Rarely use different wood types for corridors
parent
1d890a6ae0
commit
7082445977
82
init.lua
82
init.lua
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@ -68,6 +68,9 @@ end
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local function nextrandom(min, max)
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return pr:next() / 32767 * (max - min) + min
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end
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local function nextrandom_int(min, max)
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return pr:next(min, max)
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end
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-- Checks if the mapgen is allowed to carve through this structure
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local function CanBuild(pos)
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@ -173,23 +176,23 @@ local function Place_Chest(pos)
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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"})
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minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z+1}, {name="default:wood"})
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minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z-1}, {name="default:wood"})
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minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z-1}, {name="default:wood"})
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local function WoodBulk(pos, wood)
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minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood})
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minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=wood})
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minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=wood})
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minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=wood})
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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 function corridor_part(start_point, segment_vector, segment_count, wood, post)
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local p = {x=start_point.x, y=start_point.y, z=start_point.z}
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local torches = nextrandom(0, 1) < probability_torches_in_segment
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local dir = {0, 0}
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local torchdir = {1, 1}
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local node_wood = {name="default:wood"}
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local node_fence = {name="default:fence_wood"}
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local node_wood = {name=wood}
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local node_fence = {name=post}
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if segment_vector.x == 0 and segment_vector.z ~= 0 then
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dir = {1, 0}
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torchdir = {5, 4}
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@ -246,7 +249,7 @@ local function corridor_part(start_point, segment_vector, segment_count)
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end
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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 function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post)
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local segamount = 3
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if up_or_down then
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segamount = 1
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@ -268,7 +271,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up)
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end
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end
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local segcount = pr:next(4,6)
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corridor_part(waypoint, vek, segcount)
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corridor_part(waypoint, vek, segcount, wood, post)
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local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
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-- nachträglich Schienen legen
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@ -313,7 +316,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up)
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minetest.set_node(p, {name = "default:rail"})
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end
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if i == chestplace then
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if minetest.get_node({x=p.x+vek.z,y=p.y-1,z=p.z-vek.x}).name == "default:fence_wood" then
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if minetest.get_node({x=p.x+vek.z,y=p.y-1,z=p.z-vek.x}).name == post then
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chestplace = chestplace + 1
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else
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Place_Chest({x=p.x+vek.z,y=p.y,z=p.z-vek.x})
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@ -325,7 +328,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up)
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return {x=waypoint.x+corridor_vek.x, y=waypoint.y+corridor_vek.y, z=waypoint.z+corridor_vek.z}
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end
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local function start_corridor(waypoint, coord, sign, length, psra)
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local function start_corridor(waypoint, coord, sign, length, psra, wood, post)
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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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@ -341,19 +344,19 @@ local function start_corridor(waypoint, coord, sign, length, psra)
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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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wp = corridor_func(wp,c,s, ud, up, wood, post)
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-- Verzweigung?
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-- Fork?
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if nextrandom(0, 1) < 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, nextrandom(way_min,way_max), psra)
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start_corridor(wp, c, s, nextrandom(way_min,way_max), psra, wood, post)
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if c == "x" then c="z" else c="x" end
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start_corridor(wp, c, s, nextrandom(way_min,way_max), psra)
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start_corridor(wp, c, not s, nextrandom(way_min,way_max), psra)
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WoodBulk({x=p.x, y=p.y-1, z=p.z})
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WoodBulk({x=p.x, y=p.y, z=p.z})
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WoodBulk({x=p.x, y=p.y+1, z=p.z})
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WoodBulk({x=p.x, y=p.y+2, z=p.z})
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start_corridor(wp, c, s, nextrandom(way_min,way_max), psra, wood, post)
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start_corridor(wp, c, not s, nextrandom(way_min,way_max), psra, wood, post)
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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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WoodBulk({x=p.x, y=p.y+2, z=p.z}, wood)
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return
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end
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-- coord und sign verändern
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@ -367,6 +370,14 @@ local function start_corridor(waypoint, coord, sign, length, psra)
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end
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end
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local corridor_woods = {
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wood = { wood = "default:wood", post = "default:fence_wood"},
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jungle = { wood = "default:junglewood", post = "default:fence_junglewood"},
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acacia = { wood = "default:acacia_wood", post = "default:fence_acacia_wood"},
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pine = { wood = "default:pine_wood", post = "default:fence_pine_wood"},
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aspen = { wood = "default:aspen_wood", post = "default:fence_aspen_wood"},
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}
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local function place_corridors(main_cave_coords, psra)
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if nextrandom(0, 1) < 0.5 then
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Cube(main_cave_coords, 4, {name="default:dirt"})
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@ -378,15 +389,38 @@ local function place_corridors(main_cave_coords, psra)
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end
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local xs = nextrandom(0, 2) < 1
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local zs = nextrandom(0, 2) < 1;
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start_corridor(main_cave_coords, "x", xs, nextrandom(way_min,way_max), psra)
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start_corridor(main_cave_coords, "z", zs, nextrandom(way_min,way_max), psra)
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-- Select random wood type, but with bias towards default wood
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local rnd = pr:next()
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local woodtype
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-- Wood: 88%
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if rnd < 28835 then
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woodtype = "wood"
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-- Jungle: 7%
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elseif rnd < 31139 then
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woodtype = "jungle"
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-- Acacia: 4.5%
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elseif rnd < 32603 then
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woodtype = "acacia"
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-- Pine: 0.25%
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elseif rnd < 32685 then
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woodtype = "pine"
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-- Aspen: 0.25%
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else
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woodtype = "aspen"
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end
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local wood = corridor_woods[woodtype].wood
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local post = corridor_woods[woodtype].post
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start_corridor(main_cave_coords, "x", xs, nextrandom(way_min,way_max), psra, wood, post)
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start_corridor(main_cave_coords, "z", zs, nextrandom(way_min,way_max), psra, wood, post)
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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
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start_corridor(main_cave_coords, "x", not xs, nextrandom(way_min,way_max), psra)
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start_corridor(main_cave_coords, "x", not xs, nextrandom(way_min,way_max), psra, wood, post)
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end
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if nextrandom(0, 1) < 0.7 then
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start_corridor(main_cave_coords, "z", not zs, nextrandom(way_min,way_max), psra)
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start_corridor(main_cave_coords, "z", not zs, nextrandom(way_min,way_max), psra, wood, post)
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end
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end
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