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path: root/src/mapgen/mg_biome.cpp
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* Biome API: Fix absent water decorations and dust, in deep water (#7470)Paramat2018-06-21
| | | | | | | | | | | | Previously, the biomemap was 'BIOME_NONE' for a mapchunk column if a stone surface was not found in it, causing water surface decorations and water surface dust to fail. Store the biome ID of the biome calculated at a water surface and add it to the biomemap if the biomemap is 'BIOME_NONE' for the mapchunk column. The biome calculated at a stone surface still has priority for the biomemap entry, as it should. Edit an incorrect comment.
* Mapgen flags: Add 'biomes' global mapgen flag (#7355)Paramat2018-06-08
| | | | | | | | | Previously the only way to disable biomes was to 'clear' the registered biomes in a mod, but this method causes large amounts of unnecessary processing: 1. Calculation of 4 2D noises. 2. Looping through all nodes of a mapchunk replacing nodes with identical nodes. The new flag disables those operations.
* Vertical biome blend: Tune PRNG seed for finer detail (#7329)Paramat2018-05-14
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* Node resolver: Make error on fallback optional, disable for mapgen aliasesParamat2018-04-20
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* Biome API / dungeons: Add biome-defined dungeon nodesParamat2018-04-07
| | | | | | | | | | Add new biome fields 'node_dungeon', 'node_dungeon_alt', 'node_dungeon_stair'. If 'node_dungeon' is not defined dungeons fall back to classic behaviour. Remove messy and imprecise dungeon material code from 'generateBiomes()'. Code deciding dungeon materials is now in 'generateDungeons()' and uses the biome at mapchunk centre for more precision. Remove hardcoded 'MG_STONE' types as long intended.
* Biome API / cavegen: Add definable cave liquid for a biome (#7192)Paramat2018-04-05
| | | | Add 'node_cave_liquid' as a new field in biome registration. If field is absent cave liquids fall back to classic behaviour.
* Biomes: Fix vertical biome blendparamat2018-03-16
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* Biome API: Add 'get_biome_name(biome_id)' APIparamat2018-03-11
| | | | Change name of default biome to a more suitable lowercase 'default'.
* Biomes: Add 'min_pos'/'max_pos' xyz biome limitsparamat2018-03-09
| | | | 'y_min' and 'y_max' are still accepted for compatibility.
* Vertical biome blend: Tune blend patternsparamat2018-02-20
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* Biomes: Add 'get heat', 'get humidity', 'get biome data' APIsparamat2018-01-16
| | | | | 'get biome data' returns biome id, heat and humidity. Clean up nearby lines in lua_api.txt.
* Mapgen folder: Update and improve copyright information of filesparamat2018-01-15
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* Biomes: Add vertical biome blend (#6853)Paramat2018-01-05
| | | | Add 'vertical blend' parameter to biome registration that defines how many nodes above the biome's 'y max' limit the blend will extend.
* Move files to subdirectories (#6599)Vitaliy2017-11-08
* Move files around
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--advtrains by orwell96
--signals.lua

local mrules_wallsignal = advtrains.meseconrules

local function can_dig_func(pos)
	if advtrains.interlocking then
		return advtrains.interlocking.signal_can_dig(pos)
	end
	return true
end

local function aspect(b)
return {
	main = {
		free = b,
		speed = -1,
	},
	shunt = {
		free = false,
		proceed_as_main = true
	},
	dst = {
		free = true,
		speed = -1,
	},
	info = {}
}
end

for r,f in pairs({on={as="off", ls="green", als="red"}, off={as="on", ls="red", als="green"}}) do

	advtrains.trackplacer.register_tracktype("advtrains:retrosignal", "")
	advtrains.trackplacer.register_tracktype("advtrains:signal", "")

	for rotid, rotation in ipairs({"", "_30", "_45", "_60"}) do
		local crea=1
		if rotid==1 and r=="off" then crea=0 end
		
		minetest.register_node("advtrains:retrosignal_"..r..rotation, {
			drawtype = "mesh",
			paramtype="light",
			paramtype2="facedir",
			walkable = false,
			selection_box = {
				type = "fixed",
				fixed = {-1/4, -1/2, -1/4, 1/4, 2, 1/4},
			},
			mesh = "advtrains_retrosignal_"..r..rotation..".b3d",
			tiles = {"advtrains_retrosignal.png"},
			inventory_image="advtrains_retrosignal_inv.png",
			drop="advtrains:retrosignal_off",
			description=attrans("Lampless Signal (@1)", attrans(r..rotation)),
			sunlight_propagates=true,
			groups = {
				cracky=3,
				not_blocking_trains=1,
				not_in_creative_inventory=crea,
				save_in_at_nodedb=1,
				advtrains_signal = 2,
			},
			mesecons = {effector = {
				rules=advtrains.meseconrules,
				["action_"..f.as] = function (pos, node)
					advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_"..f.as..rotation, param2 = node.param2}, true)
				end
			}},
			on_rightclick=function(pos, node, player)
				local pname = player:get_player_name()
				local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos)
				if sigd then
					advtrains.interlocking.show_signalling_form(sigd, pname)
				elseif advtrains.interlocking and player:get_player_control().aux1 then
					advtrains.interlocking.show_ip_form(pos, pname)
				elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
					advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_"..f.as..rotation, param2 = node.param2}, true)
				end
			end,
			-- new signal API
			advtrains = {
				set_aspect = function(pos, node, asp)
					if asp.main.free then
						advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_on"..rotation, param2 = node.param2}, true)
					else
						advtrains.ndb.swap_node(pos, {name = "advtrains:retrosignal_off"..rotation, param2 = node.param2}, true)
					end
				end,
				get_aspect = function(pos, node)
					return aspect(r=="on")
				end
			},
			can_dig = can_dig_func,
		})
		advtrains.trackplacer.add_worked("advtrains:retrosignal", r, rotation, nil)
		
		minetest.register_node("advtrains:signal_"..r..rotation, {
			drawtype = "mesh",
			paramtype="light",
			paramtype2="facedir",
			walkable = false,
			selection_box = {
				type = "fixed",
				fixed = {-1/4, -1/2, -1/4, 1/4, 2, 1/4},
			},
			mesh = "advtrains_signal"..rotation..".b3d",
			tiles = {"advtrains_signal_"..r..".png"},
			inventory_image="advtrains_signal_inv.png",
			drop="advtrains:signal_off",
			description=attrans("Signal (@1)", attrans(r..rotation)),
			groups = {
				cracky=3,
				not_blocking_trains=1,
				not_in_creative_inventory=crea,
				save_in_at_nodedb=1,
				advtrains_signal = 2,
			},
			light_source = 1,
			sunlight_propagates=true,
			mesecons = {effector = {
				rules=advtrains.meseconrules,
				["action_"..f.as] = function (pos, node)
					advtrains.setstate(pos, f.als, node)
				end
			}},
			on_rightclick=function(pos, node, player)
				local pname = player:get_player_name()
				local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos)
				if sigd then
					advtrains.interlocking.show_signalling_form(sigd, pname)
				elseif advtrains.interlocking and player:get_player_control().aux1 then
					advtrains.interlocking.show_ip_form(pos, pname)
				elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
					advtrains.setstate(pos, f.als, node)
				end
			end,
			-- new signal API
			advtrains = {
				set_aspect = function(pos, node, asp)
					if asp.main.free then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_on"..rotation, param2 = node.param2}, true)
					else
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_off"..rotation, param2 = node.param2}, true)
					end
				end,
				get_aspect = function(pos, node)
					return aspect(r=="on")
				end,
				getstate = f.ls,
				setstate = function(pos, node, newstate)
					if newstate == f.als then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_"..f.as..rotation, param2 = node.param2}, true)
					end
				end,
			},
			can_dig = can_dig_func,
		})
		advtrains.trackplacer.add_worked("advtrains:signal", r, rotation, nil)
	end
	
	local crea=1
	if r=="off" then crea=0 end
	
	--tunnel signals. no rotations.
	for loc, sbox in pairs({l={-1/2, -1/2, -1/4, 0, 1/2, 1/4}, r={0, -1/2, -1/4, 1/2, 1/2, 1/4}, t={-1/2, 0, -1/4, 1/2, 1/2, 1/4}}) do
		minetest.register_node("advtrains:signal_wall_"..loc.."_"..r, {
			drawtype = "mesh",
			paramtype="light",
			paramtype2="facedir",
			walkable = false,
			selection_box = {
				type = "fixed",
				fixed = sbox,
			},
			mesh = "advtrains_signal_wall_"..loc..".b3d",
			tiles = {"advtrains_signal_wall_"..r..".png"},
			drop="advtrains:signal_wall_"..loc.."_off",
			description=attrans("Wallmounted Signal ("..loc..")"),
			groups = {
				cracky=3,
				not_blocking_trains=1,
				not_in_creative_inventory=crea,
				save_in_at_nodedb=1,
				advtrains_signal = 2,
			},
			light_source = 1,
			sunlight_propagates=true,
			mesecons = {effector = {
				rules = mrules_wallsignal,
				["action_"..f.as] = function (pos, node)
					advtrains.setstate(pos, f.als, node)
				end
			}},
			on_rightclick=function(pos, node, player)
				local pname = player:get_player_name()
				local sigd = advtrains.interlocking and advtrains.interlocking.db.get_sigd_for_signal(pos)
				if sigd then
					advtrains.interlocking.show_signalling_form(sigd, pname)
				elseif advtrains.interlocking and player:get_player_control().aux1 then
					advtrains.interlocking.show_ip_form(pos, pname)
				elseif advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
					advtrains.setstate(pos, f.als, node)
				end
			end,
			-- new signal API
			advtrains = {
				set_aspect = function(pos, node, asp)
					if asp.main.free then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_wall_"..loc.."_on", param2 = node.param2}, true)
					else
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_wall_"..loc.."_off", param2 = node.param2}, true)
					end
				end,
				get_aspect = function(pos, node)
					return aspect(r=="on")
				end,
				getstate = f.ls,
				setstate = function(pos, node, newstate)
					if newstate == f.als then
						advtrains.ndb.swap_node(pos, {name = "advtrains:signal_wall_"..loc.."_"..f.as, param2 = node.param2}, true)
					end
				end,
			},
			can_dig = can_dig_func,
		})
	end
end

-- level crossing
-- german version (Andrew's Cross)
minetest.register_node("advtrains:across_off", {
	drawtype = "mesh",
	paramtype="light",
	paramtype2="facedir",
	walkable = false,
	selection_box = {
		type = "fixed",
		fixed = {-1/4, -1/2, -1/2, 1/4, 1.5, 0},
	},
	mesh = "advtrains_across.obj",
	tiles = {"advtrains_across.png"},
	drop="advtrains:across_off",
	description=attrans("Andrew's Cross"),
	groups = {
		cracky=3,
		not_blocking_trains=1,
		save_in_at_nodedb=1,
		not_in_creative_inventory=nil,
	},
	light_source = 1,
	sunlight_propagates=true,
	mesecons = {effector = {
		rules = advtrains.meseconrules,
		action_on = function (pos, node)
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true)
		end
	}},
	advtrains = {
		getstate = "off",
		setstate = function(pos, node, newstate)
			if newstate == "on" then
				advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true)
			end
		end,
	},
	on_rightclick=function(pos, node, player)
		if advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_on", param2 = node.param2}, true)
		end
	end,
})
minetest.register_node("advtrains:across_on", {
	drawtype = "mesh",
	paramtype="light",
	paramtype2="facedir",
	walkable = false,
	selection_box = {
		type = "fixed",
		fixed = {-1/4, -1/2, -1/2, 1/4, 1.5, 0},
	},
	mesh = "advtrains_across.obj",
	tiles = {{name="advtrains_across_anim.png", animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=1.0}}},
	drop="advtrains:across_off",
	description=attrans("Andrew's Cross (on) (you hacker you)"),
	groups = {
		cracky=3,
		not_blocking_trains=1,
		save_in_at_nodedb=1,
		not_in_creative_inventory=1,
	},
	light_source = 1,
	sunlight_propagates=true,
	mesecons = {effector = {
		rules = advtrains.meseconrules,
		action_off = function (pos, node)
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true)
		end
	}},
	advtrains = {
		getstate = "on",
		setstate = function(pos, node, newstate)
			if newstate == "off" then
				advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true)
			end
		end,
	},
	on_rightclick=function(pos, node, player)
		if advtrains.check_turnout_signal_protection(pos, player:get_player_name()) then
			advtrains.ndb.swap_node(pos, {name = "advtrains:across_off", param2 = node.param2}, true)
		end
	end,
})

minetest.register_abm(
	{
        label = "Sound for Level Crossing",
        nodenames = {"advtrains:across_on"},
        interval = 3,
        chance = 1,
        action = function(pos, node, active_object_count, active_object_count_wider)
			minetest.sound_play("advtrains_crossing_bell", {
				pos = pos,
				gain = 1.0, -- default
				max_hear_distance = 16, -- default, uses an euclidean metric
			})
        end,
    }
)