tsm_railcorridors = {} -- Load node names dofile(minetest.get_modpath(minetest.get_current_modname()).."/gameconfig.lua") -- Settings local setting -- Probability function -- TODO: Check if this is correct 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")) 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; setting = tonumber(minetest.settings:get("tsm_railcorridors_way_min")) if setting then way_min = setting end setting = tonumber(minetest.settings:get("tsm_railcorridors_way_max")) 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")) 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")) 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")) 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")) if setting then probability_chest = P(setting) end -- Probability for a rail corridor system to be damaged local probability_damage = P(0.55) setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_damage")) if setting then probability_damage = P(setting) end -- Max. and min. heights between rail corridors are generated local height_min = -31000 local height_max = -30 setting = tonumber(minetest.settings:get("tsm_railcorridors_height_min")) if setting then height_min = setting end setting = tonumber(minetest.settings:get("tsm_railcorridors_height_max")) if setting then height_max = setting 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 -- random generator local pr local pr_initialized = false local function InitRandomizer(seed) pr = PseudoRandom(seed) pr_initialized = true end -- Checks if the mapgen is allowed to carve through this structure and only sets -- the node if it is allowed. Does never build in liquids. -- If check_above is true, don't build if the node above is attached (e.g. rail) -- or a liquid. local function SetNodeIfCanBuild(pos, node, check_above) if check_above then local abovename = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name local abovedef = minetest.registered_nodes[abovename] if abovename == "unknown" or abovename == "ignore" or (abovedef.groups and abovedef.groups.attached_node) or abovedef.liquidtype ~= "none" then return false end end local name = minetest.get_node(pos).name local def = minetest.registered_nodes[name] if name ~= "unknown" and name ~= "ignore" and def.is_ground_content and def.liquidtype == "none" then minetest.set_node(pos, node) return true else return false end end -- Tries to place a rail, taking the damage chance into account local function PlaceRail(pos, damage_chance) if damage_chance ~= nil and damage_chance > 0 then local x = pr:next(0,100) if x <= damage_chance then return false end end return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.rail}) end -- Returns true if the node as point can be considered “ground”, that is, a solid material -- in which mine shafts can be built into, e.g. stone, but not air or water local function IsGround(pos) local nodename = minetest.get_node(pos).name local nodedef = minetest.registered_nodes[nodename] return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.is_ground_content and nodedef.walkable and nodedef.liquidtype == "none" end -- Returns true if rails are allowed to be placed on top of this node local function IsRailSurface(pos) local nodename = minetest.get_node(pos).name local nodedef = minetest.registered_nodes[nodename] return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") end -- Checks if the node is empty space which requires to be filled by a platform local function NeedsPlatform(pos) local node = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}) local node2 = minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z}) local nodedef = minetest.registered_nodes[node.name] return node.name ~= "ignore" and node.name ~= "unknown" and nodedef.is_ground_content and ((nodedef.walkable == false and node2.name ~= tsm_railcorridors.nodes.dirt) or (nodedef.groups and nodedef.groups.falling_node)) end -- Create a cube filled with the specified nodes -- Specialties: -- * Avoids floating rails for non-solid nodes like air -- Returns true if all nodes could be set -- Returns false if setting one or more nodes failed local function Cube(p, radius, node) local y_top = p.y+radius local nodedef = minetest.registered_nodes[node.name] local solid = nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodedef.liquidtype == "none" -- Check if all the nodes could be set local built_all = true for zi = p.z-radius, p.z+radius do for yi = y_top, p.y-radius, -1 do for xi = p.x-radius, p.x+radius do local ok = false if not solid and yi == y_top then local topdef = minetest.registered_nodes[minetest.get_node({x=xi,y=yi+1,z=zi}).name] if not (topdef.groups and topdef.groups.attached_node) and topdef.liquidtype == "none" then ok = true end else ok = true end local built = false if ok then built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node) end if not built then built_all = false end end end end return built_all end local function Platform(p, radius, node) for zi = p.z-radius, p.z+radius do for xi = p.x-radius, p.x+radius do local np = NeedsPlatform({x=xi,y=p.y,z=zi}) if np then minetest.set_node({x=xi,y=p.y-1,z=zi}, node) end end end end -- Random chest items -- Zufälliger Kisteninhalt local function rci() if(minetest.get_modpath("treasurer") ~= nil) then local treasures if pr:next(0,100) < 3 then treasures = treasurer.select_random_treasures(1,2,4) elseif pr:next(0,100) < 5 then if pr:next(0,100) < 50 then treasures = treasurer.select_random_treasures(1,2,4,"seed") else treasures = treasurer.select_random_treasures(1,2,4,"seed") end elseif pr:next(0,1000) < 5 then if minetest.get_modpath("tnt") then return "tnt:tnt "..pr:next(1,3) end elseif pr:next(0,1000) < 3 then if pr:next(0,1000) < 800 then treasures = treasurer.select_random_treasures(1,3,6,"mineral") else treasures = treasurer.select_random_treasures(1,5,9,"mineral") end end if(treasures ~= nil) then if(#treasures>=1) then return treasures[1]:get_name() else return "" end else return "" end else return tsm_railcorridors.get_default_treasure(pr) end end -- chests local function Place_Chest(pos, param2) if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then local meta = minetest.get_meta(pos) local inv = meta:get_inventory() for i=1, inv:get_size("main") do inv:set_stack("main", i, ItemStack(rci())) end end end local function WoodBulk(pos, wood) SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood}) SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=wood}) SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=wood}) SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=wood}) end -- Gänge mit Schienen -- Corridors with rails -- Returns , -- success: true if corridor could be placed entirely -- segments: Number of segments successfully placed local function corridor_part(start_point, segment_vector, segment_count, wood, post, is_final, up_or_down_prev) local p = {x=start_point.x, y=start_point.y, z=start_point.z} local torches = pr:next() < probability_torches_in_segment local dir = {0, 0} local torchdir = {1, 1} 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} elseif segment_vector.x ~= 0 and segment_vector.z == 0 then dir = {0, 1} torchdir = {3, 2} end for segmentindex = 0, segment_count-1 do local dug = Cube(p, 1, {name="air"}) if not chaos_mode and segmentindex > 0 and not dug then return false, segmentindex end -- Add wooden platform, if neccessary. To avoid floating rails if segment_vector.y == 0 then if segmentindex == 0 and up_or_down_prev then -- Thin 1×1 platform directly after going up or down. -- This is done to avoid placing too much wood at slopes Platform({x=p.x-dir[2], y=p.y-1, z=p.z-dir[1]}, 0, node_wood) Platform({x=p.x, y=p.y-1, z=p.z}, 0, node_wood) Platform({x=p.x+dir[2], y=p.y-1, z=p.z+dir[1]}, 0, node_wood) else -- Normal 3×3 platform Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood) end end -- Diese komischen Holz-Konstruktionen -- These strange wood structs if segmentindex % 2 == 1 and segment_vector.y == 0 then local calc = { p.x+dir[1], p.z+dir[2], -- X and Z, added by direction p.x-dir[1], p.z-dir[2], -- subtracted p.x+dir[2], p.z+dir[1], -- orthogonal p.x-dir[2], p.z-dir[1], -- orthogonal, the other way } --[[ Shape: WWW P.P PrP pfp W = wood P = post (above floor level) p = post (in floor level, only placed if no floor) From previous generation (for reference): f = floor r = rail . = air ]] -- Don't place those wood structs below open air if not (minetest.get_node({x=calc[1], y=p.y+2, z=calc[2]}).name == "air" and minetest.get_node({x=calc[3], y=p.y+2, z=calc[4]}).name == "air" and minetest.get_node({x=p.x, y=p.y+2, z=p.z}).name == "air") then -- Left post and planks local left_ok = true left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y-1, z=calc[2]}, node_fence) if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y , z=calc[2]}, node_fence) end if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y+1, z=calc[2]}, node_wood) end -- Right post and planks local right_ok = true right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y-1, z=calc[4]}, node_fence) if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y , z=calc[4]}, node_fence) end if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y+1, z=calc[4]}, node_wood) end -- Middle planks local top_planks_ok = false if left_ok and right_ok then top_planks_ok = SetNodeIfCanBuild({x=p.x, y=p.y+1, z=p.z}, node_wood) end if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then if left_ok then SetNodeIfCanBuild({x=calc[1], y=p.y-2, z=calc[2]}, node_fence) end if right_ok then SetNodeIfCanBuild({x=calc[3], y=p.y-2, z=calc[4]}, node_fence) end end -- Torches on the middle planks if torches and top_planks_ok then -- Place torches at horizontal sides SetNodeIfCanBuild({x=calc[5], y=p.y+1, z=calc[6]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[1]}, true) SetNodeIfCanBuild({x=calc[7], y=p.y+1, z=calc[8]}, {name=tsm_railcorridors.nodes.torch_wall, param2=torchdir[2]}, true) end elseif torches then -- Try to build torches instead of the wood structs local node = {name=tsm_railcorridors.nodes.torch_floor, param2=minetest.dir_to_wallmounted({x=0,y=-1,z=0})} -- Try two different height levels local pos1 = {x=calc[1], y=p.y-2, z=calc[2]} local pos2 = {x=calc[3], y=p.y-2, z=calc[4]} local nodedef1 = minetest.registered_nodes[minetest.get_node(pos1).name] local nodedef2 = minetest.registered_nodes[minetest.get_node(pos2).name] if nodedef1.walkable then pos1.y = pos1.y + 1 end SetNodeIfCanBuild(pos1, node, true) if nodedef2.walkable then pos2.y = pos2.y + 1 end SetNodeIfCanBuild(pos2, node, true) end end -- nächster Punkt durch Vektoraddition -- next way point p = vector.add(p, segment_vector) end -- End of the corridor segment; create the final piece local dug = Cube(p, 1, {name="air"}) if not chaos_mode and not dug then return false, segment_count end if segment_vector.y == 0 then Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood) end return true, segment_count end local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next, up_or_down_prev, up, wood, post, is_final, damage) local segamount = 3 if up_or_down then segamount = 1 end if sign then segamount = 0-segamount end local vek = {x=0,y=0,z=0}; local start = table.copy(waypoint) if coord == "x" then vek.x=segamount if up_or_down and up == false then start.x=start.x+segamount end elseif coord == "z" then vek.z=segamount if up_or_down and up == false then start.z=start.z+segamount end end if up_or_down then if up then vek.y = 1 else vek.y = -1 end end local segcount = pr:next(4,6) if up_or_down and up == false then Cube(waypoint, 1, {name="air"}) end local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, is_final, 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 segamount = 1 if sign then segamount = 0-segamount end if coord == "x" then vek.x=segamount elseif coord == "z" then vek.z=segamount end if up_or_down then if up then vek.y = 1 else vek.y = -1 end end local chestplace = -1 if corridor_dug and not up_or_down and pr:next() < probability_chest then chestplace = pr:next(1,segcount+1) end local railsegcount if not chaos_mode and not corridor_dug then railsegcount = corridor_segments_dug * 3 elseif not up_or_down then railsegcount = segcount * 3 else railsegcount = segcount end for i=1,railsegcount do local 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" and minetest.get_node({x=p.x,y=p.y-3,z=p.z}).name~=tsm_railcorridors.nodes.rail) then p.y = p.y - 1; if i == chestplace then chestplace = chestplace + 1 end end -- Main rail; this places almost all the rails if IsRailSurface({x=p.x,y=p.y-1,z=p.z}) then PlaceRail(p, damage) end if i == chestplace 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}, minetest.dir_to_facedir(vek)) end end end local offset = table.copy(corridor_vek) local final_point = vector.add(waypoint, offset) if up_or_down then if up then offset.y = offset.y - 1 final_point = vector.add(waypoint, offset) else offset[coord] = offset[coord] + segamount final_point = vector.add(waypoint, offset) -- After going up or down, 1 missing rail piece must be added if IsRailSurface({x=final_point.x,y=final_point.y-2,z=final_point.z}) then PlaceRail({x=final_point.x,y=final_point.y-1,z=final_point.z}, damage) end end end if not corridor_dug then return false else return final_point end end local function start_corridor(waypoint, coord, sign, length, psra, wood, post, damage) 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 up for i=1,length do local needs_platform -- Update previous up/down status udp = ud -- Update current up/down status if udn then needs_platform = NeedsPlatform(wp) if needs_platform then ud = false end ud = true -- Force direction near the height limits if wp.y >= height_max - 12 then up = false elseif wp.y <= height_min + 12 then up = true else -- Chose random direction in between up = pr:next(0, 2) < 1 end else ud = false end -- Update next up/down status if pr:next() < probability_up_or_down and i~=1 and not udn and not needs_platform then udn = i < length elseif udn and not needs_platform then udn = false end -- Make corridor / Korridor graben wp = corridor_func(wp,c,s, ud, udn, udp, up, wood, post, i == length, damage) 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} start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage) if c == "x" then c="z" else c="x" end start_corridor(wp, c, s, pr:next(way_min,way_max), psra, wood, post, damage) start_corridor(wp, c, not s, pr:next(way_min,way_max), psra, wood, post, damage) 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 -- randomly change sign and coord if c=="x" then c="z" elseif c=="z" then c="x" end; s = pr:next(0, 2) < 1 end end local function place_corridors(main_cave_coords, psra) --[[ ALWAYS start building in the ground. Prevents corridors starting in mid-air or in liquids. ]] if not IsGround(main_cave_coords) then return end -- Determine if this corridor system is “damaged” (some rails removed) and to which extent local damage = 0 if pr:next() < probability_damage then damage = pr:next(10, 50) end --[[ Starter cube: A big hollow dirt cube from which the corridors will extend. Corridor generation starts here. ]] if pr:next(0, 100) < 50 then Cube(main_cave_coords, 4, {name=tsm_railcorridors.nodes.dirt}) Cube(main_cave_coords, 3, {name="air"}) -- Center rail PlaceRail({x=main_cave_coords.x, y=main_cave_coords.y-3, z=main_cave_coords.z}, damage) main_cave_coords.y =main_cave_coords.y - 1 else Cube(main_cave_coords, 3, {name=tsm_railcorridors.nodes.dirt}) Cube(main_cave_coords, 2, {name="air"}) -- Center rail PlaceRail({x=main_cave_coords.x, y=main_cave_coords.y-2, z=main_cave_coords.z}, damage) end local xs = pr:next(0, 2) < 1 local zs = pr:next(0, 2) < 1; -- Select random wood type (found in gameconfig.lua) local rnd = pr:next(1,1000) local woodtype = 1 local accumulated_chance = 0 for w=1, #tsm_railcorridors.nodes.corridor_woods do local woodtable = tsm_railcorridors.nodes.corridor_woods[w] accumulated_chance = accumulated_chance + woodtable.chance if accumulated_chance > 1000 then minetest.log("warning", "[tsm_railcorridors] Warning: Wood chances add up to over 100%!") break end if rnd <= accumulated_chance then woodtype = w break end end local wood = tsm_railcorridors.nodes.corridor_woods[woodtype].wood local post = tsm_railcorridors.nodes.corridor_woods[woodtype].post start_corridor(main_cave_coords, "x", xs, pr:next(way_min,way_max), psra, wood, post, damage) start_corridor(main_cave_coords, "z", zs, pr:next(way_min,way_max), psra, wood, post, damage) -- Auch mal die andere Richtung? -- Try the other direction? if pr:next(0, 100) < 70 then start_corridor(main_cave_coords, "x", not xs, pr:next(way_min,way_max), psra, wood, post, damage) end if pr:next(0, 100) < 70 then start_corridor(main_cave_coords, "z", not zs, pr:next(way_min,way_max), psra, wood, post, damage) end end 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, math.min(height_max, 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 place_corridors(p, pr) end end)