local AIR = {name = "air"} local abs = math.abs local max = math.max local floor = math.floor local vector_new = vector.new local is_solid_not_tree = vl_terraforming._is_solid_not_tree local is_tree_not_leaves = vl_terraforming._is_tree_not_leaves --- Clear an area for a structure -- -- Rounding: we model an ellipse. At zero rounding, we want the line go through the corner, at sx/2, sz/2. -- For this, we need to make ellipse sized 2a=sqrt(2)*sx, 2b=sqrt(2)*sz, -- Which yields a = sx/sqrt(2), b=sz/sqrt(2) and a^2=sx^2*0.5, b^2=sz^2*0.5 -- To get corners, we decrease a and b by approx. corners each -- The ellipse condition dx^2/a^2+dz^2/b^2 <= 1 then yields dx^2/(sx^2*0.5) + dz^2/(sz^2*0.5) <= 1 -- We use wx2=sx^-2*2, wz2=sz^-2*2 and then dx^2*wx2+dz^2*wz2 <= 1 -- -- @param vm VoxelManip: Lua voxel manipulator -- @param px number: lowest x -- @param py number: lowest y -- @param pz number: lowest z -- @param sx number: x width -- @param sy number: y height -- @param sz number: z depth -- @param corners number: corner rounding -- @param surface_mat Node: surface node material -- @param dust_mat Node: surface dust material -- @param pr PcgRandom: random generator function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surface_mat, dust_mat, pr) if sx <= 0 or sy <= 0 or sz <= 0 then return end local get_node_at = vm.get_node_at local set_node_at = vm.set_node_at corners = corners or 0 local wx2, wz2 = max(sx - corners, 1)^-2 * 2, max(sz - corners, 1)^-2 * 2 local cx, cz = px + sx * 0.5 - 0.5, pz + sz * 0.5 - 0.5 local min_clear, max_clear = py+sy, py+floor(sy*1.5+2) -- todo: make more parameterizable, but adds another parameter -- excavate the needed volume and some headroom local vec = vector_new(0, 0, 0) -- single vector, to avoid allocations -- performance! for xi = px-1,px+sx do local dx = abs(cx-xi) local dx2 = max(dx+0.51,0)^2*wx2 local dx21 = max(dx-0.49,0)^2*wx2 vec.x = xi for zi = pz-1,pz+sz do local dz = abs(cz-zi) local dz2 = max(dz+0.51,0)^2*wz2 local dz21 = max(dz-0.49,0)^2*wz2 vec.z = zi if xi >= px and xi < px+sx and zi >= pz and zi < pz+sz and dx2+dz2 <= 1 then vec.y = py if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end vec.y = py - 1 local n = get_node_at(vm, vec) if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then set_node_at(vm, vec, surface_mat) end for yi = py+1,min_clear do -- full height for inner area vec.y = yi if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end end elseif dx21+dz21 <= 1 then -- widen the cave above by 1, to make easier to enter for mobs -- todo: make configurable? vec.y = py + 1 local name = vm:get_node_at(vec).name if name ~= "mcl_core:bedrock" then local mat = AIR if dust_mat then vec.y = py if vm:get_node_at(vec).name == surface_mat.name then mat = dust_mat end vec.y = py + 1 end set_node_at(vm, vec, mat) end for yi = py+2,min_clear-1 do vec.y = yi if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end if yi > py+4 then local p = (yi-py) / (max_clear-py) --minetest.log(tostring(p).."^2 "..tostring(p*p).." rand: "..pr:next(0,1e9)/1e9) if (pr:next(0,1e9)/1e9) < p then break end end end -- remove some tree parts and fix surfaces down for yi = py,py-1,-1 do vec.y = yi local n = get_node_at(vm, vec) if is_tree_not_leaves(n) then set_node_at(vm, vec, surface_mat) if dust_mat and yi == py then vec.y = yi + 1 if vm:get_node_at(vec).name == "air" then set_node_at(vm, vec, dust_mat) end end else if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then set_node_at(vm, vec, surface_mat) if dust_mat then vec.y = yi + 1 if vm:get_node_at(vec).name == "air" then set_node_at(vm, vec, dust_mat) end end end break end end end end end -- some extra gaps for entry -- todo: make optional instead of hard-coded 25% -- todo: only really useful if there is space at px-3,py+3 to px-3,py+5 --[[ for xi = px-2,px+sx+1 do local dx21 = max(abs(cx-xi)-0.49,0)^2*wx2 local dx22 = max(abs(cx-xi)-1.49,0)^2*wx2 for zi = pz-2,pz+sz+1 do local dz21 = max(abs(cz-zi)-0.49,0)^2*wz2 local dz22 = max(abs(cz-zi)-1.49,0)^2*wz2 if dx21+dz21 > 1 and dx22+dz22 <= 1 and pr:next(1,4) == 1 then if py+4 < sy then for yi = py+2,py+4 do vec = vector_new(xi, yi, zi) if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, v) end end end for yi = py+1,py-1,-1 do local n = get_node_at(vm, vector_new(xi, yi, zi)) if is_tree_bot_leaves(n) and n.name ~= "mcl_core:bedrock" then set_node_at(vm, vector_new(xi, yi, zi), AIR) else if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then set_node_at(vm, vector_new(xi, yi, zi), surface_mat) end break end end end end end ]]-- -- cave some additional area overhead, try to make it interesting though for yi = min_clear+1,max_clear do local dy2 = max(yi-min_clear-1,0)^2*0.05 local active = false for xi = px-2,px+sx+1 do local dx22 = max(abs(cx-xi)-1.49,0)^2*wx2 for zi = pz-2,pz+sz+1 do local dz22 = max(abs(cz-zi)-1.49,0)^2*wz2 local keep_trees = (xi=px+sx) or (zi=pz+sz) -- TODO make parameter? if dx22+dy2+dz22 <= 1 then vec.x, vec.y, vec.z = xi, yi, zi local name = get_node_at(vm, vec).name -- don't break bedrock or air if name == "air" or name == "ignore" or name == "mcl_core:bedrock" or name == "mcl_villages:no_paths" then goto continue end local meta = minetest.registered_items[name] local groups = meta and meta.groups local is_tree = groups.leaves or groups.tree or (groups.compostability or 0 > 50) if keep_trees and is_tree then goto continue end vec.y = yi-1 -- do not clear above solid local name_below = get_node_at(vm, vec).name if name_below ~= "air" and name_below ~= "ignore" and name_below ~= "mcl_core:bedrock" then goto continue end -- try to completely remove trees overhead -- stop randomly depending on fill, to narrow down the caves if not keep_trees and not is_tree and (pr:next(0,1e9)/1e9)^0.5 > 1-(dx22+dy2+dz22-0.1) then goto continue end vec.x, vec.y, vec.z = xi, yi, zi set_node_at(vm, vec, AIR) active = true ::continue:: end end end if not active then break end end end