local abs = math.abs local max = math.max local vector_new = vector.new local is_solid_not_tree = vl_terraforming._is_solid_not_tree local make_solid_vm = vl_terraforming._make_solid_vm --- Grow the foundation downwards -- @param vm VoxelManip: Lua Voxel Manipulator -- @param xi number: x coordinate -- @param yi number: y coordinate -- @param zi number: z coordinate -- @param pr PcgRandom: random generator -- @param surface_mat Node: surface material node -- @param platform_mat Node: platform material node -- @param stone_mat Node: stone material node local function grow_foundation_vm(vm,xi,yi,zi,pr,surface_mat,platform_mat,stone_mat) local get_node_at = vm.get_node_at local pos, n, c = vector_new(xi,yi,zi), nil, 0 if is_solid_not_tree(get_node_at(vm, pos)) then return false end -- already solid, nothing to do pos.y = pos.y + 1 local cur = get_node_at(vm, pos) if not is_solid_not_tree(cur) then return false end -- above is empty, do not fill below if cur and cur.name and cur.name ~= surface_mat.name then platform_mat = cur end if pr:next(1,4) == 1 then platform_mat = stone_mat end -- randomly switch to stone sometimes -- count solid nodes above otherwise for x = xi-1,xi+1 do for z = zi-1,zi+1 do pos.x, pos.z = x, z if is_solid_not_tree(get_node_at(vm, pos)) then c = c + 1 end end end -- stop randomly depending on fill, to narrow down the foundation -- TODO: allow controlling the random depth with an additional parameter? if (pr:next(0,1e9)/1e9)^2 > c/9.1 then return false end pos.x, pos.y, pos.z = xi, yi, zi if get_node_at(vm, pos).name == "mcl_core:bedrock" then return false end vm:set_node_at(pos, platform_mat) return true end --- Generate a foundation from px,py,pz with size sx,sy,sz (sy < 0) plus some margin -- TODO: add support for dust_mat (snow) -- -- 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 material node -- @param platform_mat Node: platform material node -- @param stone_mat Node: stone material node -- @param dust_mat Node: dust material, optional -- @param pr PcgRandom: random generator function vl_terraforming.foundation_vm(vm, px, py, pz, sx, sy, sz, corners, surface_mat, platform_mat, stone_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 -- generate a baseplate (2 layers, lower is wider local pos = vector_new(px, py, pz) for xi = px-1,px+sx do local dx2 = max(abs(cx-xi)+0.51,0)^2*wx2 local dx21 = max(abs(cx-xi)-0.49,0)^2*wx2 pos.x = xi for zi = pz-1,pz+sz do local dz2 = max(abs(cz-zi)+0.51,0)^2*wz2 local dz21 = max(abs(cz-zi)-0.49,0)^2*wz2 pos.z = zi if xi >= px and xi < px+sx and zi >= pz and zi < pz+sz and dx2+dz2 <= 1 then pos.y = py if get_node_at(vm, pos).name ~= "mcl_core:bedrock" then set_node_at(vm, pos, surface_mat) if dust_mat then pos.y = py + 1 if get_node_at(vm, pos).name == "air" then set_node_at(vm, pos, dust_mat) end end pos.y = py - 1 make_solid_vm(vm, pos, platform_mat) end elseif dx21+dz21 <= 1 then -- and pr:next(1,4) < 4 then -- TODO: make randomness configurable. -- slightly widen the baseplate below, to make easier to enter for mobs pos.y = py - 1 make_solid_vm(vm, pos, surface_mat) if dust_mat then pos.y = py if get_node_at(vm, pos).name == "air" then set_node_at(vm, pos, dust_mat) end end end end end -- construct additional baseplate below, also try to make it interesting for yi = py-2,py-20,-1 do local dy2 = max(0,py-2-yi)^2*0.05 local active = false for xi = px-1,px+sx do local dx22 = max(abs(cx-xi)-1.49,0)^2*wx2 for zi = pz-1,pz+sz do local dz22 = max(abs(cz-zi)-1.49,0)^2*wz2 if dx22+dy2+dz22 <= 1 and grow_foundation_vm(vm,xi,yi,zi,pr,surface_mat,platform_mat,stone_mat) then active = true end end end if not active and yi < py + sy then break end end -- TODO: add back additional steps for easier entering, optional, and less regular? end