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path: root/advtrains_train_industrial/init.lua
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* [BREAKING] Use client-side translations instead of intllib; add zh_CN ↵ywang2020-07-19
| | | | | | | | translations * Client-side translations is used instead of intllib. [Breaks MT4 compat] * Existing locale files have been moved to advtrains/locale and named with the format advtrains.[lang].tr * Add zh_CN locale. (requires a font that supports CJK text)
* Use a standard wagon inventory formspecBlockhead2020-03-18
| | | | | | | | | | | | | | This new formspec also allows access to the wagon properties. Once whitelisted in the wagon properties, other players can access its inventory. Note on 'useless use' of OO: I tried passing just the wagon ID and avoiding using the `self` object in order to bypass the need to look up the lua entitie out of the list, but it ended up retrieving nil data. The best way to solve this overhead might be to wait for some kind of better way upstream in minetest's lua API to get entities, or to keep a central record of entities. Either way, the solution is outside the scope of this commit.
* Merge branch 'mt5-fixes'orwell962020-01-04
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| * Move attachment positions down 1 nodeorwell962019-12-05
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* | Remove fullbright (H#140)orwell962019-12-18
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* Change get_inventory_formspec API - add invname parameterorwell962018-12-10
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* onboard computer fixh-v-smacker2018-08-12
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* Fix box wagonsorwell962018-06-14
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* Fix bugs found while testingorwell962018-06-14
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* Improve textures and models of industrial train and add new more powerful ↵mbb2017-12-12
| | | | industrial engine
* Implement sound api and some soundsorwell962017-12-06
| | | | | | | - Level crossing bell - Horns - Subway train driving and door sounds ...to be continued...
* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
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* Restructure mod directoryorwell962017-01-04
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* remove train type concept and calculate train's capabilities based on used ↵orwell962016-12-22
| | | | wagons
* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20
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/*
Minetest
Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2015-2018 paramat

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "dungeongen.h"
#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "nodedef.h"
#include "settings.h"

//#define DGEN_USE_TORCHES


///////////////////////////////////////////////////////////////////////////////


DungeonGen::DungeonGen(const NodeDefManager *ndef,
	GenerateNotifier *gennotify, DungeonParams *dparams)
{
	assert(ndef);

	this->ndef      = ndef;
	this->gennotify = gennotify;

#ifdef DGEN_USE_TORCHES
	c_torch  = ndef->getId("default:torch");
#endif

	if (dparams) {
		dp = *dparams;
	} else {
		// Default dungeon parameters
		dp.seed = 0;

		dp.c_wall     = ndef->getId("mapgen_cobble");
		dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
		dp.c_stair    = ndef->getId("mapgen_stair_cobble");

		dp.diagonal_dirs       = false;
		dp.only_in_ground      = true;
		dp.holesize            = v3s16(1, 2, 1);
		dp.corridor_len_min    = 1;
		dp.corridor_len_max    = 13;
		dp.room_size_min       = v3s16(4, 4, 4);
		dp.room_size_max       = v3s16(8, 6, 8);
		dp.room_size_large_min = v3s16(8, 8, 8);
		dp.room_size_large_max = v3s16(16, 16, 16);
		dp.large_room_chance   = 1;
		dp.num_rooms           = 8;
		dp.num_dungeons        = 1;
		dp.notifytype          = GENNOTIFY_DUNGEON;

		dp.np_alt_wall = 
			NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
	}
}


void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
{
	if (dp.num_dungeons == 0)
		return;

	assert(vm);

	//TimeTaker t("gen dungeons");

	static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");

	this->vm = vm;
	this->blockseed = bseed;
	random.seed(bseed + 2);

	// Dungeon generator doesn't modify places which have this set
	vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);

	if (dp.only_in_ground) {
		// Set all air and liquid drawtypes to be untouchable to make dungeons
		// open to air and liquids.
		// Optionally set ignore to be untouchable to prevent projecting dungeons.
		// Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
		// to avoid dungeons that generate out beyond the edge of a mapchunk destroying
		// nodes added by mods in 'register_on_generated()'.
		for (s16 z = nmin.Z; z <= nmax.Z; z++) {
			for (s16 y = nmin.Y; y <= nmax.Y; y++) {
				u32 i = vm->m_area.index(nmin.X, y, z);
				for (s16 x = nmin.X; x <= nmax.X; x++) {
					content_t c = vm->m_data[i].getContent();
					NodeDrawType dtype = ndef->get(c).drawtype;
					if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
							(preserve_ignore && c == CONTENT_IGNORE) ||
							!ndef->get(c).is_ground_content)
						vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
					i++;
				}
			}
		}
	}

	// Add them
	for (u32 i = 0; i < dp.num_dungeons; i++)
		makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);

	// Optionally convert some structure to alternative structure
	if (dp.c_alt_wall == CONTENT_IGNORE)
		return;

	for (s16 z = nmin.Z; z <= nmax.Z; z++)
	for (s16 y = nmin.Y; y <= nmax.Y; y++) {
		u32 i = vm->m_area.index(nmin.X, y, z);
		for (s16 x = nmin.X; x <= nmax.X; x++) {
			if (vm->m_data[i].getContent() == dp.c_wall) {
				if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
					vm->m_data[i].setContent(dp.c_alt_wall);
			}
			i++;
		}
	}

	//printf("== gen dungeons: %dms\n", t.stop());
}


void DungeonGen::makeDungeon(v3s16 start_padding)
{
	const v3s16 &areasize = vm->m_area.getExtent();
	v3s16 roomsize;
	v3s16 roomplace;

	/*
		Find place for first room.
	*/
	bool fits = false;
	for (u32 i = 0; i < 100 && !fits; i++) {
		if (dp.large_room_chance >= 1) {
			roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z);
			roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y);
			roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X);
		} else {
			roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
			roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
			roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
		}

		// start_padding is used to disallow starting the generation of
		// a dungeon in a neighboring generation chunk
		roomplace = vm->m_area.MinEdge + start_padding;