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Merge pull request 'Village(r)s update' (#2189) from villager_spawning into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2189
Reviewed-by: MysticTempest <mystictempest@noreply.git.minetest.land>
mobs_head_rotation
cora 2022-05-09 22:01:25 +00:00
commit 4d342b8365
2 changed files with 69 additions and 3 deletions

View File

@ -924,6 +924,35 @@ minetest.register_on_joinplayer(function(player)
inv:set_size("offered", 1) inv:set_size("offered", 1)
end) end)
local function set_velocity(self, v)
local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:set_velocity({
x = (math.sin(yaw) * -v),
y = self.object:get_velocity().y,
z = (math.cos(yaw) * v),
})
end
local function go_home(entity)
local b=entity.bed
local s=entity.object:get_pos()
if not b then return end
local v = { x = b.x - s.x, z = b.z - s.z }
local yaw = (math.atan(v.z / v.x) + math.pi / 2) - entity.rotate
if b.x > s.x then yaw = yaw + math.pi end
entity.object:set_yaw(yaw)
set_velocity(entity,entity.follow_velocity)
entity.state = "go_home"
if vector.distance(b,s) < 10 then
entity.state = "stand"
set_velocity(entity,0)
local n=minetest.get_node(b)
if n and n.name ~= "mcl_beds:bed_red_bottom" then
entity.bed=nil --bed is gone, make villager homeless
end
end
end
--[=======[ MOB REGISTRATION AND SPAWNING ]=======] --[=======[ MOB REGISTRATION AND SPAWNING ]=======]
mobs:register_mob("mobs_mc:villager", { mobs:register_mob("mobs_mc:villager", {
@ -1029,6 +1058,9 @@ mobs:register_mob("mobs_mc:villager", {
_player_scan_timer = 0, _player_scan_timer = 0,
_trading_players = {}, -- list of playernames currently trading with villager (open formspec) _trading_players = {}, -- list of playernames currently trading with villager (open formspec)
do_custom = function(self, dtime) do_custom = function(self, dtime)
if self.bed and ( self.state == "go_home" or vector.distance(self.object:get_pos(),self.bed) > 50 ) then
go_home(self)
end
-- Stand still if player is nearby. -- Stand still if player is nearby.
if not self._player_scan_timer then if not self._player_scan_timer then
self._player_scan_timer = 0 self._player_scan_timer = 0

View File

@ -13,6 +13,7 @@ dofile(settlements.modpath.."/paths.lua")
settlements.grundstellungen() settlements.grundstellungen()
local villagegen={}
-- --
-- register block for npc spawn -- register block for npc spawn
-- --
@ -29,6 +30,7 @@ minetest.register_node("mcl_villages:stonebrickcarved", {
_mcl_hardness = 1.5, _mcl_hardness = 1.5,
}) })
minetest.register_node("mcl_villages:structblock", {drawtype="airlike",groups = {not_in_creative_inventory=1},})
@ -48,6 +50,17 @@ if minetest.get_modpath("mobs_mc") then
end end
--]] --]]
local function spawn_villagers(minp,maxp)
local beds=minetest.find_nodes_in_area(minp,maxp,{"mcl_beds:bed_red_bottom"})
for _,bed in pairs(beds) do
minetest.get_meta(bed):set_string("villagebed","true")
local v=minetest.add_entity(bed,"mobs_mc:villager")
if v then
v:get_luaentity().bed = bed
end
end
end
-- --
-- on map generation, try to build a settlement -- on map generation, try to build a settlement
-- --
@ -66,6 +79,10 @@ local function build_a_settlement(minp, maxp, blockseed)
-- evaluate settlement_info and place schematics -- evaluate settlement_info and place schematics
settlements.place_schematics(settlement_info, pr) settlements.place_schematics(settlement_info, pr)
minetest.after(60,function()
spawn_villagers(minp,maxp)
end) --give the village some time to fully generate
end end
local function ecb_village(blockpos, action, calls_remaining, param) local function ecb_village(blockpos, action, calls_remaining, param)
@ -84,14 +101,31 @@ if mg_name ~= "singlenode" then
if blockseed % 77 ~= 17 then return end if blockseed % 77 ~= 17 then return end
-- needed for manual and automated settlement building -- needed for manual and automated settlement building
-- don't build settlements on (too) uneven terrain -- don't build settlements on (too) uneven terrain
--local heightmap = minetest.get_mapgen_object("heightmap") local n=minetest.get_node_or_nil(minp)
if n and n.name == "mcl_villages:structblock" then return end
if villagegen[minetest.pos_to_string(minp)] ~= nil then return end
minetest.set_node(minp,{name="mcl_villages:structblock"})
local height_difference = settlements.evaluate_heightmap() local height_difference = settlements.evaluate_heightmap()
if height_difference > max_height_difference then return end if height_difference > max_height_difference then return end
local param={minp=vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed} villagegen[minetest.pos_to_string(minp)]={minp=vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed}
minetest.emerge_area(minp, maxp, ecb_village, param)
end) end)
end end
minetest.register_lbm({
name = "mcl_villages:structblock",
run_at_every_load = true,
nodenames = {"mcl_villages:structblock"},
action = function(pos, node)
minetest.set_node(pos, {name = "air"})
if not villagegen[minetest.pos_to_string(pos)] then return end
local minp=villagegen[minetest.pos_to_string(pos)].minp
local maxp=villagegen[minetest.pos_to_string(pos)].maxp
minetest.emerge_area(minp, maxp, ecb_village, villagegen[minetest.pos_to_string(minp)])
villagegen[minetest.pos_to_string(minp)]=nil
end
})
-- manually place villages -- manually place villages
if minetest.is_creative_enabled("") then if minetest.is_creative_enabled("") then
minetest.register_craftitem("mcl_villages:tool", { minetest.register_craftitem("mcl_villages:tool", {