mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-09 09:41:05 +01:00
1118 lines
37 KiB
Lua
1118 lines
37 KiB
Lua
tsm_railcorridors = {}
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-- Load node names
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/gameconfig.lua")
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-- Settings
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local setting
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-- Probability function
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-- TODO: Check if this is correct
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local P = function (float)
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return math.floor(32767 * float)
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end
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-- Probability for every newly generated mapchunk to get corridors
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local probability_railcaves_in_mapchunk = P(0.33333)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_railcaves_in_mapchunk"))
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-- Extra check to prevent mod griefing in singlenode, mcimported worlds.
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "singlenode" then
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probability_railcaves_in_mapchunk = P(0)
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elseif setting then
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probability_railcaves_in_mapchunk = P(setting)
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end
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-- Minimal and maximal value of path length (forks don't look up this value)
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local way_min = 4;
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local way_max = 7;
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setting = tonumber(minetest.settings:get("tsm_railcorridors_way_min"))
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if setting then
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way_min = setting
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end
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setting = tonumber(minetest.settings:get("tsm_railcorridors_way_max"))
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if setting then
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way_max = setting
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end
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-- Probability for every horizontal part of a corridor to be with torches
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local probability_torches_in_segment = P(0.5)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_torches_in_segment"))
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if setting then
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probability_torches_in_segment = P(setting)
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end
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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 = P(0.2)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_up_or_down"))
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if setting then
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probability_up_or_down = P(setting)
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end
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-- Probability for every part of a corridor to fork – caution, too high values may cause MT to hang on.
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local probability_fork = P(0.04)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_fork"))
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if setting then
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probability_fork = P(setting)
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end
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-- Probability for every part of a corridor to contain a chest
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local probability_chest = P(0.05)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_chest"))
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if setting then
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probability_chest = P(setting)
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end
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-- Probability for every part of a corridor to contain a cart
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local probability_cart = P(0.05)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_cart"))
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if setting then
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probability_cart = P(setting)
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end
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-- Probability for a rail corridor system to be damaged
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local probability_damage = P(1.0)
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setting = tonumber(minetest.settings:get("tsm_railcorridors_probability_damage"))
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if setting then
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probability_damage = P(setting)
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end
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-- Enable cobwebs
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local place_cobwebs = true
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setting = minetest.settings:get_bool("tsm_railcorridors_place_cobwebs")
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if setting ~= nil then
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place_cobwebs = setting
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end
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-- Enable mob spawners
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local place_mob_spawners = true
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setting = minetest.settings:get_bool("tsm_railcorridors_place_mob_spawners")
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if setting ~= nil then
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place_mob_spawners = setting
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end
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-- Max. and min. heights between rail corridors are generated
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local height_min
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if mcl_vars.mg_lava then
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height_min = mcl_vars.mg_lava_overworld_max + 2
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else
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height_min = mcl_vars.mg_bedrock_overworld_max + 2
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end
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local height_max = mcl_worlds.layer_to_y(60)
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-- Chaos Mode: If enabled, rail corridors don't stop generating when hitting obstacles
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local chaos_mode = minetest.settings:get_bool("tsm_railcorridors_chaos") or false
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-- End of parameters
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if not tsm_railcorridors.nodes.corridor_woods_function then
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local accumulated_chance = 0
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for w=1, #tsm_railcorridors.nodes.corridor_woods do
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accumulated_chance = accumulated_chance + tsm_railcorridors.nodes.corridor_woods[w].chance
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end
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assert(accumulated_chance == 1000, "Rail corridor wood chances add up to "..accumulated_chance.." per mille! (should be 1000 per mille)")
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end
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-- Random Perlin noise generators
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local pr, pr_carts, pr_treasures, pr_deco, webperlin_major, webperlin_minor
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local function InitRandomizer(seed)
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-- Mostly used for corridor gen.
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pr = PseudoRandom(seed)
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-- Dirt room decorations
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pr_deco = PseudoRandom(seed+25)
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-- Separate randomizer for carts because spawning carts is very timing-dependent
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pr_carts = PseudoRandom(seed-654)
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-- Chest contents randomizer
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pr_treasures = PseudoRandom(seed+777)
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-- Used for cobweb generation, both noises have to reach a high value for cobwebs to appear
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webperlin_major = PerlinNoise(934, 3, 0.6, 500)
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webperlin_minor = PerlinNoise(834, 3, 0.6, 50)
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end
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local carts_table = {}
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local dirt_room_coords
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-- Returns true if pos is inside the dirt room of the current corridor system
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local function IsInDirtRoom(pos)
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local min = dirt_room_coords.min
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local max = dirt_room_coords.max
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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
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end
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-- Checks if the mapgen is allowed to carve through this structure and only sets
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-- the node if it is allowed. Does never build in liquids.
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-- If check_above is true, don't build if the node above is attached (e.g. rail)
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-- or a liquid.
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local function SetNodeIfCanBuild(pos, node, check_above, can_replace_rail)
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if check_above then
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local abovename = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name
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local abovedef = minetest.registered_nodes[abovename]
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if abovename == "unknown" or abovename == "ignore" or
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(abovedef.groups and abovedef.groups.attached_node) or
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-- This is done because cobwebs are often fake liquids
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(abovedef.liquidtype ~= "none" and abovename ~= tsm_railcorridors.nodes.cobweb) then
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return false
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end
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end
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local name = minetest.get_node(pos).name
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local def = minetest.registered_nodes[name]
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if name ~= "unknown" and name ~= "ignore" and
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((def.is_ground_content and def.liquidtype == "none") or
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name == tsm_railcorridors.nodes.cobweb or
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name == tsm_railcorridors.nodes.torch_wall or
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name == tsm_railcorridors.nodes.torch_floor or
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(can_replace_rail and name == tsm_railcorridors.nodes.rail)
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) then
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minetest.set_node(pos, node)
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return true
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else
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return false
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end
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end
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-- Tries to place a rail, taking the damage chance into account
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local function PlaceRail(pos, damage_chance)
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if damage_chance ~= nil and damage_chance > 0 then
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local x = pr:next(0,100)
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if x <= damage_chance then
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return false
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end
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end
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return SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.rail})
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end
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-- Returns true if the node as point can be considered “ground”, that is, a solid material
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-- in which mine shafts can be built into, e.g. stone, but not air or water
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local function IsGround(pos)
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local nodename = minetest.get_node(pos).name
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local nodedef = minetest.registered_nodes[nodename]
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return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.is_ground_content and nodedef.walkable and nodedef.liquidtype == "none"
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end
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-- Returns true if rails are allowed to be placed on top of this node
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local function IsRailSurface(pos)
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local nodename = minetest.get_node(pos).name
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local nodename_above = minetest.get_node({x=pos.x,y=pos.y+2,z=pos.z}).name
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local nodedef = minetest.registered_nodes[nodename]
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return nodename ~= "unknown" and nodename ~= "ignore" and nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodename_above ~= tsm_railcorridors.nodes.rail
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end
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-- Checks if the node is empty space which requires to be filled by a platform
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local function NeedsPlatform(pos)
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local node = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z})
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local node2 = minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z})
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local nodedef = minetest.registered_nodes[node.name]
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local falling = minetest.get_item_group(node.name, "falling_node") == 1
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return
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-- Node can be replaced if ground content or rail
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(node.name ~= "ignore" and node.name ~= "unknown" and nodedef.is_ground_content) and
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-- Node needs platform if node below is not walkable.
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-- Unless 2 nodes below there is dirt: This is a special case for the starter cube.
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((nodedef.walkable == false and node2.name ~= tsm_railcorridors.nodes.dirt) or
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-- Falling nodes always need to be replaced by a platform, we want a solid and safe ground
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falling),
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-- second return value
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falling
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end
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-- Create a cube filled with the specified nodes
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-- Specialties:
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-- * Avoids floating rails
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-- * May cut into wood structures of the corridors (alongside with their torches)
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-- Arguments:
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-- * p: Center position
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-- * radius: How many nodes from the center the cube will extend
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-- * node: Node to set
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-- * replace_air_only: If true, only air can be replaced
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-- * wood, post: Wood and post nodes of the railway corridor to cut into (optional)
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-- Returns true if all nodes could be set
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-- Returns false if setting one or more nodes failed
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local function Cube(p, radius, node, replace_air_only, wood, post)
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local y_top = p.y+radius
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local nodedef = minetest.registered_nodes[node.name]
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local solid = nodedef.walkable and (nodedef.node_box == nil or nodedef.node_box.type == "regular") and nodedef.liquidtype == "none"
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-- Check if all the nodes could be set
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local built_all = true
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-- If wood has been removed, remod
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local cleanup_torches = {}
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for xi = p.x-radius, p.x+radius do
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for zi = p.z-radius, p.z+radius do
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local column_last_attached = nil
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for yi = y_top, p.y-radius, -1 do
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local ok = false
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local thisnode = minetest.get_node({x=xi,y=yi,z=zi})
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if not solid then
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if yi == y_top then
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local topnode = minetest.get_node({x=xi,y=yi+1,z=zi})
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local topdef = minetest.registered_nodes[topnode.name]
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if minetest.get_item_group(topnode.name, "attached_node") ~= 1 and topdef.liquidtype == "none" then
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ok = true
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end
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elseif column_last_attached and yi == column_last_attached - 1 then
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ok = false
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else
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ok = true
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end
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if minetest.get_item_group(thisnode.name, "attached_node") == 1 then
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column_last_attached = yi
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end
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else
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ok = true
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end
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local built = false
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if ok then
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if replace_air_only ~= true then
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-- Cut into wood structures (post/wood)
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if post and (xi == p.x or zi == p.z) and thisnode.name == post then
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minetest.set_node({x=xi,y=yi,z=zi}, node)
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built = true
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elseif wood and (xi == p.x or zi == p.z) and thisnode.name == wood then
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local topnode = minetest.get_node({x=xi,y=yi+1,z=zi})
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local topdef = minetest.registered_nodes[topnode.name]
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if topdef.walkable and topnode.name ~= wood then
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minetest.set_node({x=xi,y=yi,z=zi}, node)
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-- Check for torches around the wood and schedule them
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-- for removal
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if node.name == "air" then
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table.insert(cleanup_torches, {x=xi+1,y=yi,z=zi})
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table.insert(cleanup_torches, {x=xi-1,y=yi,z=zi})
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table.insert(cleanup_torches, {x=xi,y=yi,z=zi+1})
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table.insert(cleanup_torches, {x=xi,y=yi,z=zi-1})
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end
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built = true
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end
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-- Set node normally
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else
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
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end
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else
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if minetest.get_node({x=xi,y=yi,z=zi}).name == "air" then
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built = SetNodeIfCanBuild({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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if not built then
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built_all = false
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end
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end
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end
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end
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-- Remove torches we have detected before
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for c=1, #cleanup_torches do
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local check = minetest.get_node(cleanup_torches[c])
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if check.name == tsm_railcorridors.nodes.torch_wall or check.name == tsm_railcorridors.nodes.torch_floor then
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minetest.set_node(cleanup_torches[c], node)
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end
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end
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return built_all
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end
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local function DirtRoom(p, radius, height, dirt_mode, decorations_mode)
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local y_bottom = p.y
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local y_top = y_bottom + height + 1
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dirt_room_coords = {
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min = { x = p.x-radius, y = y_bottom, z = p.z-radius },
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max = { x = p.x+radius, y = y_top, z = p.z+radius },
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}
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local built_all = true
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for xi = p.x-radius, p.x+radius do
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for zi = p.z-radius, p.z+radius do
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for yi = y_top, y_bottom, -1 do
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local thisnode = minetest.get_node({x=xi,y=yi,z=zi})
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local built = false
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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
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if dirt_mode == 1 or yi == y_bottom then
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.dirt})
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elseif (dirt_mode == 2 or dirt_mode == 3) and yi == y_top then
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if minetest.get_item_group(thisnode.name, "falling_node") == 1 then
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.dirt})
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end
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end
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else
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if yi == y_bottom + 1 then
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-- crazy rails
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if decorations_mode == 1 then
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local r = pr_deco:next(1,3)
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if r == 2 then
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name=tsm_railcorridors.nodes.rail})
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end
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end
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end
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if not built then
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built = SetNodeIfCanBuild({x=xi,y=yi,z=zi}, {name="air"})
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end
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end
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if not built then
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built_all = false
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end
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end
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end
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end
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return built_all
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end
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local function Platform(p, radius, node, node2)
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-- node2 is secondary platform material for replacing falling nodes
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if not node2 then
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node2 = { name = tsm_railcorridors.nodes.dirt }
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end
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for zi = p.z-radius, p.z+radius do
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for xi = p.x-radius, p.x+radius do
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local np, np2 = NeedsPlatform({x=xi,y=p.y,z=zi})
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if np then
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if np2 then
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minetest.set_node({x=xi,y=p.y-1,z=zi}, node2)
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else
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minetest.set_node({x=xi,y=p.y-1,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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end
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-- Chests
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local function PlaceChest(pos, param2)
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if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local items = tsm_railcorridors.get_treasures(pr)
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mcl_loot.fill_inventory(inv, "main", items, pr)
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end
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end
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-- This function checks if a cart has ACTUALLY been spawned.
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-- To be calld by minetest.after.
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-- This is a workaround thanks to the fact that minetest.add_entity is unreliable as fuck
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-- See: https://github.com/minetest/minetest/issues/4759
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-- FIXME: Kill this horrible hack with fire as soon you can.
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local function RecheckCartHack(params)
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local pos = params[1]
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local cart_id = params[2]
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-- Find cart
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 1)) do
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if obj ~= nil and obj:get_luaentity().name == cart_id then
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-- Cart found! We can now safely call the callback func.
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-- (calling it earlier has the danger of failing)
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minetest.log("info", "[tsm_railcorridors] Cart spawn succeeded: "..minetest.pos_to_string(pos))
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tsm_railcorridors.on_construct_cart(pos, obj)
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return
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end
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end
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minetest.log("info", "[tsm_railcorridors] Cart spawn FAILED: "..minetest.pos_to_string(pos))
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end
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-- Try to place a cobweb.
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-- pos: Position of cobweb
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-- needs_check: If true, checks if any of the nodes above, below or to the side of the cobweb.
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-- side_vector: Required if needs_check is true. Unit vector which points towards the side of the cobweb to place.
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local function TryPlaceCobweb(pos, needs_check, side_vector)
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local check_passed = false
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if needs_check then
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-- Check for walkable nodes above, below or at the side of the cobweb.
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-- If any of those nodes is walkable, we are fine.
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local check_vectors = {
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side_vector,
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{x=0, y=1, z=0},
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{x=0, y=-1, z=0},
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}
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for c=1, #check_vectors do
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local cpos = vector.add(pos, check_vectors[c])
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local cname = minetest.get_node(cpos).name
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local cdef = minetest.registered_nodes[cname]
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if cname ~= "ignore" and cdef.walkable then
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check_passed = true
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break
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end
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end
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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.walkable then
|
||
pos1.y = pos1.y + 1
|
||
end
|
||
SetNodeIfCanBuild(pos1, node, true)
|
||
|
||
if 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>, <segments>
|
||
-- 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 left_or_right = function(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 cobweb_at_side = function(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 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 f=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 <https://github.com/minetest/minetest/issues/4759>
|
||
local cart_id = tsm_railcorridors.carts[cart_type]
|
||
minetest.log("info", "[tsm_railcorridors] Cart spawn attempt: "..minetest.pos_to_string(cpos))
|
||
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.
|
||
minetest.after(3, RecheckCartHack, {cpos, cart_id})
|
||
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
|
||
|
||
-- 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)
|