tsm_railcorridors/init.lua

222 lines
6.0 KiB
Lua

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