Cleaner implementation of corridor start from dirt
parent
6664e4d551
commit
ac867f56c0
40
init.lua
40
init.lua
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@ -518,7 +518,7 @@ end
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-- Returns <success>, <segments>
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-- success: true if corridor could be placed entirely
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-- segments: Number of segments successfully placed
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local function corridor_part(start_point, segment_vector, segment_count, wood, post, first_or_final, up_or_down_prev, first_support)
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local function corridor_part(start_point, segment_vector, segment_count, wood, post, first_or_final, up_or_down_prev)
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local p = {x=start_point.x, y=start_point.y, z=start_point.z}
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local torches = pr:next() < probability_torches_in_segment
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local dir = {0, 0}
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@ -531,9 +531,6 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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dir = {0, 1}
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torchdir = {3, 2}
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end
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if first_support == nil then
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first_support = false
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end
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for segmentindex = 0, segment_count-1 do
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local dug
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if segment_vector.y == 0 then
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@ -541,15 +538,6 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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else
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dug = Cube(p, 1, {name="air"}, false)
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end
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if first_support then
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WoodSupport(p, wood, post, torches, dir, torchdir)
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if IsRailSurface({x=p.x,y=p.y-2,z=p.z}) then
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PlaceRail({x=p.x,y=p.y-1,z=p.z}, damage)
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else
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PlaceRail({x=p.x,y=p.y-2,z=p.z}, damage)
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end
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first_support = false
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end
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if not chaos_mode and segmentindex > 0 and not dug then return false, segmentindex end
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-- Add wooden platform, if neccessary. To avoid floating rails
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if segment_vector.y == 0 then
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@ -587,7 +575,7 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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return true, segment_count
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end
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local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next, up_or_down_prev, up, wood, post, first_or_final, damage, no_spawner, first_support)
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local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next, up_or_down_prev, up, wood, post, first_or_final, damage, no_spawner)
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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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@ -619,7 +607,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next,
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if up_or_down and up == false then
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Cube(waypoint, 1, {name="air"}, false)
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end
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local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, first_or_final, up_or_down_prev, first_support)
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local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, first_or_final, up_or_down_prev)
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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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@ -807,7 +795,7 @@ 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, first_support)
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local function start_corridor(waypoint, coord, sign, length, psra, 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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@ -851,8 +839,7 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
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elseif i == 1 then
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first_or_final = "first"
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end
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wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, first_or_final, damage, no_spawner, first_support)
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first_support = false
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wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, first_or_final, damage, no_spawner)
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if wp == false then return end
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-- Verzweigung?
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-- Fork?
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@ -959,7 +946,12 @@ local function place_corridors(main_cave_coords, psra)
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if corridors <= 4 and pr:next(1, 20) >= 11 then
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centered_crossing = true
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end
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local from_center_base = size + pr:next(-1,1)
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-- This moves the start of the corridors in the dirt room back and forth
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local d_max = 3
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if floor_diff == 1 and height <= 4 then
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d_max = d_max + 1
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end
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local from_center_base = size - pr:next(1,d_max)
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for i=1, math.min(4, corridors) do
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local d = pr:next(1, #dirs)
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local dir = dirs[d]
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@ -975,21 +967,19 @@ local function place_corridors(main_cave_coords, psra)
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end
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end
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local from_center = from_center_base
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if not centered_crossing then
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if dir.sign then
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from_center = -from_center
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end
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if dir.sign then
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from_center = -from_center
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end
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if i == 1 then
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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, true)
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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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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, true)
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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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end
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end
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