358 lines
13 KiB
Lua
358 lines
13 KiB
Lua
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--[[
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-------------------------------------------------------------------------------
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-- build schematic, replace material, rotation
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-------------------------------------------------------------------------------
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function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
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-- get building node material for better integration to surrounding
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local platform_material = minetest.get_node_or_nil(pos)
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if not platform_material then
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return
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end
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platform_material = platform_material.name
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-- pick random material
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local material = wallmaterial[math.random(1,#wallmaterial)]
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
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platform_material)
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-- Disable special junglewood for now.
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-- special material for spawning npcs
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-- schem_lua = schem_lua:gsub("mcl_core:junglewood",
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-- "settlements:junglewood")
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--
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-- format schematic string
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local schematic = loadstring(schem_lua)()
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-- build foundation for the building an make room above
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local width = schematic["size"]["x"]
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local depth = schematic["size"]["z"]
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local height = schematic["size"]["y"]
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local possible_rotations = {"0", "90", "180", "270"}
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local rotation = possible_rotations[ math.random( #possible_rotations ) ]
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settlements.foundation(
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pos,
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width,
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depth,
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height,
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rotation)
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vm:set_data(data)
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-- place schematic
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minetest.place_schematic_on_vmanip(
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vm,
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pos,
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schematic,
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rotation,
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nil,
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true)
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vm:write_to_map(true)
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end]]
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-------------------------------------------------------------------------------
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-- initialize settlement_info
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-------------------------------------------------------------------------------
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function settlements.initialize_settlement_info(pr)
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local count_buildings = {}
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-- count_buildings table reset
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for k,v in pairs(schematic_table) do
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-- local name = schematic_table[v]["name"]
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count_buildings[v["name"]] = 0
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end
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-- randomize number of buildings
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local number_of_buildings = pr:next(10, 25)
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local number_built = 1
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settlements.debug("Village ".. number_of_buildings)
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return count_buildings, number_of_buildings, number_built
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end
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-------------------------------------------------------------------------------
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-- fill settlement_info with LVM
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--------------------------------------------------------------------------------
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function settlements.create_site_plan_lvm(maxp, minp, pr)
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local settlement_info = {}
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local building_all_info
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local possible_rotations = {"0", "90", "180", "270"}
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-- find center of chunk
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local center = {
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x=maxp.x-half_map_chunk_size,
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y=maxp.y,
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z=maxp.z-half_map_chunk_size
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}
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-- find center_surface of chunk
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local center_surface, surface_material = settlements.find_surface_lvm(center, minp)
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-- go build settlement around center
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if not center_surface then return false end
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-- add settlement to list
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table.insert(settlements_in_world, center_surface)
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-- save list to file
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settlements.save()
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-- initialize all settlement_info table
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local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr)
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-- first building is townhall in the center
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building_all_info = schematic_table[1]
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local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
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-- add to settlement info table
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local index = 1
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settlement_info[index] = {
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pos = center_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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-- increase index for following buildings
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index = index + 1
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-- now some buildings around in a circle, radius = size of town center
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local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
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-- draw j circles around center and increase radius by math.random(2,5)
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for j = 1,20 do
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if number_built < number_of_buildings then
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-- set position on imaginary circle
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for j = 0, 360, 15 do
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local angle = j * math.pi / 180
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local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
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ptx = settlements.round(ptx, 0)
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ptz = settlements.round(ptz, 0)
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local pos1 = { x=ptx, y=center_surface.y+50, z=ptz}
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local pos_surface, surface_material = settlements.find_surface_lvm(pos1, minp)
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if not pos_surface then break end
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local randomized_schematic_table = shuffle(schematic_table, pr)
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-- pick schematic
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local size = #randomized_schematic_table
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for i = size, 1, -1 do
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-- already enough buildings of that type?
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if count_buildings[randomized_schematic_table[i]["name"]] < randomized_schematic_table[i]["max_num"]*number_of_buildings then
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building_all_info = randomized_schematic_table[i]
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-- check distance to other buildings
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local distance_to_other_buildings_ok = settlements.check_distance(settlement_info, pos_surface, building_all_info["hsize"])
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if distance_to_other_buildings_ok then
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-- count built houses
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count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1
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rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
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number_built = number_built + 1
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settlement_info[index] = {
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pos = pos_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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index = index + 1
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break
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end
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end
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end
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if number_of_buildings == number_built then
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break
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end
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end
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r = r + pr:next(2,5)
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end
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end
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settlements.debug("really ".. number_built)
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return settlement_info
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end
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-------------------------------------------------------------------------------
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-- fill settlement_info
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--------------------------------------------------------------------------------
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function settlements.create_site_plan(maxp, minp, pr)
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local settlement_info = {}
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local building_all_info
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local possible_rotations = {"0", "90", "180", "270"}
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-- find center of chunk
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local center = {
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x=maxp.x-half_map_chunk_size,
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y=maxp.y,
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z=maxp.z-half_map_chunk_size
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}
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-- find center_surface of chunk
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local center_surface , surface_material = settlements.find_surface(center)
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-- go build settlement around center
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if not center_surface then return false end
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-- add settlement to list
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table.insert(settlements_in_world, center_surface)
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-- save list to file
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settlements.save()
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-- initialize all settlement_info table
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local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr)
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-- first building is townhall in the center
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building_all_info = schematic_table[1]
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local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
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-- add to settlement info table
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local index = 1
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settlement_info[index] = {
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pos = center_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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--increase index for following buildings
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index = index + 1
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-- now some buildings around in a circle, radius = size of town center
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local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
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-- draw j circles around center and increase radius by math.random(2,5)
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for j = 1,20 do
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if number_built < number_of_buildings then
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-- set position on imaginary circle
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for j = 0, 360, 15 do
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local angle = j * math.pi / 180
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local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
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ptx = settlements.round(ptx, 0)
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ptz = settlements.round(ptz, 0)
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local pos1 = { x=ptx, y=center_surface.y+50, z=ptz}
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local pos_surface, surface_material = settlements.find_surface(pos1)
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if not pos_surface then break end
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local randomized_schematic_table = shuffle(schematic_table, pr)
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-- pick schematic
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local size = #randomized_schematic_table
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for i = size, 1, -1 do
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-- already enough buildings of that type?
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if count_buildings[randomized_schematic_table[i]["name"]] < randomized_schematic_table[i]["max_num"]*number_of_buildings then
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building_all_info = randomized_schematic_table[i]
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-- check distance to other buildings
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local distance_to_other_buildings_ok = settlements.check_distance(settlement_info, pos_surface, building_all_info["hsize"])
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if distance_to_other_buildings_ok then
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-- count built houses
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count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1
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rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
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number_built = number_built + 1
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settlement_info[index] = {
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pos = pos_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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index = index + 1
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break
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end
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end
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end
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if number_of_buildings == number_built then
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break
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end
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end
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r = r + pr:next(2,5)
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end
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end
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settlements.debug("really ".. number_built)
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return settlement_info
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end
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-------------------------------------------------------------------------------
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-- evaluate settlement_info and place schematics
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-------------------------------------------------------------------------------
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function settlements.place_schematics_lvm(settlement_info, pr)
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for i, built_house in ipairs(settlement_info) do
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for j, schem in ipairs(schematic_table) do
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if settlement_info[i]["name"] == schem["name"] then
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building_all_info = schem
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break
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end
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end
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local pos = settlement_info[i]["pos"]
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local rotation = settlement_info[i]["rotat"]
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-- get building node material for better integration to surrounding
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local platform_material = settlement_info[i]["surface_mat"]
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platform_material_name = minetest.get_name_from_content_id(platform_material)
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-- pick random material
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local material = wallmaterial[pr:next(1,#wallmaterial)]
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--
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local building = building_all_info["mts"]
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local replace_wall = building_all_info["rplc"]
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material_name)
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--[[ Disable special junglewood for now.
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-- special material for spawning npcs
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schem_lua = schem_lua:gsub("mcl_core:junglewood", "settlements:junglewood")
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--]]
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-- format schematic string
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local schematic = loadstring(schem_lua)()
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-- build foundation for the building an make room above
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-- place schematic
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minetest.place_schematic_on_vmanip(
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vm,
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pos,
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schematic,
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rotation,
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nil,
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true)
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end
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end
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-------------------------------------------------------------------------------
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-- evaluate settlement_info and place schematics
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-------------------------------------------------------------------------------
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function settlements.place_schematics(settlement_info, pr)
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local building_all_info
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for i, built_house in ipairs(settlement_info) do
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for j, schem in ipairs(schematic_table) do
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if settlement_info[i]["name"] == schem["name"] then
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building_all_info = schem
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break
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end
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end
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local pos = settlement_info[i]["pos"]
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local rotation = settlement_info[i]["rotat"]
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-- get building node material for better integration to surrounding
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local platform_material = settlement_info[i]["surface_mat"]
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--platform_material_name = minetest.get_name_from_content_id(platform_material)
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-- pick random material
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local material = wallmaterial[pr:next(1,#wallmaterial)]
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--
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local building = building_all_info["mts"]
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local replace_wall = building_all_info["rplc"]
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("mcl_core:cobble", material)
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end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material)
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--[[ Disable special junglewood for now.
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-- special material for spawning npcs
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schem_lua = schem_lua:gsub("mcl_core:junglewood", "settlements:junglewood")
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--]]
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schem_lua = schem_lua:gsub("mcl_stairs:stair_wood_outer", "mcl_stairs:slab_wood")
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schem_lua = schem_lua:gsub("mcl_stairs:stair_stone_rough_outer", "air")
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-- format schematic string
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local schematic = loadstring(schem_lua)()
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-- build foundation for the building an make room above
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-- place schematic
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minetest.place_schematic(
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pos,
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schematic,
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rotation,
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nil,
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true)
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end
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end
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