MineClone5/mods/MAPGEN/mcl_villages/init.lua

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settlements = {}
settlements.modpath = minetest.get_modpath(minetest.get_current_modname())
local minetest_get_spawn_level = minetest.get_spawn_level
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")
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--
-- load settlements on server
--
settlements_in_world = settlements.load()
settlements.grundstellungen()
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--
-- register block for npc spawn
--
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minetest.register_node("mcl_villages:stonebrickcarved", {
description = ("Chiseled Stone Village Bricks"),
_doc_items_longdesc = doc.sub.items.temp.build,
tiles = {"mcl_core_stonebrick_carved.png"},
stack_max = 64,
drop = "mcl_core:stonebrickcarved",
groups = {pickaxey=1, stone=1, stonebrick=1, building_block=1, material_stone=1},
sounds = mcl_sounds.node_sound_stone_defaults(),
is_ground_content = false,
_mcl_blast_resistance = 6,
_mcl_hardness = 1.5,
})
--
-- on map generation, try to build a settlement
--
local function build_a_settlement(minp, maxp, blockseed)
minetest.log("action","[mcl_villages] Building village at mapchunk " .. minetest.pos_to_string(minp) .. "..." .. minetest.pos_to_string(maxp) .. ", blockseed = " .. tostring(blockseed))
local pr = PseudoRandom(blockseed)
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-- fill settlement_info with buildings and their data
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local settlement_info = settlements.create_site_plan(minp, maxp, pr)
if not settlement_info then return end
-- evaluate settlement_info and prepair terrain
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settlements.terraform(settlement_info, pr)
-- evaluate settlement_info and build paths between buildings
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settlements.paths(settlement_info)
-- evaluate settlement_info and place schematics
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settlements.place_schematics(settlement_info, pr)
end
-- Disable natural generation in singlenode.
local mg_name = minetest.get_mapgen_setting("mg_name")
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local scan_last_node = (mcl_mapgen.CS - 2) * mcl_mapgen.BS - 1
local scan_offset = mcl_mapgen.BS
if mg_name ~= "singlenode" then
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mcl_mapgen.register_mapgen(function(minp, maxp, blockseed)
-- local str1 = (maxp.y >= 0 and blockseed % 77 == 17) and "YES" or "no"
-- minetest.log("action","[mcl_villages] " .. str1 .. ": minp=" .. minetest.pos_to_string(minp) .. ", maxp=" .. minetest.pos_to_string(maxp) .. ", blockseed=" .. tostring(blockseed))
-- don't build settlement underground
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local y_max = maxp.y
if y_max < -30 then return end
-- randomly try to build settlements
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-- if blockseed % 77 ~= 17 then return end
-- don't build settlements on (too) uneven terrain
-- lame and quick replacement of `heightmap` by kay27 - we maybe need to restore `heightmap` analysis if there will be a way for the engine to avoid cavegen conflicts:
--------------------------------------------------------------------------
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local min, max = 9999999, -9999999
local pr = PseudoRandom(blockseed)
for i = 1, pr:next(5,10) do
local pos = vector.add(vector.new(pr:next(0, scan_last_node) + scan_offset, 0, pr:next(0, scan_last_node) + scan_offset), minp)
local surface_point = settlements.find_surface(pos)
if not surface_point then return end
local y = surface_point.y
min = math.min(y, min)
max = math.max(y, max)
end
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local height_difference = max - min
--------------------------------------------------------------------------
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minetest.chat_send_all("height diff="..height_difference)
if height_difference > 10 then return end
build_a_settlement(minp, maxp, blockseed)
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end, mcl_mapgen.order.VILLAGES)
end
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-- manually place villages
if minetest.is_creative_enabled("") then
minetest.register_craftitem("mcl_villages:tool", {
description = "mcl_villages build tool",
inventory_image = "default_tool_woodshovel.png",
-- build ssettlement
on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing.under then return end
local minp = vector.subtract( pointed_thing.under, half_map_chunk_size)
local maxp = vector.add( pointed_thing.under, half_map_chunk_size)
build_a_settlement(minp, maxp, math.random(0,32767))
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end
})
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mcl_wip.register_experimental_item("mcl_villages:tool")
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end