Add mcl_villages; with support for seed-based, and multithreaded village generation by kay27.
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MCL_Villages:
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============================
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A fork of Rochambeau's "Settlements" mod converted for use in MineClone2.
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--------------
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Using the mod:
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--------------
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This mod adds settlements on world generation.
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And, in Creative Mode; also comes with a debug tool for spawning in villages.
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-------------
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MCL2 Credits:
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-------------
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Code forked from: https://github.com/MysticTempest/settlements/tree/mcl_villages
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Commit: e24b4be
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================================================================================
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Basic conversion of Settlements mod for compatibility with MineClone2, plus new schematics: MysticTempest
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Seed-based Village Generation, multi-threading, bugfixes: kay27
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=========================
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version: 0.1 alpha
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License of source code: WTFPL
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-----------------------------
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(c) Copyright Rochambeau (2018)
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This program is free software. It comes without any warranty, to
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the extent permitted by applicable law. You can redistribute it
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and/or modify it under the terms of the Do What The Fuck You Want
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To Public License, Version 2, as published by Sam Hocevar. See
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http://sam.zoy.org/wtfpl/COPYING for more details.
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Credits:
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--------------
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This mod is based on "ruins" by BlockMen
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Completely new schematics for MineClone2:
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MysticTempest - CC-BY-SA 4.0
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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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-- switch for debugging
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settlements.debug = function(message)
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-- minetest.chat_send_all(message)
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-- minetest.log("warning", "[mcl_villages] "..message)
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minetest.log("verbose", "[mcl_villages] "..message)
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end
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-- switch for lvm
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settlements.lvm = false
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settlements.last_settlement = os.time()
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-- material to replace cobblestone with
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wallmaterial = {
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"mcl_core:junglewood",
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"mcl_core:sprucewood",
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"mcl_core:wood",
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"mcl_core:birchwood",
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"mcl_core:acaciawood",
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"mcl_core:stonebrick",
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"mcl_core:cobble",
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"mcl_core:sandstonecarved",
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"mcl_core:sandstone",
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"mcl_core:sandstonesmooth2"
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}
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settlements.surface_mat = {}
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-------------------------------------------------------------------------------
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-- Set array to list
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-- https://stackoverflow.com/questions/656199/search-for-an-item-in-a-lua-list
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-------------------------------------------------------------------------------
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function settlements.grundstellungen()
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settlements.surface_mat = settlements.Set {
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"mcl_core:dirt_with_grass",
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--"mcl_core:dry_dirt_with_grass",
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"mcl_core:dirt_with_grass_snow",
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--"mcl_core:dirt_with_dry_grass",
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"mcl_core:podzol",
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"mcl_core:sand",
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"mcl_core:redsand",
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--"mcl_core:silver_sand",
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"mcl_core:snowblock"
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}
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end
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--
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-- possible surfaces where buildings can be built
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--
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--
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-- path to schematics
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--
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schem_path = settlements.modpath.."/schematics/"
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--
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-- list of schematics
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--
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schematic_table = {
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{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08, rplc = "n"},
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{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.050, rplc = "n"},
|
||||
{name = "church", mts = schem_path.."church.mts", hwidth = 13, hdepth = 13, hheight = 14, hsize = 15, max_num = 0.04, rplc = "n"},
|
||||
{name = "farm", mts = schem_path.."farm.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.1, rplc = "n"},
|
||||
{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 3, hheight = 13, hsize = 10, max_num = 0.1, rplc = "n"},
|
||||
{name = "library", mts = schem_path.."library.mts", hwidth = 12, hdepth = 12, hheight = 8, hsize = 13, max_num = 0.04, rplc = "n"},
|
||||
{name = "medium_house", mts = schem_path.."medium_house.mts", hwidth = 8, hdepth = 12, hheight = 8, hsize = 14, max_num = 0.09, rplc = "n"},
|
||||
{name = "small_house", mts = schem_path.."small_house.mts", hwidth = 9, hdepth = 7, hheight = 8, hsize = 13, max_num = 0.7, rplc = "n"},
|
||||
{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 11, hdepth = 10, hheight = 10, hsize = 13, max_num = 0.050, rplc = "n"},
|
||||
{name = "well", mts = schem_path.."well.mts", hwidth = 6, hdepth = 8, hheight = 6, hsize = 10, max_num = 0.045, rplc = "n"},
|
||||
}
|
||||
--
|
||||
-- list of settlements, load on server start up
|
||||
--
|
||||
settlements_in_world = {}
|
||||
--
|
||||
-- min_distance between settlements
|
||||
--
|
||||
settlements.min_dist_settlements = 64
|
||||
--
|
||||
-- maximum allowed difference in height for building a sttlement
|
||||
--
|
||||
max_height_difference = 56
|
||||
--
|
||||
--
|
||||
--
|
||||
half_map_chunk_size = 40
|
||||
quarter_map_chunk_size = 20
|
|
@ -0,0 +1,30 @@
|
|||
--
|
||||
function settlements.convert_mts_to_lua()
|
||||
local building = schem_path.."townhall.mts"
|
||||
local str = minetest.serialize_schematic(building, "lua", {lua_use_comments = true, lua_num_indent_spaces = 0}).." return(schematic)"
|
||||
local schematic = loadstring(str)()
|
||||
local file = io.open(schem_path.."church"..".lua", "w")
|
||||
file:write(dump(schematic))
|
||||
file:close()
|
||||
print(dump(schematic))
|
||||
end
|
||||
|
||||
|
||||
|
||||
function settlements.mts_save()
|
||||
local f = assert(io.open(schem_path.."hut.lua", "r"))
|
||||
local content = f:read("*all").." return(schematic2)"
|
||||
f:close()
|
||||
|
||||
local schematic2 = loadstring("schematic2 = "..content)()
|
||||
local seb = minetest.serialize_schematic(schematic2, "mts", {})
|
||||
local filename = schem_path .. "hut2" .. ".mts"
|
||||
filename = filename:gsub("\"", "\\\""):gsub("\\", "\\\\")
|
||||
local file, err = io.open(filename, "wb")
|
||||
if err == nil and seb then
|
||||
file:write(seb)
|
||||
file:flush()
|
||||
file:close()
|
||||
end
|
||||
print("Wrote: " .. filename)
|
||||
end
|
|
@ -0,0 +1,3 @@
|
|||
mcl_core
|
||||
mcl_farming?
|
||||
mobs_mc?
|
|
@ -0,0 +1,153 @@
|
|||
-------------------------------------------------------------------------------
|
||||
-- function to fill empty space below baseplate when building on a hill
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.ground_lvm(pos, pr) -- role model: Wendelsteinkircherl, Brannenburg
|
||||
local c_dirt = minetest.get_content_id("mcl_core:dirt")
|
||||
local c_stone = minetest.get_content_id("mcl_core:stone")
|
||||
--
|
||||
local p2 = vector.new(pos)
|
||||
local cnt = 0
|
||||
local mat = c_dirt
|
||||
p2.y = p2.y-1
|
||||
while true do
|
||||
cnt = cnt+1
|
||||
if cnt > 20 then break end
|
||||
if cnt>pr:next(2,4) then mat = c_stone end
|
||||
--minetest.swap_node(p2, {name="mcl_core:"..mat})
|
||||
local vi = va:index(p2.x, p2.y, p2.z)
|
||||
data[vi] = mat
|
||||
p2.y = p2.y-1
|
||||
end
|
||||
-- return data
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to fill empty space below baseplate when building on a hill
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.ground(pos, pr) -- role model: Wendelsteinkircherl, Brannenburg
|
||||
local p2 = vector.new(pos)
|
||||
local cnt = 0
|
||||
local mat = "mcl_core:dirt"
|
||||
p2.y = p2.y-1
|
||||
while true do
|
||||
cnt = cnt+1
|
||||
if cnt > 20 then break end
|
||||
if cnt>pr:next(2,4) then
|
||||
mat = "mcl_core:stone"
|
||||
end
|
||||
minetest.swap_node(p2, {name=mat})
|
||||
p2.y = p2.y-1
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- function clear space above baseplate
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.terraform_lvm(settlement_info, pr)
|
||||
local c_air = minetest.get_content_id("air")
|
||||
local fheight
|
||||
local fwidth
|
||||
local fdepth
|
||||
|
||||
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
-- pick right schematic_info to current built_house
|
||||
for j, schem in ipairs(schematic_table) do
|
||||
if settlement_info[i]["name"] == schem["name"]
|
||||
then
|
||||
schematic_data = schem
|
||||
break
|
||||
end
|
||||
end
|
||||
local pos = settlement_info[i]["pos"]
|
||||
if settlement_info[i]["rotat"] == "0" or settlement_info[i]["rotat"] == "180"
|
||||
then
|
||||
fwidth = schematic_data["hwidth"]
|
||||
fdepth = schematic_data["hdepth"]
|
||||
else
|
||||
fwidth = schematic_data["hdepth"]
|
||||
fdepth = schematic_data["hwidth"]
|
||||
end
|
||||
fheight = schematic_data["hheight"] * 3 -- remove trees and leaves above
|
||||
--
|
||||
-- now that every info is available -> create platform and clear space above
|
||||
--
|
||||
for zi = 0,fdepth-1 do
|
||||
for yi = 0,fheight do
|
||||
for xi = 0,fwidth-1 do
|
||||
if yi == 0 then
|
||||
local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
|
||||
settlements.ground_lvm(p, pr)
|
||||
else
|
||||
--break --todo
|
||||
-- write ground
|
||||
local vi = va:index(pos.x+xi, pos.y+yi, pos.z+zi)
|
||||
if data[vi] ~= c_air
|
||||
--local node = minetest.get_node_or_nil({x=p5.x+xi, y=p5.y+yi, z=p5.z+zi})
|
||||
--if node then
|
||||
--if node.name ~= "air"
|
||||
then
|
||||
--minetest.swap_node({x=pos.x+xi, y=pos.y+yi, z=pos.z+zi},{name="air"})
|
||||
data[vi] = c_air
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- function clear space above baseplate
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.terraform(settlement_info, pr)
|
||||
local fheight
|
||||
local fwidth
|
||||
local fdepth
|
||||
local schematic_data
|
||||
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
-- pick right schematic_info to current built_house
|
||||
for j, schem in ipairs(schematic_table) do
|
||||
if settlement_info[i]["name"] == schem["name"]
|
||||
then
|
||||
schematic_data = schem
|
||||
break
|
||||
end
|
||||
end
|
||||
local pos = settlement_info[i]["pos"]
|
||||
if settlement_info[i]["rotat"] == "0" or settlement_info[i]["rotat"] == "180"
|
||||
then
|
||||
fwidth = schematic_data["hwidth"]
|
||||
fdepth = schematic_data["hdepth"]
|
||||
else
|
||||
fwidth = schematic_data["hdepth"]
|
||||
fdepth = schematic_data["hwidth"]
|
||||
end
|
||||
--fheight = schematic_data["hheight"] * 3 -- remove trees and leaves above
|
||||
fheight = schematic_data["hheight"] -- remove trees and leaves above
|
||||
--
|
||||
-- now that every info is available -> create platform and clear space above
|
||||
--
|
||||
for xi = 0,fwidth-1 do
|
||||
for zi = 0,fdepth-1 do
|
||||
for yi = 0,fheight *3 do
|
||||
if yi == 0 then
|
||||
local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
|
||||
settlements.ground(p, pr)
|
||||
else
|
||||
-- write ground
|
||||
local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi}
|
||||
minetest.forceload_block(p)
|
||||
local node = minetest.get_node_or_nil(p)
|
||||
if node then
|
||||
if node.name ~= "air"
|
||||
then
|
||||
minetest.swap_node(p,{name="air"})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
|
@ -0,0 +1,235 @@
|
|||
-- eclipse debugging lines
|
||||
--require("debugger")(idehost, ideport, idekey)
|
||||
|
||||
--zerobrane debugging lines
|
||||
--package.cpath = package.cpath .. ";/usr/share/lua/5.2/?.so"
|
||||
--package.path = package.path .. ";/usr/share/zbstudio/lualibs/mobdebug/?.lua"
|
||||
--require('mobdebug').start()
|
||||
|
||||
settlements = {}
|
||||
settlements.modpath = minetest.get_modpath("mcl_villages");
|
||||
|
||||
dofile(settlements.modpath.."/const.lua")
|
||||
dofile(settlements.modpath.."/utils.lua")
|
||||
dofile(settlements.modpath.."/foundation.lua")
|
||||
dofile(settlements.modpath.."/buildings.lua")
|
||||
dofile(settlements.modpath.."/paths.lua")
|
||||
dofile(settlements.modpath.."/convert_lua_mts.lua")
|
||||
--
|
||||
-- load settlements on server
|
||||
--
|
||||
settlements_in_world = settlements.load()
|
||||
settlements.grundstellungen()
|
||||
|
||||
--[[ Disable custom node spawning.
|
||||
--
|
||||
-- register block for npc spawn
|
||||
--
|
||||
minetest.register_node("settlements:junglewood", {
|
||||
description = "special junglewood floor",
|
||||
tiles = {"default_junglewood.png"},
|
||||
groups = {choppy=3, wood=2},
|
||||
sounds = default.node_sound_wood_defaults(),
|
||||
})
|
||||
|
||||
--]]
|
||||
|
||||
|
||||
--[[ Enable for testing, but use MineClone2's own spawn code if/when merging.
|
||||
--
|
||||
-- register inhabitants
|
||||
--
|
||||
if minetest.get_modpath("mobs_mc") ~= nil then
|
||||
mobs:register_spawn("mobs_mc:villager", --name
|
||||
{"mcl_core:stonebrickcarved"}, --nodes
|
||||
15, --max_light
|
||||
0, --min_light
|
||||
20, --chance
|
||||
7, --active_object_count
|
||||
31000, --max_height
|
||||
nil) --day_toggle
|
||||
end
|
||||
--]]
|
||||
|
||||
--
|
||||
-- on map generation, try to build a settlement
|
||||
--
|
||||
local function build_a_settlement_no_delay(minp, maxp, blockseed)
|
||||
local settlement_info
|
||||
local pr = PseudoRandom(blockseed)
|
||||
--
|
||||
-- fill settlement_info with buildings and their data
|
||||
--
|
||||
if settlements.lvm == true then
|
||||
-- get LVM of current chunk
|
||||
local vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
|
||||
settlement_info = settlements.create_site_plan_lvm(maxp, minp, pr)
|
||||
else
|
||||
settlement_info = settlements.create_site_plan(maxp, minp, pr)
|
||||
end
|
||||
if not settlement_info then return end
|
||||
|
||||
-- evaluate settlement_info and prepair terrain
|
||||
if settlements.lvm == true then
|
||||
settlements.terraform_lvm(settlement_info, pr)
|
||||
else
|
||||
settlements.terraform(settlement_info, pr)
|
||||
end
|
||||
|
||||
-- evaluate settlement_info and build paths between buildings
|
||||
if settlements.lvm == true then
|
||||
settlements.paths_lvm(settlement_info, minp)
|
||||
else
|
||||
settlements.paths(settlement_info)
|
||||
end
|
||||
|
||||
-- evaluate settlement_info and place schematics
|
||||
if settlements.lvm == true then
|
||||
vm:set_data(data)
|
||||
settlements.place_schematics_lvm(settlement_info, pr)
|
||||
vm:write_to_map(true)
|
||||
else
|
||||
settlements.place_schematics(settlement_info, pr)
|
||||
end
|
||||
|
||||
-- evaluate settlement_info and initialize furnaces and chests
|
||||
settlements.initialize_nodes(settlement_info, pr)
|
||||
end
|
||||
|
||||
local function ecb_build_a_settlement(blockpos, action, calls_remaining, param)
|
||||
if calls_remaining <= 0 then
|
||||
build_a_settlement_no_delay(param.minp, param.maxp, param.blockseed)
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_generated(function(minp, maxp, blockseed)
|
||||
-- needed for manual and automated settlement building
|
||||
local heightmap = minetest.get_mapgen_object("heightmap")
|
||||
|
||||
-- randomly try to build settlements
|
||||
if blockseed % 77 ~= 17 then return end
|
||||
|
||||
-- don't build settlement underground
|
||||
if maxp.y < 0 then return end
|
||||
|
||||
-- don't build settlements too close to each other
|
||||
local center_of_chunk = {
|
||||
x=maxp.x-half_map_chunk_size,
|
||||
y=maxp.y-half_map_chunk_size,
|
||||
z=maxp.z-half_map_chunk_size
|
||||
}
|
||||
local dist_ok = settlements.check_distance_other_settlements(center_of_chunk)
|
||||
if dist_ok == false then return end
|
||||
|
||||
-- don't build settlements on (too) uneven terrain
|
||||
local height_difference = settlements.evaluate_heightmap(minp, maxp)
|
||||
if height_difference > max_height_difference then return end
|
||||
|
||||
minetest.emerge_area(vector.subtract(minp,24), vector.add(maxp,24), ecb_build_a_settlement, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
|
||||
-- old way - wait 3 seconds:
|
||||
-- minetest.after(3, ecb_build_a_settlement, nil, 1, 0, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
|
||||
end)
|
||||
|
||||
--
|
||||
-- manually place buildings, for debugging only
|
||||
--
|
||||
minetest.register_craftitem("mcl_villages:tool", {
|
||||
description = "mcl_villages build tool",
|
||||
inventory_image = "default_tool_woodshovel.png",
|
||||
|
||||
--[[ Disable on_use for now.
|
||||
-- build single house
|
||||
--
|
||||
on_use = function(itemstack, placer, pointed_thing)
|
||||
local center_surface = pointed_thing.under
|
||||
if center_surface then
|
||||
local building_all_info = {name = "blacksmith",
|
||||
mts = schem_path.."blacksmith.mts",
|
||||
hsize = 13,
|
||||
max_num = 0.9,
|
||||
rplc = "n"}
|
||||
settlements.build_schematic(center_surface,
|
||||
building_all_info["mts"],
|
||||
building_all_info["rplc"],
|
||||
building_all_info["name"])
|
||||
|
||||
-- settlements.convert_mts_to_lua()
|
||||
-- settlements.mts_save()
|
||||
end
|
||||
end,
|
||||
--]]
|
||||
--
|
||||
-- build ssettlement
|
||||
--
|
||||
on_place = function(itemstack, placer, pointed_thing)
|
||||
local pr = PseudoRandom(math.rand(0,32767))
|
||||
-- enable debug routines
|
||||
local center_surface = pointed_thing.under
|
||||
if center_surface then
|
||||
local minp = {
|
||||
x=center_surface.x-half_map_chunk_size,
|
||||
y=center_surface.y-half_map_chunk_size,
|
||||
z=center_surface.z-half_map_chunk_size
|
||||
}
|
||||
local maxp = {
|
||||
x=center_surface.x+half_map_chunk_size,
|
||||
y=center_surface.y+half_map_chunk_size,
|
||||
z=center_surface.z+half_map_chunk_size
|
||||
}
|
||||
--
|
||||
-- get LVM of current chunk
|
||||
--
|
||||
local vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
|
||||
--
|
||||
-- fill settlement_info with buildings and their data
|
||||
--
|
||||
local start_time = os.time()
|
||||
local settlement_info
|
||||
if settlements.lvm == true then
|
||||
settlement_info = settlements.create_site_plan_lvm(maxp, minp, pr)
|
||||
else
|
||||
settlement_info = settlements.create_site_plan(maxp, minp, pr)
|
||||
end
|
||||
if not settlement_info then return end
|
||||
--
|
||||
-- evaluate settlement_info and prepair terrain
|
||||
--
|
||||
if settlements.lvm == true then
|
||||
settlements.terraform_lvm(settlement_info, pr)
|
||||
else
|
||||
settlements.terraform(settlement_info, pr)
|
||||
end
|
||||
|
||||
--
|
||||
-- evaluate settlement_info and build paths between buildings
|
||||
--
|
||||
if settlements.lvm == true then
|
||||
settlements.paths_lvm(settlement_info, minp)
|
||||
else
|
||||
settlements.paths(settlement_info)
|
||||
end
|
||||
--
|
||||
-- evaluate settlement_info and place schematics
|
||||
--
|
||||
if settlements.lvm == true then
|
||||
vm:set_data(data)
|
||||
settlements.place_schematics_lvm(pr)
|
||||
vm:write_to_map(true)
|
||||
else
|
||||
settlements.place_schematics()
|
||||
end
|
||||
|
||||
--
|
||||
-- evaluate settlement_info and initialize furnaces and chests
|
||||
--
|
||||
settlements.initialize_nodes(settlement_info, pr)
|
||||
local end_time = os.time()
|
||||
minetest.chat_send_all("Time ".. end_time - start_time)
|
||||
--
|
||||
--settlements.convert_mts_to_lua()
|
||||
--settlements.mts_save()
|
||||
|
||||
end
|
||||
end
|
||||
})
|
||||
|
|
@ -0,0 +1,180 @@
|
|||
-------------------------------------------------------------------------------
|
||||
-- generate paths between buildings
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.paths_lvm(settlement_info, minp)
|
||||
local c_grasspath = minetest.get_content_id("mcl_core:grass_path")
|
||||
local starting_point
|
||||
local end_point
|
||||
local distance
|
||||
--for k,v in pairs(settlement_info) do
|
||||
starting_point = settlement_info[1]["pos"]
|
||||
for o,p in pairs(settlement_info) do
|
||||
|
||||
end_point = settlement_info[o]["pos"]
|
||||
if starting_point ~= end_point
|
||||
then
|
||||
-- loop until end_point is reched (distance == 0)
|
||||
while true do
|
||||
|
||||
-- define surrounding pos to starting_point
|
||||
local north_p = {x=starting_point.x+1, y=starting_point.y, z=starting_point.z}
|
||||
local south_p = {x=starting_point.x-1, y=starting_point.y, z=starting_point.z}
|
||||
local west_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z+1}
|
||||
local east_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z-1}
|
||||
-- measure distance to end_point
|
||||
local dist_north_p_to_end = math.sqrt(
|
||||
((north_p.x - end_point.x)*(north_p.x - end_point.x))+
|
||||
((north_p.z - end_point.z)*(north_p.z - end_point.z))
|
||||
)
|
||||
local dist_south_p_to_end = math.sqrt(
|
||||
((south_p.x - end_point.x)*(south_p.x - end_point.x))+
|
||||
((south_p.z - end_point.z)*(south_p.z - end_point.z))
|
||||
)
|
||||
local dist_west_p_to_end = math.sqrt(
|
||||
((west_p.x - end_point.x)*(west_p.x - end_point.x))+
|
||||
((west_p.z - end_point.z)*(west_p.z - end_point.z))
|
||||
)
|
||||
local dist_east_p_to_end = math.sqrt(
|
||||
((east_p.x - end_point.x)*(east_p.x - end_point.x))+
|
||||
((east_p.z - end_point.z)*(east_p.z - end_point.z))
|
||||
)
|
||||
-- evaluate which pos is closer to the end_point
|
||||
if dist_north_p_to_end <= dist_south_p_to_end and
|
||||
dist_north_p_to_end <= dist_west_p_to_end and
|
||||
dist_north_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = north_p
|
||||
distance = dist_north_p_to_end
|
||||
|
||||
elseif dist_south_p_to_end <= dist_north_p_to_end and
|
||||
dist_south_p_to_end <= dist_west_p_to_end and
|
||||
dist_south_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = south_p
|
||||
distance = dist_south_p_to_end
|
||||
|
||||
elseif dist_west_p_to_end <= dist_north_p_to_end and
|
||||
dist_west_p_to_end <= dist_south_p_to_end and
|
||||
dist_west_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = west_p
|
||||
distance = dist_west_p_to_end
|
||||
|
||||
elseif dist_east_p_to_end <= dist_north_p_to_end and
|
||||
dist_east_p_to_end <= dist_south_p_to_end and
|
||||
dist_east_p_to_end <= dist_west_p_to_end
|
||||
then
|
||||
starting_point = east_p
|
||||
distance = dist_east_p_to_end
|
||||
end
|
||||
-- find surface of new starting point
|
||||
local surface_point, surface_mat = settlements.find_surface_lvm(starting_point, minp)
|
||||
-- replace surface node with mcl_core:grass_path
|
||||
if surface_point
|
||||
then
|
||||
local vi = va:index(surface_point.x, surface_point.y, surface_point.z)
|
||||
data[vi] = c_grasspath
|
||||
|
||||
--minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
|
||||
-- don't set y coordinate, surface might be too low or high
|
||||
starting_point.x = surface_point.x
|
||||
starting_point.z = surface_point.z
|
||||
end
|
||||
if distance <= 1 or
|
||||
starting_point == end_point
|
||||
then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--end
|
||||
--return data
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- generate paths between buildings
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.paths(settlement_info)
|
||||
local starting_point
|
||||
local end_point
|
||||
local distance
|
||||
--for k,v in pairs(settlement_info) do
|
||||
starting_point = settlement_info[1]["pos"]
|
||||
for o,p in pairs(settlement_info) do
|
||||
|
||||
end_point = settlement_info[o]["pos"]
|
||||
if starting_point ~= end_point
|
||||
then
|
||||
-- loop until end_point is reched (distance == 0)
|
||||
while true do
|
||||
|
||||
-- define surrounding pos to starting_point
|
||||
local north_p = {x=starting_point.x+1, y=starting_point.y, z=starting_point.z}
|
||||
local south_p = {x=starting_point.x-1, y=starting_point.y, z=starting_point.z}
|
||||
local west_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z+1}
|
||||
local east_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z-1}
|
||||
-- measure distance to end_point
|
||||
local dist_north_p_to_end = math.sqrt(
|
||||
((north_p.x - end_point.x)*(north_p.x - end_point.x))+
|
||||
((north_p.z - end_point.z)*(north_p.z - end_point.z))
|
||||
)
|
||||
local dist_south_p_to_end = math.sqrt(
|
||||
((south_p.x - end_point.x)*(south_p.x - end_point.x))+
|
||||
((south_p.z - end_point.z)*(south_p.z - end_point.z))
|
||||
)
|
||||
local dist_west_p_to_end = math.sqrt(
|
||||
((west_p.x - end_point.x)*(west_p.x - end_point.x))+
|
||||
((west_p.z - end_point.z)*(west_p.z - end_point.z))
|
||||
)
|
||||
local dist_east_p_to_end = math.sqrt(
|
||||
((east_p.x - end_point.x)*(east_p.x - end_point.x))+
|
||||
((east_p.z - end_point.z)*(east_p.z - end_point.z))
|
||||
)
|
||||
-- evaluate which pos is closer to the end_point
|
||||
if dist_north_p_to_end <= dist_south_p_to_end and
|
||||
dist_north_p_to_end <= dist_west_p_to_end and
|
||||
dist_north_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = north_p
|
||||
distance = dist_north_p_to_end
|
||||
|
||||
elseif dist_south_p_to_end <= dist_north_p_to_end and
|
||||
dist_south_p_to_end <= dist_west_p_to_end and
|
||||
dist_south_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = south_p
|
||||
distance = dist_south_p_to_end
|
||||
|
||||
elseif dist_west_p_to_end <= dist_north_p_to_end and
|
||||
dist_west_p_to_end <= dist_south_p_to_end and
|
||||
dist_west_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = west_p
|
||||
distance = dist_west_p_to_end
|
||||
|
||||
elseif dist_east_p_to_end <= dist_north_p_to_end and
|
||||
dist_east_p_to_end <= dist_south_p_to_end and
|
||||
dist_east_p_to_end <= dist_west_p_to_end
|
||||
then
|
||||
starting_point = east_p
|
||||
distance = dist_east_p_to_end
|
||||
end
|
||||
-- find surface of new starting point
|
||||
local surface_point, surface_mat = settlements.find_surface(starting_point)
|
||||
-- replace surface node with mcl_core:grass_path
|
||||
if surface_point
|
||||
then
|
||||
minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
|
||||
-- don't set y coordinate, surface might be too low or high
|
||||
starting_point.x = surface_point.x
|
||||
starting_point.z = surface_point.z
|
||||
end
|
||||
if distance <= 1 or
|
||||
starting_point == end_point
|
||||
then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
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|
@ -0,0 +1,424 @@
|
|||
local c_dirt_with_grass = minetest.get_content_id("mcl_core:dirt_with_grass")
|
||||
local c_dirt_with_snow = minetest.get_content_id("mcl_core:dirt_with_grass_snow")
|
||||
--local c_dirt_with_dry_grass = minetest.get_content_id("mcl_core:dirt_with_dry_grass")
|
||||
local c_podzol = minetest.get_content_id("mcl_core:podzol")
|
||||
local c_sand = minetest.get_content_id("mcl_core:sand")
|
||||
local c_desert_sand = minetest.get_content_id("mcl_core:redsand")
|
||||
--local c_silver_sand = minetest.get_content_id("mcl_core:silver_sand")
|
||||
--
|
||||
local c_air = minetest.get_content_id("air")
|
||||
local c_snow = minetest.get_content_id("mcl_core:snowblock")
|
||||
local c_fern_1 = minetest.get_content_id("mcl_flowers:fern")
|
||||
local c_fern_2 = minetest.get_content_id("mcl_flowers:fern")
|
||||
local c_fern_3 = minetest.get_content_id("mcl_flowers:fern")
|
||||
local c_rose = minetest.get_content_id("mcl_flowers:poppy")
|
||||
local c_viola = minetest.get_content_id("mcl_flowers:blue_orchid")
|
||||
local c_geranium = minetest.get_content_id("mcl_flowers:allium")
|
||||
local c_tulip = minetest.get_content_id("mcl_flowers:tulip_orange")
|
||||
local c_dandelion_y = minetest.get_content_id("mcl_flowers:dandelion")
|
||||
local c_dandelion_w = minetest.get_content_id("mcl_flowers:oxeye_daisy")
|
||||
local c_bush_leaves = minetest.get_content_id("mcl_core:leaves")
|
||||
local c_bush_stem = minetest.get_content_id("mcl_core:tree")
|
||||
local c_a_bush_leaves = minetest.get_content_id("mcl_core:acacialeaves")
|
||||
local c_a_bush_stem = minetest.get_content_id("mcl_core:acaciatree")
|
||||
local c_water_source = minetest.get_content_id("mcl_core:water_source")
|
||||
local c_water_flowing = minetest.get_content_id("mcl_core:water_flowing")
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to copy tables
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.shallowCopy(original)
|
||||
local copy = {}
|
||||
for key, value in pairs(original) do
|
||||
copy[key] = value
|
||||
end
|
||||
return copy
|
||||
end
|
||||
--
|
||||
--
|
||||
--
|
||||
function settlements.round(num, numDecimalPlaces)
|
||||
local mult = 10^(numDecimalPlaces or 0)
|
||||
return math.floor(num * mult + 0.5) / mult
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to find surface block y coordinate
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.find_surface_lvm(pos, minp)
|
||||
--ab hier altes verfahren
|
||||
local p6 = vector.new(pos)
|
||||
local surface_mat = {
|
||||
c_dirt_with_grass,
|
||||
c_dirt_with_snow,
|
||||
--c_dirt_with_dry_grass,
|
||||
c_podzol,
|
||||
c_sand,
|
||||
c_desert_sand
|
||||
}
|
||||
local cnt = 0
|
||||
local itter -- count up or down
|
||||
local cnt_max = 200
|
||||
-- starting point for looking for surface
|
||||
local vi = va:index(p6.x, p6.y, p6.z)
|
||||
if data[vi] == nil then return nil end
|
||||
local tmp = minetest.get_name_from_content_id(data[vi])
|
||||
if data[vi] == c_air then
|
||||
itter = -1
|
||||
else
|
||||
itter = 1
|
||||
end
|
||||
while cnt < cnt_max do
|
||||
cnt = cnt+1
|
||||
local vi = va:index(p6.x, p6.y, p6.z)
|
||||
-- local tmp = minetest.get_name_from_content_id(data[vi])
|
||||
-- if vi == nil
|
||||
-- then
|
||||
-- return nil
|
||||
-- end
|
||||
for i, mats in ipairs(surface_mat) do
|
||||
local node_check = va:index(p6.x, p6.y+1, p6.z)
|
||||
if node_check and vi and data[vi] == mats and
|
||||
(data[node_check] ~= c_water_source and
|
||||
data[node_check] ~= c_water_flowing
|
||||
)
|
||||
then
|
||||
local tmp = minetest.get_name_from_content_id(data[node_check])
|
||||
return p6, mats
|
||||
end
|
||||
end
|
||||
p6.y = p6.y + itter
|
||||
if p6.y < 0 then return nil end
|
||||
end
|
||||
return nil --]]
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to find surface block y coordinate
|
||||
-- returns surface postion
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.find_surface(pos)
|
||||
local p6 = vector.new(pos)
|
||||
local cnt = 0
|
||||
local itter -- count up or down
|
||||
local cnt_max = 200
|
||||
-- check, in which direction to look for surface
|
||||
local surface_node = minetest.get_node_or_nil(p6)
|
||||
if surface_node and string.find(surface_node.name,"air") then
|
||||
itter = -1
|
||||
else
|
||||
itter = 1
|
||||
end
|
||||
-- go through nodes an find surface
|
||||
while cnt < cnt_max do
|
||||
cnt = cnt+1
|
||||
minetest.forceload_block(p6)
|
||||
surface_node = minetest.get_node_or_nil(p6)
|
||||
|
||||
if not surface_node then
|
||||
-- Load the map at pos and try again
|
||||
minetest.get_voxel_manip():read_from_map(p6, p6)
|
||||
surface_node = minetest.get_node(p6)
|
||||
if surface_node.name == "ignore" then
|
||||
settlements.debug("find_surface1: nil or ignore")
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
-- if surface_node == nil or surface_node.name == "ignore" then
|
||||
-- --return nil
|
||||
-- local fl = minetest.forceload_block(p6)
|
||||
-- if not fl then
|
||||
--
|
||||
-- return nil
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- Check Surface_node and Node above
|
||||
--
|
||||
if settlements.surface_mat[surface_node.name] then
|
||||
local surface_node_plus_1 = minetest.get_node_or_nil({ x=p6.x, y=p6.y+1, z=p6.z})
|
||||
if surface_node_plus_1 and surface_node and
|
||||
(string.find(surface_node_plus_1.name,"air") or
|
||||
string.find(surface_node_plus_1.name,"snow") or
|
||||
string.find(surface_node_plus_1.name,"fern") or
|
||||
string.find(surface_node_plus_1.name,"flower") or
|
||||
string.find(surface_node_plus_1.name,"bush") or
|
||||
string.find(surface_node_plus_1.name,"tree") or
|
||||
string.find(surface_node_plus_1.name,"grass"))
|
||||
then
|
||||
settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name)
|
||||
return p6, surface_node.name
|
||||
else
|
||||
settlements.debug("find_surface2: wrong surface+1")
|
||||
end
|
||||
else
|
||||
settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))
|
||||
end
|
||||
|
||||
p6.y = p6.y + itter
|
||||
if p6.y < 0 then
|
||||
settlements.debug("find_surface4: y<0")
|
||||
return nil
|
||||
end
|
||||
end
|
||||
settlements.debug("find_surface5: cnt_max overflow")
|
||||
return nil
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- check distance for new building
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.check_distance(settlement_info, building_pos, building_size)
|
||||
local distance
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
distance = math.sqrt(
|
||||
((building_pos.x - built_house["pos"].x)*(building_pos.x - built_house["pos"].x))+
|
||||
((building_pos.z - built_house["pos"].z)*(building_pos.z - built_house["pos"].z)))
|
||||
if distance < building_size or
|
||||
distance < built_house["hsize"]
|
||||
then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- save list of generated settlements
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.save()
|
||||
local file = io.open(minetest.get_worldpath().."/settlements.txt", "w")
|
||||
if file then
|
||||
file:write(minetest.serialize(settlements_in_world))
|
||||
file:close()
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- load list of generated settlements
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.load()
|
||||
local file = io.open(minetest.get_worldpath().."/settlements.txt", "r")
|
||||
if file then
|
||||
local table = minetest.deserialize(file:read("*all"))
|
||||
if type(table) == "table" then
|
||||
return table
|
||||
end
|
||||
end
|
||||
return {}
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- check distance to other settlements
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.check_distance_other_settlements(center_new_chunk)
|
||||
-- local min_dist_settlements = 300
|
||||
for i, pos in ipairs(settlements_in_world) do
|
||||
local distance = vector.distance(center_new_chunk, pos)
|
||||
-- minetest.chat_send_all("dist ".. distance)
|
||||
if distance < settlements.min_dist_settlements then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- fill chests
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.fill_chest(pos, pr)
|
||||
-- find chests within radius
|
||||
--local chestpos = minetest.find_node_near(pos, 6, {"mcl_core:chest"})
|
||||
local chestpos = pos
|
||||
-- initialize chest (mts chests don't have meta)
|
||||
local meta = minetest.get_meta(chestpos)
|
||||
if meta:get_string("infotext") ~= "Chest" then
|
||||
-- For MineClone2 0.70 or before
|
||||
-- minetest.registered_nodes["mcl_chests:chest"].on_construct(chestpos)
|
||||
--
|
||||
-- For MineClone2 after commit 09ab1482b5 (the new entity chests)
|
||||
minetest.registered_nodes["mcl_chests:chest_small"].on_construct(chestpos)
|
||||
end
|
||||
-- fill chest
|
||||
local inv = minetest.get_inventory( {type="node", pos=chestpos} )
|
||||
-- always
|
||||
inv:add_item("main", "mcl_core:apple "..pr:next(1,3))
|
||||
-- low value items
|
||||
if pr:next(0,1) < 1 then
|
||||
inv:add_item("main", "mcl_farming:bread "..pr:next(0,3))
|
||||
inv:add_item("main", "mcl_core:iron_ingot "..pr:next(0,3))
|
||||
inv:add_item("main", "mcl_farming:melon_item "..pr:next(0,3))
|
||||
inv:add_item("main", "mcl_farming:carrot_item "..pr:next(0,3))
|
||||
--[[
|
||||
-- additional fillings when farmin mod enabled
|
||||
if minetest.get_modpath("farming") ~= nil and farming.mod == "redo" then
|
||||
if pr:next(0,1) < 1 then
|
||||
inv:add_item("main", "mcl_farming:melon_item "..pr:next(0,3))
|
||||
inv:add_item("main", "mcl_farming:carrot_item "..pr:next(0,3))
|
||||
inv:add_item("main", "farming:corn "..pr:next(0,3))
|
||||
end
|
||||
end
|
||||
--]]
|
||||
end
|
||||
-- medium value items
|
||||
if pr:next(0,3) < 1 then
|
||||
inv:add_item("main", "mcl_tools:pick_iron "..pr:next(0,1))
|
||||
inv:add_item("main", "mcl_tools:pick_stone "..pr:next(0,1))
|
||||
inv:add_item("main", "mcl_fire:flint_and_steel "..pr:next(0,1))
|
||||
inv:add_item("main", "mcl_buckets:bucket_empty "..pr:next(0,1))
|
||||
inv:add_item("main", "mcl_tools:sword_iron "..pr:next(0,1))
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
-- initialize furnace
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.initialize_furnace(pos)
|
||||
-- find chests within radius
|
||||
local furnacepos = minetest.find_node_near(pos,
|
||||
7, --radius
|
||||
{"mcl_furnaces:furnace"})
|
||||
-- initialize furnacepos (mts furnacepos don't have meta)
|
||||
if furnacepos
|
||||
then
|
||||
local meta = minetest.get_meta(furnacepos)
|
||||
if meta:get_string("infotext") ~= "furnace"
|
||||
then
|
||||
minetest.registered_nodes["mcl_furnaces:furnace"].on_construct(furnacepos)
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- initialize anvil
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.initialize_anvil(pos)
|
||||
-- find chests within radius
|
||||
local anvilpos = minetest.find_node_near(pos,
|
||||
7, --radius
|
||||
{"mcl_anvils:anvil"})
|
||||
-- initialize anvilpos (mts anvilpos don't have meta)
|
||||
if anvilpos
|
||||
then
|
||||
local meta = minetest.get_meta(anvilpos)
|
||||
if meta:get_string("infotext") ~= "anvil"
|
||||
then
|
||||
minetest.registered_nodes["mcl_anvils:anvil"].on_construct(anvilpos)
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- initialize furnace, chests, anvil
|
||||
-------------------------------------------------------------------------------
|
||||
local building_all_info
|
||||
function settlements.initialize_nodes(settlement_info, pr)
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
for j, schem in ipairs(schematic_table) do
|
||||
if settlement_info[i]["name"] == schem["name"] then
|
||||
building_all_info = schem
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
local width = building_all_info["hwidth"]
|
||||
local depth = building_all_info["hdepth"]
|
||||
local height = building_all_info["hheight"]
|
||||
|
||||
local p = settlement_info[i]["pos"]
|
||||
for yi = 1,height do
|
||||
for xi = 0,width do
|
||||
for zi = 0,depth do
|
||||
local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi}
|
||||
local node = minetest.get_node(ptemp)
|
||||
if node.name == "mcl_furnaces:furnace" or
|
||||
node.name == "mcl_chests:chest" or
|
||||
node.name == "mcl_anvils:anvil" then
|
||||
minetest.registered_nodes[node.name].on_construct(ptemp)
|
||||
end
|
||||
-- when chest is found -> fill with stuff
|
||||
if node.name == "mcl_chests:chest" then
|
||||
minetest.after(3, settlements.fill_chest, ptemp, pr)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- randomize table
|
||||
-------------------------------------------------------------------------------
|
||||
function shuffle(tbl, pr)
|
||||
local table = settlements.shallowCopy(tbl)
|
||||
local size = #table
|
||||
for i = size, 1, -1 do
|
||||
local rand = pr:next(1, size)
|
||||
table[i], table[rand] = table[rand], table[i]
|
||||
end
|
||||
return table
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- evaluate heightmap
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.evaluate_heightmap()
|
||||
local heightmap = minetest.get_mapgen_object("heightmap")
|
||||
-- max height and min height, initialize with impossible values for easier first time setting
|
||||
local max_y = -50000
|
||||
local min_y = 50000
|
||||
-- only evaluate the center square of heightmap 40 x 40
|
||||
local square_start = 1621
|
||||
local square_end = 1661
|
||||
for j = 1 , 40, 1 do
|
||||
for i = square_start, square_end, 1 do
|
||||
-- skip buggy heightmaps, return high value
|
||||
if heightmap[i] == -31000 or
|
||||
heightmap[i] == 31000
|
||||
then
|
||||
return max_height_difference + 1
|
||||
end
|
||||
if heightmap[i] < min_y
|
||||
then
|
||||
min_y = heightmap[i]
|
||||
end
|
||||
if heightmap[i] > max_y
|
||||
then
|
||||
max_y = heightmap[i]
|
||||
end
|
||||
end
|
||||
-- set next line
|
||||
square_start = square_start + 80
|
||||
square_end = square_end + 80
|
||||
end
|
||||
-- return the difference between highest and lowest pos in chunk
|
||||
local height_diff = max_y - min_y
|
||||
-- filter buggy heightmaps
|
||||
if height_diff <= 1
|
||||
then
|
||||
return max_height_difference + 1
|
||||
end
|
||||
-- debug info
|
||||
settlements.debug("heightdiff ".. height_diff)
|
||||
return height_diff
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- get LVM of current chunk
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.getlvm(minp, maxp)
|
||||
local vm = minetest.get_voxel_manip()
|
||||
local emin, emax = vm:read_from_map(minp, maxp)
|
||||
local va = VoxelArea:new{
|
||||
MinEdge = emin,
|
||||
MaxEdge = emax
|
||||
}
|
||||
local data = vm:get_data()
|
||||
return vm, data, va, emin, emax
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- get LVM of current chunk
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.setlvm(vm, data)
|
||||
-- Write data
|
||||
vm:set_data(data)
|
||||
vm:write_to_map(true)
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- Set array to list
|
||||
-- https://stackoverflow.com/questions/656199/search-for-an-item-in-a-lua-list
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.Set (list)
|
||||
local set = {}
|
||||
for _, l in ipairs(list) do set[l] = true end
|
||||
return set
|
||||
end
|
Loading…
Reference in New Issue