222 lines
6.0 KiB
Lua
222 lines
6.0 KiB
Lua
-- „Parameter“/„Settings“
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-- Wahrscheinlichkeit für jeden Chunk, solche Gänge mit Schienen zu bekommen
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-- Probability for every newly generated chunk to get corridors
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local probability_railcaves_in_chunk = 0.3
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-- Wahrsch. für jeden geraden Teil eines Korridors, Holzkonstruktionen ohne Fackeln zu bekommen
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-- Probability for every horizontal part of a corridor to be without light
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local probability_torches_in_segment = 0.5
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-- Wahrsch. für jeden Teil eines Korridors, nach oben oder nach unten zu gehen
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-- Probability for every part of a corridor to go up or down
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local probability_up_or_down = 0.27
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-- Parameter Ende
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-- Zufallsgenerator / random generator
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local pr
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local pr_initialized = false
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function InitRandomizer(seeed)
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pr = PseudoRandom(seeed)
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pr_initialized = true
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end
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function nextrandom(min, max)
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return pr:next() / 32767 * (max - min) + min
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end
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-- Würfel…
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-- Cube…
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function Cube(p, radius, node)
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for zi = p.z-radius, p.z+radius do
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for yi = p.y-radius, p.y+radius do
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for xi = p.x-radius, p.x+radius do
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minetest.set_node({x=xi,y=yi,z=zi}, node)
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end
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end
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end
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end
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-- Gänge mit Schienen
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-- Corridors with rails
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function corridor_part(start_point, segment_vector, segment_count)
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local node
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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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for segmentindex = 0, segment_count-1 do
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Cube(p, 1, {name="air"})
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-- Diese komischen Holz-Konstruktionen
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-- These strange wood structs
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if segmentindex % 2 == 1 and segment_vector.y == 0 then
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local dir = {0, 0}
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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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if segment_vector.x == 0 and segment_vector.z ~= 0 then
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dir = {1, 0}
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elseif segment_vector.x ~= 0 and segment_vector.z == 0 then
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dir = {0, 1}
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end
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local calc = {
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p.x+dir[1], p.z+dir[2], -- X and Z, added by direction
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p.x-dir[1], p.z-dir[2], -- subtracted
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p.x+dir[2], p.z+dir[1], -- orthogonal
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p.x-dir[2], p.z-dir[1], -- also orthogonal
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}
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minetest.set_node({x=p.x, y=p.y+1, z=p.z}, node_wood)
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minetest.set_node({x=calc[1], y=p.y+1, z=calc[2]}, node_wood)
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minetest.set_node({x=calc[1], y=p.y , z=calc[2]}, node_fence)
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minetest.set_node({x=calc[1], y=p.y-1, z=calc[2]}, node_fence)
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minetest.set_node({x=calc[3], y=p.y+1, z=calc[4]}, node_wood)
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minetest.set_node({x=calc[3], y=p.y , z=calc[4]}, node_fence)
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minetest.set_node({x=calc[3], y=p.y-1, z=calc[4]}, node_fence)
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if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
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minetest.set_node({x=calc[1], y=p.y-2, z=calc[2]}, node_fence)
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minetest.set_node({x=calc[3], y=p.y-2, z=calc[4]}, node_fence)
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end
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if torches then
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minetest.set_node({x=calc[5], y=p.y+1, z=calc[6]}, {name="default:torch", param2=1})
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minetest.set_node({x=calc[7], y=p.y+1, z=calc[8]}, {name="default:torch", param2=1})
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end
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end
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-- nächster Punkt durch vektoraddition
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-- next way point
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p = vector.add(p, segment_vector)
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end
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p = vector.subtract(p, segment_vector)
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end
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function corridor_func(waypoint, coord, sign, up_or_down, up)
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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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end
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if sign then
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segamount = 0-segamount
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end
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local vek = {x=0,y=0,z=0};
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if coord == "x" then
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vek.x=segamount
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elseif coord == "z" then
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vek.z=segamount
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end
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if up_or_down then
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if up then
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vek.y = 1
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else
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vek.y = -1
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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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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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-- after this: rails
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segamount = 1
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if sign then
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segamount = 0-segamount
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end
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if coord == "x" then
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vek.x=segamount
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elseif coord == "z" then
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vek.z=segamount
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end
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if up_or_down then
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if up then
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vek.y = 1
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else
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vek.y = -1
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end
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end
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if not up_or_down then
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segcount = segcount * 2.5
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end
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local minuend = 1
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if up_or_down then
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minuend = minuend - 1
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if not up then
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minuend = minuend - 1
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end
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end
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-- Eigentliches Setzen der Schienen
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-- Actual rails
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for i=1,segcount do
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p = {x=waypoint.x+vek.x*i, y=waypoint.y+vek.y*i-1, z=waypoint.z+vek.z*i}
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if minetest.get_node({x=p.x,y=p.y-1,z=p.z}).name=="air" then
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p.y = p.y - 1;
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end
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minetest.set_node(p, {name = "default:rail"})
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end
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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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function start_corridor(waypoint, coord, sign, psra)
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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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local ud
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local up
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for i=1,nextrandom(2,10) do
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-- Nach oben oder nach unten?
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if nextrandom(0, 1) < probability_up_or_down then
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ud = true
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up = nextrandom(0, 2) < 1
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else
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ud = false
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end
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wp = corridor_func(wp,c,s, ud, up)
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-- coord und sign verändern
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-- randomly change sign and coord
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if c=="x" then
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c="z"
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elseif c=="z" then
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c="x"
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end;
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-- Verzweigung?
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-- Fork?
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s = nextrandom(0, 2) < 1
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if nextrandom(0, 15) < nextrandom(0, 1.5) then
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start_corridor(wp, c, not s, psra)
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end
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end
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end
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function place_corridors(main_cave_coords, psra)
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Cube(main_cave_coords, 4, {name="default:dirt"})
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Cube(main_cave_coords, 3, {name="air"})
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main_cave_coords.y =main_cave_coords.y - 1
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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, psra)
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start_corridor(main_cave_coords, "z", zs, psra)
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-- Auch mal die andere Richtung?
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-- Try the other direction?
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if nextrandom(0, 2) < 1 then
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start_corridor(main_cave_coords, "x", not xs, psra)
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end
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if nextrandom(0, 2) < 1 then
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start_corridor(main_cave_coords, "z", not zs, psra)
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end
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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if not pr_initialized then
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InitRandomizer(seed)
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end
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if maxp.y < 0 and nextrandom(0, 1) < probability_railcaves_in_chunk then
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-- Mittelpunkt berechnen
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-- Mid point of the chunk
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local p = {x=minp.x+(maxp.x-minp.x)/2, y=minp.y+(maxp.y-minp.y)/2, z=minp.z+(maxp.z-minp.z)/2}
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-- Haupthöhle und alle weiteren
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-- Corridors; starting with main cave out of dirt
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place_corridors(p, pr)
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end
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end)
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