c, not s, nextrandom(way_min,way_max), psra, wood, post)
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
@ -367,6 +370,14 @@ local function start_corridor(waypoint, coord, sign, length, psra)
end
end
local corridor_woods = {
wood = { wood = "default:wood", post = "default:fence_wood"},
jungle = { wood = "default:junglewood", post = "default:fence_junglewood"},
acacia = { wood = "default:acacia_wood", post = "default:fence_acacia_wood"},
pine = { wood = "default:pine_wood", post = "default:fence_pine_wood"},
aspen = { wood = "default:aspen_wood", post = "default:fence_aspen_wood"},
}
local function place_corridors(main_cave_coords, psra)
if nextrandom(0, 1) < 0.5 then
Cube(main_cave_coords, 4, {name="default:dirt"})
@ -378,15 +389,38 @@ local function place_corridors(main_cave_coords, psra)
end
local xs = nextrandom(0, 2) < 1
local zs = nextrandom(0, 2) < 1;
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)
-- Select random wood type, but with bias towards default wood
local rnd = pr:next()
local woodtype
-- Wood: 88%
if rnd < 28835 then
woodtype = "wood"
-- Jungle: 7%
elseif rnd < 31139 then
woodtype = "jungle"
-- Acacia: 4.5%
elseif rnd < 32603 then
woodtype = "acacia"
-- Pine: 0.25%
elseif rnd < 32685 then
woodtype = "pine"
-- Aspen: 0.25%
else
woodtype = "aspen"
end
local wood = corridor_woods[woodtype].wood
local post = corridor_woods[woodtype].post
start_corridor(main_cave_coords, "x", xs, nextrandom(way_min,way_max), psra, wood, post)
start_corridor(main_cave_coords, "z", zs, nextrandom(way_min,way_max), psra, wood, post)
-- Auch mal die andere Richtung?
-- Try the other direction?
if nextrandom(0, 1) < 0.7 then
start_corridor(main_cave_coords, "x", not xs, nextrandom(way_min,way_max), psra)
start_corridor(main_cave_coords, "x", not xs, nextrandom(way_min,way_max), psra, wood, post)
end
if nextrandom(0, 1) < 0.7 then
start_corridor(main_cave_coords, "z", not zs, nextrandom(way_min,way_max), psra)
start_corridor(main_cave_coords, "z", not zs, nextrandom(way_min,way_max), psra, wood, post)
end
end