Remove German comments

master
Wuzzy 2019-02-12 23:57:08 +01:00
parent 77b79ed3cc
commit cec0dd4649
1 changed files with 12 additions and 24 deletions

View File

@ -12,7 +12,6 @@ local P = function (float)
return math.floor(32767 * float)
end
-- Wahrscheinlichkeit für jeden Chunk, solche Gänge mit Schienen zu bekommen
-- Probability for every newly generated chunk to get corridors
local probability_railcaves_in_chunk = P(0.33333)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_chunk"))
@ -20,7 +19,6 @@ if setting then
probability_railcaves_in_chunk = P(setting)
end
-- Innerhalb welcher Parameter soll sich die Pfadlänge bewegen? (Forks heben den Maximalwert auf)
-- Minimal and maximal value of path length (forks don't look up this value)
local way_min = 4;
local way_max = 7;
@ -33,7 +31,6 @@ if setting then
way_max = setting
end
-- Wahrsch. für jeden geraden Teil eines Korridors, Fackeln zu bekommen
-- Probability for every horizontal part of a corridor to be with torches
local probability_torches_in_segment = P(0.5)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_torches_in_segment"))
@ -41,7 +38,6 @@ if setting then
probability_torches_in_segment = P(setting)
end
-- Wahrsch. für jeden Teil eines Korridors, nach oben oder nach unten zu gehen
-- Probability for every part of a corridor to go up or down
local probability_up_or_down = P(0.2)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_up_or_down"))
@ -49,7 +45,6 @@ if setting then
probability_up_or_down = P(setting)
end
-- Wahrscheinlichkeit für jeden Teil eines Korridors, sich zu verzweigen vorsicht, wenn fast jeder Gang sich verzweigt, kann der Algorithums unlösbar werden und MT hängt sich auf
-- Probability for every part of a corridor to fork caution, too high values may cause MT to hang on.
local probability_fork = P(0.04)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_fork"))
@ -57,7 +52,6 @@ if setting then
probability_fork = P(setting)
end
-- Wahrscheinlichkeit für jeden geraden Teil eines Korridors eine Kiste zu enthalten
-- Probability for every part of a corridor to contain a chest
local probability_chest = P(0.05)
setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_chest"))
@ -108,7 +102,7 @@ end
-- Chaos Mode: If enabled, rail corridors don't stop generating when hitting obstacles
local chaos_mode = minetest.settings:get_bool("tsm_railcorridors_chaos") or false
-- Parameter Ende
-- End of parameters
-- Random generators
local pr, webperlin_major, webperlin_minor
@ -304,7 +298,6 @@ end
-- Random chest items
-- Zufälliger Kisteninhalt
local function rci()
if(minetest.get_modpath("treasurer") ~= nil) then
local treasures
@ -341,7 +334,8 @@ local function rci()
return tsm_railcorridors.get_default_treasure(pr)
end
end
-- chests
-- Chests
local function PlaceChest(pos, param2)
if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
local meta = minetest.get_meta(pos)
@ -510,7 +504,6 @@ local function WoodSupport(p, wood, post, torches, dir, torchdir)
end
end
-- Gänge mit Schienen
-- Corridors with rails
-- Returns <success>, <segments>
@ -554,8 +547,7 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
WoodSupport(p, wood, post, torches, dir, torchdir)
end
-- nächster Punkt durch Vektoraddition
-- next way point
-- Next way point
p = vector.add(p, segment_vector)
end
@ -608,8 +600,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next,
local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, up_or_down_prev)
local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
-- nachträglich Schienen legen
-- after this: rails
-- After this: rails
segamount = 1
if sign then
segamount = 0-segamount
@ -797,9 +788,9 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
local wp = waypoint
local c = coord
local s = sign
local ud = false -- up or down
local udn = false -- up or down is next
local udp = false -- up or down was previous
local ud = false -- Up or down
local udn = false -- Up or down is next
local udp = false -- Up or down was previous
local up
for i=1,length do
local needs_platform
@ -830,7 +821,7 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
elseif udn and not needs_platform then
udn = false
end
-- Make corridor / Korridor graben
-- Make corridor
local first_or_final
if i == length then
first_or_final = "final"
@ -839,7 +830,6 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
end
wp, no_spawner = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, first_or_final, damage, no_spawner)
if wp == false then return end
-- Verzweigung?
-- Fork?
if pr:next() < probability_fork then
local p = {x=wp.x, y=wp.y, z=wp.z}
@ -853,8 +843,7 @@ local function start_corridor(waypoint, coord, sign, length, psra, wood, post, d
WoodBulk({x=p.x, y=p.y+2, z=p.z}, wood)
return
end
-- coord und sign verändern
-- randomly change sign and coord
-- Randomly change sign and coord
if c=="x" then
c="z"
elseif c=="z" then
@ -982,19 +971,18 @@ local function place_corridors(main_cave_coords, psra)
end
-- The rail corridor algorithm starts here
minetest.register_on_generated(function(minp, maxp, blockseed)
InitRandomizer(blockseed)
if minp.y < height_max and maxp.y > height_min and pr:next() < probability_railcaves_in_chunk then
-- Get semi-random height in chunk
local buffer = 5
local y = pr:next(minp.y + buffer, maxp.y - buffer)
y = math.floor(math.max(height_min + buffer, math.min(height_max - buffer, y)))
-- Mid point of the chunk
local p = {x=minp.x+math.floor((maxp.x-minp.x)/2), y=y, z=minp.z+math.floor((maxp.z-minp.z)/2)}
-- Haupthöhle und alle weiteren
-- Corridors; starting with main cave out of dirt
-- Start placing corridors, beginning with a dirt room
place_corridors(p, pr)
end
end)