local pairs = pairs local tonumber = tonumber tsm_railcorridors = {} -- Load node names dofile(minetest.get_modpath(minetest.get_current_modname()).."/gameconfig.lua") -- Settings local setting -- Probability function local P = function (float) return math.floor(32767 * float) end -- Probability for every newly generated mapchunk to get corridors local probability_railcaves_in_mapchunk = P(0.33333) setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_mapchunk")) -- Extra check to prevent mod griefing in singlenode, mcimported worlds. local mg_name = minetest.get_mapgen_setting("mg_name") if mg_name == "singlenode" then probability_railcaves_in_mapchunk = P(0) elseif setting then probability_railcaves_in_mapchunk = P(setting) end -- 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 -- 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 -- 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 -- 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 -- 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 every part of a corridor to contain a cart local probability_cart = P(0.05) setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_cart")) if setting then probability_cart = 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 -- Enable cobwebs local place_cobwebs = true setting = minetest.settings:get_bool("tsm_railcorridors_place_cobwebs") if setting ~= nil then place_cobwebs = setting end -- Enable mob spawners local place_mob_spawners = true setting = minetest.settings:get_bool("tsm_railcorridors_place_mob_spawners") if setting ~= nil then place_mob_spawners = setting end -- Max. and min. heights between rail corridors are generated local height_min if mcl_vars.mg_lava then height_min = mcl_vars.mg_lava_overworld_max + 2 else height_min = mcl_vars.mg_bedrock_overworld_max + 2 end local height_max = mcl_worlds.layer_to_y(60) -- 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 -- End of parameters if not tsm_railcorridors.nodes.corridor_woods_function then local accumulated_chance = 0 for w=1, #tsm_railcorridors.nodes.corridor_woods do accumulated_chance = accumulated_chance + tsm_railcorridors.nodes.corridor_woods[w].chance end assert(accumulated_chance == 1000, "Rail corridor wood chances add up to "..accumulated_chance.." per mille! (should be 1000 per mille)") end -- Random Perlin noise generators local pr, pr_carts, pr_deco, webperlin_major, webperlin_minor --local pr_treasures local function InitRandomizer(seed) -- Mostly used for corridor gen. pr = PseudoRandom(seed) -- Dirt room decorations pr_deco = PseudoRandom(seed+25) -- Separate randomizer for carts because spawning carts is very timing-dependent pr_carts = PseudoRandom(seed-654) -- Chest contents randomizer --pr_treasures = PseudoRandom(seed+777) -- Used for cobweb generation, both noises have to reach a high value for cobwebs to appear webperlin_major = PerlinNoise(934, 3, 0.6, 500) webperlin_minor = PerlinNoise(834, 3, 0.6, 50) end local carts_table = {} local dirt_room_coords -- Returns true if pos is inside the dirt room of the current corridor system local function IsInDirtRoom(pos) local min = dirt_room_coords.min local max = dirt_room_coords.max return pos.x >= min.x and pos.x <= max.x and pos.y >= min.y and pos.y <= max.y and pos.z >= min.z and pos.z <= max.z 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, can_replace_rail) 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 (not abovedef) or abovename == "unknown" or abovename == "ignore" or (abovedef.groups and abovedef.groups.attached_node) or -- This is done because cobwebs are often fake liquids (abovedef.liquidtype ~= "none" and abovename ~= tsm_railcorridors.nodes.cobweb) 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 and ((def.is_ground_content and def.liquidtype == "none") or name == tsm_railcorridors.nodes.cobweb or name == tsm_railcorridors.nodes.torch_wall or name == tsm_railcorridors.nodes.torch_floor or (can_replace_rail and name == tsm_railcorridors.nodes.rail) ) 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 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 nodename_above = minetest.get_node({x=pos.x,y=pos.y+2,z=pos.z}).name local nodedef = minetest.registered_nodes[nodename] return nodename ~= "unknown" and nodename ~= "ignore" and nodedef and nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodename_above ~= tsm_railcorridors.nodes.rail 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] local falling = minetest.get_item_group(node.name, "falling_node") == 1 return -- Node can be replaced if ground content or rail (nodedef and node.name ~= "ignore" and node.name ~= "unknown" and nodedef.is_ground_content) and -- Node needs platform if node below is not walkable. -- Unless 2 nodes below there is dirt: This is a special case for the starter cube. ((nodedef.walkable == false and node2.name ~= tsm_railcorridors.nodes.dirt) or -- Falling nodes always need to be replaced by a platform, we want a solid and safe ground falling), -- second return value falling end -- Create a cube filled with the specified nodes -- Specialties: -- * Avoids floating rails -- * May cut into wood structures of the corridors (alongside with their torches) -- Arguments: -- * p: Center position -- * radius: How many nodes from the center the cube will extend -- * node: Node to set -- * replace_air_only: If true, only air can be replaced -- * wood, post: Wood and post nodes of the railway corridor to cut into (optional) -- Returns true if all nodes could be set -- Returns false if setting one or more nodes failed local function Cube(p, radius, node, replace_air_only, wood, post) local y_top = p.y+radius local nodedef = minetest.registered_nodes[node.name] local solid = nodedef and 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 -- If wood has been removed, remod local cleanup_torches = {} for xi = p.x-radius, p.x+radius do for zi = p.z-radius, p.z+radius do local column_last_attached = nil for yi = y_top, p.y-radius, -1 do local ok = false local thisnode = minetest.get_node({x=xi,y=yi,z=zi}) if not solid then if yi == y_top then local topnode = minetest.get_node({x=xi,y=yi+1,z=zi}) local topdef = minetest.registered_nodes[topnode.name] if topdef and minetest.get_item_group(topnode.name, "attached_node") ~= 1 and topdef.liquidtype == "none" then ok = true end elseif column_last_attached and yi == column_last_attached - 1 then ok = false else ok = true end if minetest.get_item_group(thisnode.name, "attached_node") == 1 then column_last_attached = yi end else ok = true end local built = false if ok then if replace_air_only ~= true then -- Cut into wood structures (post/wood) if post and (xi == p.x or zi == p.z) and thisnode.name == post then minetest.set_node({x=xi,y=yi,z=zi}, node) built = true elseif wood and (xi == p.x or zi == p.z) and thisnode.name == wood then local topnode = minetest.get_node({x=xi,y=yi+1,z=zi}) local topdef = minetest.registered_nodes[topnode.name] if topdef and topdef.walkable and topnode.name ~= wood then minetest.set_node({x=xi,y=yi,z=zi}, node) -- Check for torches around the wood and schedule them -- for removal if node.name == "air" then table.insert(cleanup_torches, {x=xi+1,y=yi,z=zi}) table.insert(cleanup_torches, {x=xi-1,y=yi,z=zi}) table.insert(cleanup_torches, {x=xi,y=yi,z=zi+1}) table.insert(cleanup_torches, {x=xi,y=yi,z=zi-1}) end built = true end -- Set node normally else built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node) end else if minetest.get_node({x=xi,y=yi,z=zi}).name == "air" then built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node) end end end if not built then built_all = false end end end end -- Remove torches we have detected before for c=1, #cleanup_torches do local check = minetest.get_node(cleanup_torches[c]) if check.name == tsm_railcorridors.nodes.torch_wall or check.name == tsm_railcorridors.nodes.torch_floor then minetest.set_node(cleanup_torches[c], node) end end return built_all end local function DirtRoom(p, radius, height, dirt_mode, decorations_mode) local y_bottom = p.y local y_top = y_bottom + height + 1 dirt_room_coords = { min = { x = p.x-radius, y = y_bottom, z = p.z-radius }, max = { x = p.x+radius, y = y_top, z = p.z+radius }, } local built_all = true for xi = p.x-radius, p.x+radius do for zi = p.z-radius, p.z+radius do for yi = y_top, y_bottom, -1 do local thisnode = minetest.get_node({x=xi,y=yi,z=zi}) local built = false if xi == p.x-radius or xi == p.x+radius or zi == p.z-radius or zi == p.z+radius or yi == y_bottom or yi == y_top then if dirt_mode == 1 or yi == y_bottom then built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.dirt}) elseif (dirt_mode == 2 or dirt_mode == 3) and yi == y_top then if minetest.get_item_group(thisnode.name, "falling_node") == 1 then built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.dirt}) end end else if yi == y_bottom + 1 then -- crazy rails if decorations_mode == 1 then local r = pr_deco:next(1,3) if r == 2 then built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.rail}) end end end if not built then built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name="air"}) end end if not built then built_all = false end end end end return built_all end local function Platform(p, radius, node, node2) -- node2 is secondary platform material for replacing falling nodes if not node2 then node2 = { name = tsm_railcorridors.nodes.dirt } end local n1, n2 = {}, {} for zi = p.z-radius, p.z+radius do for xi = p.x-radius, p.x+radius do local np, np2 = NeedsPlatform({x=xi,y=p.y,z=zi}) if np then if np2 then --minetest.set_node({x=xi,y=p.y-1,z=zi}, node2) table.insert(n1,{x=xi,y=p.y-1,z=zi}) else --minetest.set_node({x=xi,y=p.y-1,z=zi}, node) table.insert(n2,{x=xi,y=p.y-1,z=zi}) end end end end minetest.bulk_set_node(n1,node) minetest.bulk_set_node(n2,node2) end -- Chests local function PlaceChest(pos, param2) if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local items = tsm_railcorridors.get_treasures(pr) mcl_loot.fill_inventory(inv, "main", items, pr) end end -- This function checks if a cart has ACTUALLY been spawned. -- To be calld by minetest.after. -- This is a workaround thanks to the fact that minetest.add_entity is unreliable as fuck -- See: https://github.com/minetest/minetest/issues/4759 -- FIXME: Kill this horrible hack with fire as soon you can. local RecheckCartHack = nil if not minetest.features.random_state_restore then -- proxy for minetest > 5.9.0, this feature will not be removed RecheckCartHack = function(params) local pos = params[1] local cart_id = params[2] -- Find cart for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do if obj ~= nil and obj:get_luaentity().name == cart_id then -- Cart found! We can now safely call the callback func. -- (calling it earlier has the danger of failing) minetest.log("info", "[tsm_railcorridors] Cart spawn succeeded: "..minetest.pos_to_string(pos)) tsm_railcorridors.on_construct_cart(pos, obj, pr_carts) return end end minetest.log("info", "[tsm_railcorridors] Cart spawn FAILED: "..minetest.pos_to_string(pos)) end end -- Try to place a cobweb. -- pos: Position of cobweb -- needs_check: If true, checks if any of the nodes above, below or to the side of the cobweb. -- side_vector: Required if needs_check is true. Unit vector which points towards the side of the cobweb to place. local function TryPlaceCobweb(pos, needs_check, side_vector) local check_passed = false if needs_check then -- Check for walkable nodes above, below or at the side of the cobweb. -- If any of those nodes is walkable, we are fine. local check_vectors = { side_vector, {x=0, y=1, z=0}, {x=0, y=-1, z=0}, } for c=1, #check_vectors do local cpos = vector.add(pos, check_vectors[c]) local cname = minetest.get_node(cpos).name local cdef = minetest.registered_nodes[cname] if cname ~= "ignore" and cdef and cdef.walkable then check_passed = true break end end else check_passed = true end if check_passed then return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.cobweb}) else return false end end -- 4 wooden pillars around pos at height local function WoodBulk(pos, height, wood) for y=0, height-1 do SetNodeIfCanBuild({x=pos.x+1, y=pos.y+y, z=pos.z+1}, {name=wood}, false, true) SetNodeIfCanBuild({x=pos.x-1, y=pos.y+y, z=pos.z+1}, {name=wood}, false, true) SetNodeIfCanBuild({x=pos.x+1, y=pos.y+y, z=pos.z-1}, {name=wood}, false, true) SetNodeIfCanBuild({x=pos.x-1, y=pos.y+y, z=pos.z-1}, {name=wood}, false, true) end end -- Build a wooden support frame local function WoodSupport(p, wood, post, torches, dir, torchdir) local node_wood = {name=wood} local node_fence = {name=post} 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 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, false, true) end -- Right post and planks local right_ok 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, false, true) 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 and nodedef1.walkable then pos1.y = pos1.y + 1 end SetNodeIfCanBuild(pos1, node, true) if nodedef2 and nodedef2.walkable then pos2.y = pos2.y + 1 end SetNodeIfCanBuild(pos2, node, true) end end -- Dig out a single corridor section and place wooden structures and torches -- Returns , -- success: true if corridor could be placed entirely -- segments: Number of segments successfully placed local function dig_corridor_section(start_point, segment_vector, segment_count, wood, post, 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} 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 if segment_vector.y == 0 then dug = Cube(p, 1, {name="air"}, false, wood, post) else dug = Cube(p, 1, {name="air"}, false) end 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 else -- Sloped bridge Platform({x=p.x-dir[1], y=p.y-2, z=p.z-dir[2]}, 0, node_wood) Platform({x=p.x, y=p.y-2, z=p.z}, 0, node_wood) Platform({x=p.x+dir[1], y=p.y-2, z=p.z+dir[2]}, 0, node_wood) end if segmentindex % 2 == 1 and segment_vector.y == 0 then WoodSupport(p, wood, post, torches, dir, torchdir) end -- Next way point p = vector.add(p, segment_vector) end -- End of the corridor segment; create the final piece local dug if segment_vector.y == 0 then dug = Cube(p, 1, {name="air"}, false, wood, post) else dug = Cube(p, 1, {name="air"}, false) end 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 -- Generate a corridor section. Corridor sections are part of a corridor line. -- This is one short part of a corridor line. It can be one straight section or it goes up or down. -- It digs out the corridor and places wood structs and torches using the helper function dig_corridor_function, -- then it places rails, chests, and other goodies. local function create_corridor_section(waypoint, axis, sign, up_or_down, up_or_down_next, up_or_down_prev, up, wood, post, first_or_final, damage, no_spawner) 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 axis == "x" then vek.x=segamount if up_or_down and up == false then start.x=start.x+segamount end elseif axis == "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"}, false) end local corridor_dug, corridor_segments_dug = dig_corridor_section(start, vek, segcount, wood, post, up_or_down_prev) local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount} -- After this: rails segamount = 1 if sign then segamount = 0-segamount end if axis == "x" then vek.x=segamount elseif axis == "z" then vek.z=segamount end if up_or_down then if up then vek.y = 1 else vek.y = -1 end end -- Calculate chest and cart position local chestplace = -1 local cartplace = -1 local minseg if first_or_final == "first" then minseg = 2 else minseg = 1 end if corridor_dug and not up_or_down then if pr:next() < probability_chest then chestplace = pr:next(minseg, segcount+1) end if tsm_railcorridors.carts and #tsm_railcorridors.carts > 0 and pr:next() < probability_cart then cartplace = pr:next(minseg, segcount+1) end 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} -- Randomly returns either the left or right side of the main rail. -- Also returns offset as second return value. local function left_or_right(pos, vek) local off if pr:next(1, 2) == 1 then -- left off = {x = -vek.z, y= 0, z = vek.x} else -- right off = {x=vek.z, y= 0, z= -vek.x} end return vector.add(pos, off), off end 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 if i == cartplace then cartplace = cartplace + 1 end end -- Chest if i == chestplace then local cpos, offset = left_or_right(p, vek) if minetest.get_node(cpos).name == post or IsInDirtRoom(p) then chestplace = chestplace + 1 else PlaceChest(cpos, minetest.dir_to_facedir(offset)) end end -- A rail at the side of the track to put a cart on if i == cartplace and #tsm_railcorridors.carts > 0 then local cpos = left_or_right(p, vek) if minetest.get_node(cpos).name == post then cartplace = cartplace + 1 else local placed if IsRailSurface({x=cpos.x, y=cpos.y-1, z=cpos.z}) then placed = PlaceRail(cpos, damage) else placed = false end if placed then -- We don't put on a cart yet, we put it in the carts table -- for later placement local cart_type = pr_carts:next(1, #tsm_railcorridors.carts) table.insert(carts_table, {pos = cpos, cart_type = cart_type}) end end end -- Mob spawner (at center) if place_mob_spawners and tsm_railcorridors.nodes.spawner and not no_spawner and webperlin_major:get_3d(p) > 0.3 and webperlin_minor:get_3d(p) > 0.5 then -- Place spawner (if activated in gameconfig), -- enclose in cobwebs and setup the spawner node. local spawner_placed = SetNodeIfCanBuild(p, {name=tsm_railcorridors.nodes.spawner}) if spawner_placed then local size = 1 if webperlin_major:get_3d(p) > 0.5 then size = 2 end if place_cobwebs then Cube(p, size, {name=tsm_railcorridors.nodes.cobweb}, true) end tsm_railcorridors.on_construct_spawner(p) no_spawner = true 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 -- Place cobwebs left and right in the corridor if place_cobwebs and tsm_railcorridors.nodes.cobweb then -- Helper function to place a cobweb at the side (based on chance an Perlin noise) local function cobweb_at_side(basepos, vek) if pr:next(1,5) == 1 then local h = pr:next(0, 2) -- 3 possible cobweb heights local cpos = {x=basepos.x+vek.x, y=basepos.y+h, z=basepos.z+vek.z} if webperlin_major:get_3d(cpos) > 0.05 and webperlin_minor:get_3d(cpos) > 0.1 then if h == 0 then -- No check neccessary at height offset 0 since the cobweb is on the floor return TryPlaceCobweb(cpos) else -- Check nessessary return TryPlaceCobweb(cpos, true, vek) end end end return false end -- Right cobweb local rvek = {x=-vek.z, y=0, z=vek.x} cobweb_at_side(p, rvek) -- Left cobweb local lvek = {x=vek.z, y=0, z=-vek.x} cobweb_at_side(p, lvek) 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[axis] = offset[axis] + segamount final_point = vector.add(waypoint, offset) end -- After going up or down, 1 missing rail piece must be added Platform({x=final_point.x,y=final_point.y-1,z=final_point.z}, 0, {name=wood}) 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 if not corridor_dug then return false, no_spawner else return final_point, no_spawner end end -- Generate a line of corridors. -- The corridor can go up/down, take turns and it can branch off, creating more corridor lines. local function create_corridor_line(waypoint, axis, sign, length, wood, post, damage, no_spawner) local wp = waypoint local a = axis 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 = false -- true if going up local upp = false -- true if was going up previously for i=1,length do -- Update previous up/down status udp = ud -- Can't go up/down if a platform is needed at waypoint local needs_platform = NeedsPlatform({x=wp.x,y=wp.y-2,z=wp.z}) -- Update current up/down status if udn and not needs_platform then ud = true -- Force direction near the height limits if wp.y >= height_max - 12 then if udp then ud = false end up = false elseif wp.y <= height_min + 12 then if udp then ud = false end up = true else -- If previous was up/down, keep the vertical direction if udp and not chaos_mode then up = upp else -- Chose random direction up = pr:next(1, 2) == 1 end end upp = up 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 local first_or_final if i == length then first_or_final = "final" elseif i == 1 then first_or_final = "first" end wp, no_spawner = create_corridor_section(wp,a,s, ud, udn, udp, up, wood, post, first_or_final, damage, no_spawner) if wp == false then return end -- Fork in the road? If so, starts 2-3 new corridor lines and terminates the current one. if wp and pr:next() < probability_fork then -- 75% chance to fork off in 3 directions (making a crossing) -- 25% chance to fork off in 2 directions (making a t-junction) local is_crossing = pr:next(0, 3) < 3 local forks = 2 if is_crossing then forks = 3 end local p = {x=wp.x, y=wp.y, z=wp.z} local a2 if a == "x" then a2="z" else a2="x" end local fork_dirs = { {a2, s}, -- to the side {a2, not s}, -- to the other side {a, s}, -- straight ahead } for _= 1, forks do local r = pr:next(1, #fork_dirs) create_corridor_line(wp, fork_dirs[r][1], fork_dirs[r][2], pr:next(way_min,way_max), wood, post, damage, no_spawner) table.remove(fork_dirs, r) end if is_crossing and not IsInDirtRoom(p) then -- 4 large wooden pillars around the center rail WoodBulk({x=p.x, y=p.y-1, z=p.z}, 4, wood) end return end -- Randomly change sign, toggle axis. -- In other words, take a turn. if a=="x" then a="z" elseif a=="z" then a="x" end s = pr:next(1, 2) == 1 end end -- Spawns all carts in the carts table and clears the carts table afterwards local function spawn_carts() for c=1, #carts_table do local cpos = carts_table[c].pos local cart_type = carts_table[c].cart_type local node = minetest.get_node(cpos) if node.name == tsm_railcorridors.nodes.rail then -- FIXME: The cart sometimes fails to spawn -- See local cart_id = tsm_railcorridors.carts[cart_type] minetest.log("info", "[tsm_railcorridors] Cart spawn attempt: "..minetest.pos_to_string(cpos)) local obj = minetest.add_entity(cpos, cart_id) -- This checks if the cart is actually spawned, it's a giant hack! -- Note that the callback function is also called there. -- TODO: Move callback function to this position when the -- minetest.add_entity bug has been fixed (supposedly in 5.9.0?) if RecheckCartHack then minetest.after(3, RecheckCartHack, {cpos, cart_id}) else tsm_railcorridors.on_construct_cart(cpos, obj, pr_carts) end end end carts_table = {} end -- Start generation of a rail corridor system -- main_cave_coords is the center of the floor of the dirt room, from which -- all corridors expand. local function create_corridor_system(main_cave_coords) -- Dirt room size local maxsize = 6 if chaos_mode then maxsize = 9 end local size = pr:next(3, maxsize) --[[ Only build if starter coords are in the ground. Prevents corridors starting in mid-air or in liquids. ]] local check_coords = { -- Center of the room, on the floor {x=0,y=0,z=0}, -- Also check near the 4 bottom corners of the dirt room {x= size-1, y=0, z=size-1}, {x=-size+1, y=0, z=size-1}, {x= size-1, y=0, z=-size+1}, {x=-size+1, y=0, z=-size+1}, } for c=1, #check_coords do if not IsGround(vector.add(main_cave_coords, check_coords[c])) then return false end end local center_node = minetest.get_node(main_cave_coords) local height = pr:next(4, 7) if height > size then height = size end local floor_diff = 1 if pr:next(0, 100) < 50 then floor_diff = 0 end local dirt_mode = pr:next(1,2) local rnd = pr:next(1,1000) -- Small chance to fill dirt room with random rails local decorations_mode = 0 if rnd == 1000 then decorations_mode = 1 end --[[ Starting point: A big hollow dirt cube from which the corridors will extend. Corridor generation starts here. ]] DirtRoom(main_cave_coords, size, height, dirt_mode, decorations_mode) main_cave_coords.y = main_cave_coords.y + 2 + floor_diff -- 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 -- Get wood and fence post types, using gameconfig. local wood, post if tsm_railcorridors.nodes.corridor_woods_function then -- Get wood type by gameconfig function wood, post = tsm_railcorridors.nodes.corridor_woods_function(main_cave_coords, center_node) else -- 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 rnd <= accumulated_chance then woodtype = w break end end wood = tsm_railcorridors.nodes.corridor_woods[woodtype].wood post = tsm_railcorridors.nodes.corridor_woods[woodtype].post end -- Start 2-4 corridors in each direction local dirs = { {axis="x", axis2="z", sign=false}, {axis="x", axis2="z", sign=true}, {axis="z", axis2="x", sign=false}, {axis="z", axis2="x", sign=true}, } local first_corridor local corridors = 2 for _=1, 2 do if pr:next(0,100) < 70 then corridors = corridors + 1 end end -- Chance for 5th corridor in Chaos Mode if chaos_mode and size > 4 then if pr:next(0,100) < 50 then corridors = corridors + 1 end end local centered_crossing = false if corridors <= 4 and pr:next(1, 20) >= 11 then centered_crossing = true end -- This moves the start of the corridors in the dirt room back and forth local d_max = 3 if floor_diff == 1 and height <= 4 then d_max = d_max + 1 end local from_center_base = size - pr:next(1,d_max) for i=1, math.min(4, corridors) do local d = pr:next(1, #dirs) local dir = dirs[d] local side_offset = 0 if not centered_crossing and size > 3 then if i==1 and corridors == 5 then side_offset = pr:next(2, size-2) if pr:next(1,2) == 1 then side_offset = -side_offset end else side_offset = pr:next(-size+2, size-2) end end local from_center = from_center_base if dir.sign then from_center = -from_center end if i == 1 then first_corridor = {sign=dir.sign, axis=dir.axis, axis2=dir.axis2, side_offset=side_offset, from_center=from_center} end local coords = vector.add(main_cave_coords, {[dir.axis] = from_center, y=0, [dir.axis2] = side_offset}) create_corridor_line(coords, dir.axis, dir.sign, pr:next(way_min,way_max), wood, post, damage, false) table.remove(dirs, d) end if corridors == 5 then local special_coords = vector.add(main_cave_coords, {[first_corridor.axis2] = -first_corridor.side_offset, y=0, [first_corridor.axis] = first_corridor.from_center}) create_corridor_line(special_coords, first_corridor.axis, first_corridor.sign, pr:next(way_min,way_max), wood, post, damage, false) end -- At this point, all corridors were generated and all nodes were set. -- We spawn the carts now spawn_carts() return true end mcl_structures.register_structure("mineshaft",{ place_on = {"group:sand","group:grass_block","mcl_core:water_source","group:dirt","mcl_core:dirt_with_grass","mcl_core:gravel","group:material_stone","mcl_core:snow"}, fill_ratio = 0.0001, flags = "place_center_x, place_center_z, force_placement, all_floors", sidelen = 32, y_max = 40, y_min = mcl_vars.mg_overworld_min, place_func = function(pos,_,pr,blockseed) local r = pr:next(-50,-10) local p = vector.offset(pos,0,r,0) if p.y < mcl_vars.mg_overworld_min + 5 then p.y = mcl_vars.mg_overworld_min + 5 end if p.y > -10 then return true end InitRandomizer(blockseed) create_corridor_system(p) return true end, }) --[[ Old Generation code this is VERY slow -- The rail corridor algorithm starts here mcl_mapgen_core.register_generator("railcorridors", nil, function(minp, maxp, blockseed, _pr) -- We re-init the randomizer for every mapchunk as we start generating in the middle of each mapchunk. -- We can't use the mapgen seed as this would make the algorithm depending on the order the mapchunk generate. InitRandomizer(blockseed) if minp.y < height_max and maxp.y > height_min and pr:next() < probability_railcaves_in_mapchunk then -- Keep some distance from the upper/lower mapchunk limits local buffer = 5 -- Do up to 10 tries to start a corridor system for t=1,10 do -- Get semi-random height in mapchunk local y = pr:next(minp.y + buffer, maxp.y - buffer) y = math.floor(math.max(height_min + buffer, math.min(height_max - buffer, y))) -- Mid point of the mapchunk local p = {x=minp.x+math.floor((maxp.x-minp.x)/2), y=y, z=minp.z+math.floor((maxp.z-minp.z)/2)} -- Start corridor system at p. Might fail if p is in open air minetest.log("verbose", "[tsm_railcorridors] Attempting to start rail corridor system at "..minetest.pos_to_string(p)) if create_corridor_system(p, pr) then minetest.log("info", "[tsm_railcorridors] Generated rail corridor system at "..minetest.pos_to_string(p)) break else minetest.log("info", "[tsm_railcorridors] Rail corridor system generation attempt failed at "..minetest.pos_to_string(p).. " (try "..t..")") end end end end, 10) --]]