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path: root/advtrains_train_track/init.lua
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* Add 3-way turnouts and y-turnouts (both diverging)Blockhead2020-09-11
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* Deprecate old 4590 crossingsBlockhead2020-08-21
| | | | | | | This is done with a task that runs once when the nodedb is loaded. A new field of advtrains_ndb will keep a version integer to indicate migration versions. This introduces verson 1, no version being equivalent to 0. An LBM is also registered to replace the tracks in the world.
* Add two new sets of diamond crossing typesBlockhead2020-08-21
| | | | | | | | | | | | | | | | | | | | | | | | Add two new sets of diamond crossings in addition to the current set of perpendicular crossings. Also cleans up the inside edges on the perpendicular set models. All of these varieties have their mirror images, which was previously a problem with the 45/90 crossing. The naming convention for all of these rail types is this: when facing east and param2=0, the angle and direction of the two crossing rails is indicated. So 30l45r means 30 degrees left and 45 degrees right. The mirror image of that would be 30r45l. There is a recipe for each set of crossing types and the trackworker can change geometry within types with left cick, and rotate between two 90 degree rotations with right-click. When left-clicking, the angles move in an intuitive fashion like rotating rails. * The perpendicular set (already existing) has rails that cross at 90 degrees. * The 90+x set has 90 degree (straight, node aligned) rails plus a rail intersecting that at 30, 45 or 60 degrees. * The diagonal set has both rails not axis-aligned, for example 30r-45l, 60l60r. The latter is quite useful for scissors crossovers.
* Move recipes to train_track and add crossing recipesBlockhead2020-07-10
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* Add perpendicular and 45/90 degree crossing railsBlockhead2020-07-06
| | | | | | | | | | | | | | Add a set of new models for crossings to make some new track arrangements possible. This commit adds perpendicular crossigns that can be rotated at any angle: 30/45/60/90 and 45/90 degree crossings in two rotations. In future, further crossing types can be added to the blender file. Add the blender file in rail_crossings.blend that is the source of these files and which refers to the texture inside advtrains_train_track. Add a set of prototypes for rail crossings to advtrains/tracks.lua and register the new crossings in advtrains_train_track.
* Move train_load() function into advtrains_train_trackorwell962017-12-18
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* do not register wagons in the advtrains namespace automaticallyorwell962017-11-22
| | | | One step towards advcarts compatibility
* Moved default train track to separate mod, for integration with advcarts.Gabriel PĂ©rez-Cerezo2017-10-25
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/*
Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory

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 "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v5.h"


FlagDesc flagdesc_mapgen_v5[] = {
	{NULL,         0}
};


MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
	: MapgenBasic(mapgenid, params, emerge)
{
	this->spflags    = params->spflags;
	this->cave_width = params->cave_width;

	// Terrain noise
	noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
	noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
	noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);

	// 3D terrain noise
	// 1-up 1-down overgeneration
	noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);

	MapgenBasic::np_cave1 = params->np_cave1;
	MapgenBasic::np_cave2 = params->np_cave2;
}


MapgenV5::~MapgenV5()
{
	delete noise_filler_depth;
	delete noise_factor;
	delete noise_height;
	delete noise_ground;
}


MapgenV5Params::MapgenV5Params()
{
	spflags    = 0;
	cave_width = 0.125;

	np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
	np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
	np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
	np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
	np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
	np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
}


//#define CAVE_NOISE_SCALE 12.0
//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125


void MapgenV5Params::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgv5_spflags",  spflags, flagdesc_mapgen_v5);
	settings->getFloatNoEx("mgv5_cave_width", cave_width);

	settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
	settings->getNoiseParams("mgv5_np_factor",       np_factor);
	settings->getNoiseParams("mgv5_np_height",       np_height);
	settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
	settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
	settings->getNoiseParams("mgv5_np_ground",       np_ground);
}


void MapgenV5Params::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgv5_spflags",  spflags, flagdesc_mapgen_v5, U32_MAX);
	settings->setFloat("mgv5_cave_width", cave_width);

	settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
	settings->setNoiseParams("mgv5_np_factor",       np_factor);
	settings->setNoiseParams("mgv5_np_height",       np_height);
	settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
	settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
	settings->setNoiseParams("mgv5_np_ground",       np_ground);
}


int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
{
	//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);

	float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
	if (f < 0.01)
		f = 0.01;
	else if (f >= 1.0)
		f *= 1.6;
	float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);

	for (s16 y = 128; y >= -128; y--) {
		float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);

		if (n_ground * f > y - h) {  // If solid
			// If either top 2 nodes of search are solid this is inside a
			// mountain or floatland with possibly no space for the player to spawn.
			if (y >= 127) {
				return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
			} else {  // Ground below at least 2 nodes of empty space
				if (y <= water_level || y > water_level + 16)
					return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
				else
					return y;
			}
		}
	}

	//printf("getGroundLevelAtPoint: %dus\n", t.stop());
	return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
}


void MapgenV5::makeChunk(BlockMakeData *data)
{
	// Pre-conditions
	assert(data->vmanip);
	assert(data->nodedef);
	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
		data->blockpos_requested.Y >= data->blockpos_min.Y &&
		data->blockpos_requested.Z >= data->blockpos_min.Z);
	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
		data->blockpos_requested.Y <= data->blockpos_max.Y &&
		data->blockpos_requested.Z <= data->blockpos_max.Z);

	this->generating = true;
	this->vm   = data->vmanip;
	this->ndef = data->nodedef;
	//TimeTaker t("makeChunk");

	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	// Create a block-specific seed
	blockseed = getBlockSeed2(full_node_min, seed);

	// Generate base terrain
	s16 stone_surface_max_y = generateBaseTerrain();

	// Create heightmap
	updateHeightmap(node_min, node_max);

	// Init biome generator, place biome-specific nodes, and build biomemap
	biomegen->calcBiomeNoise(node_min);
	MgStoneType stone_type = generateBiomes();

	// Generate caves
	if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
		generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);

	// Generate dungeons and desert temples
	if (flags & MG_DUNGEONS)
		generateDungeons(stone_surface_max_y, stone_type);

	// Generate the registered decorations
	if (flags & MG_DECORATIONS)
		m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);

	// Generate the registered ores
	m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);

	// Sprinkle some dust on top after everything else was generated
	dustTopNodes();

	//printf("makeChunk: %dms\n", t.stop());

	// Add top and bottom side of water to transforming_liquid queue
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	// Calculate lighting
	if (flags & MG_LIGHT) {
		calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
			full_node_min, full_node_max);
	}

	this->generating = false;
}


//bool is_cave(u32 index) {
//	double d1 = contour(noise_cave1->result[index]);
//	double d2 = contour(noise_cave2->result[index]);
//	return d1*d2 > CAVE_NOISE_THRESHOLD;
//}