forked from MineClone5/MineClone5
Break villages
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991a08636c
commit
4ae1bf711d
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@ -480,7 +480,6 @@ function mcl_mapgen.get_voxel_manip(vm_context)
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return vm_context.vm
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end
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local CS_NODES = mcl_mapgen.CS_NODES
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function mcl_mapgen.clamp_to_chunk(x, size)
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if not size then
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minetest.log("warning", "[mcl_mapgen] Couldn't clamp " .. tostring(x) .. " - missing size")
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@ -504,6 +503,11 @@ function mcl_mapgen.clamp_to_chunk(x, size)
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end
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return x - overflow
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end
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function mcl_mapgen.get_chunk_beginning(x)
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return x - ((x + central_chunk_min_pos) % CS_NODES)
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end
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function mcl_mapgen.get_chunk_ending(x)
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return mcl_mapgen.get_chunk_beginning(x) + LAST_NODE_IN_CHUNK
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end
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@ -1,62 +1,3 @@
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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 = mcl_vars.get_node(pos)
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if not platform_material or (platform_material.name == "air" or platform_material.name == "ignore") 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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@ -75,18 +16,14 @@ 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 possible_rotations = {"0", "90", "180", "270"}
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function settlements.create_site_plan(minp, maxp, 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=math.floor((minp.x+maxp.x)/2),
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y=maxp.y,
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z=math.floor((minp.z+maxp.z)/2)
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}
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local center = vector.add(minp, mcl_mapgen.HALF_CS_NODES)
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-- find center_surface of chunk
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local center_surface , surface_material = settlements.find_surface(center, true)
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local center_surface , surface_material = settlements.find_surface(center)
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local chunks = {}
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chunks[mcl_mapgen.get_chunk_number(center)] = true
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@ -130,7 +67,7 @@ function settlements.create_site_plan(maxp, minp, pr)
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pos_surface, surface_material = settlements.find_surface(pos1)
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else
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chunks[chunk_number] = true
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pos_surface, surface_material = settlements.find_surface(pos1, true)
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pos_surface, surface_material = settlements.find_surface(pos1)
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end
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if not pos_surface then break end
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@ -59,7 +59,7 @@ local function build_a_settlement(minp, maxp, blockseed)
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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(maxp, minp, pr)
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local settlement_info = settlements.create_site_plan(minp, maxp, pr)
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if not settlement_info then return end
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-- evaluate settlement_info and prepair terrain
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@ -74,33 +74,37 @@ end
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-- Disable natural generation in singlenode.
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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
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local scan_offset = mcl_mapgen.BS
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if mg_name ~= "singlenode" then
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mcl_mapgen.register_mapgen(function(minp, maxp, blockseed)
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-- local str1 = (maxp.y >= 0 and blockseed % 77 == 17) and "YES" or "no"
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-- minetest.log("action","[mcl_villages] " .. str1 .. ": minp=" .. minetest.pos_to_string(minp) .. ", maxp=" .. minetest.pos_to_string(maxp) .. ", blockseed=" .. tostring(blockseed))
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-- don't build settlement underground
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if maxp.y < 0 then return end
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local y_max = maxp.y
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if y_max < -30 then return end
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-- randomly try to build settlements
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if blockseed % 77 ~= 17 then return end
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-- if blockseed % 77 ~= 17 then return end
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-- don't build settlements on (too) uneven terrain
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-- 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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--------------------------------------------------------------------------
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local height_difference, min, max
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local pr1=PseudoRandom(blockseed)
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for i=1,pr1:next(5,10) do
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local x = pr1:next(0, 40) + minp.x + 19
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local z = pr1:next(0, 40) + minp.z + 19
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local y = minetest_get_spawn_level(x, z)
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if not y then return end
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if y < (min or y+1) then min = y end
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if y > (max or y-1) then max = y end
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local min, max = 9999999, -9999999
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local pr = PseudoRandom(blockseed)
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for i = 1, pr:next(5,10) do
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local pos = vector.add(vector.new(pr:next(0, scan_last_node) + scan_offset, 0, pr:next(0, scan_last_node) + scan_offset), minp)
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local surface_point = settlements.find_surface(pos)
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if not surface_point then return end
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local y = surface_point.y
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min = math.min(y, min)
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max = math.max(y, max)
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end
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height_difference = max - min + 1
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local height_difference = max - min
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--------------------------------------------------------------------------
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if height_difference > max_height_difference then return end
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minetest.chat_send_all("height diff="..height_difference)
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if height_difference > 10 then return end
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build_a_settlement(minp, maxp, blockseed)
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end, mcl_mapgen.order.VILLAGES)
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@ -1,5 +1,5 @@
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name = mcl_villages
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author = Rochambeau
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author = Rochambeau, MysticTempest, kay27
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description = This mod adds settlements on world generation.
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depends = mcl_util, mcl_mapgen_core, mcl_structures, mcl_core, mcl_loot
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depends = mcl_util, mcl_mapgen_core, mcl_structures, mcl_core, mcl_loot, mcl_mapgen
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optional_depends = mcl_farming, mobs_mc
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@ -1,4 +1,4 @@
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local get_node = mcl_mapgen.get_far_node
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local get_node = minetest.get_node
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-------------------------------------------------------------------------------
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-- function to copy tables
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@ -22,55 +22,36 @@ end
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-- function to find surface block y coordinate
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-- returns surface postion
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-------------------------------------------------------------------------------
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function settlements.find_surface(pos, wait)
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function settlements.find_surface(pos)
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local p6 = vector.new(pos)
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local cnt = 0
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local itter = 1 -- count up or down
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local cnt_max = 200
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-- check, in which direction to look for surface
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local surface_node
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if wait then
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surface_node = get_node(p6, true, 10000000)
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else
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surface_node = get_node(p6)
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p6.y = mcl_mapgen.get_chunk_ending(p6.y)
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local ymin = mcl_mapgen.get_chunk_beginning(p6.y)
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local node = get_node(p6)
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minetest.chat_send_all(node.name)
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if node.name ~= "air" then return end
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while true do
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p6.y = p6.y - 1
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if p6.y < ymin then return end
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node = get_node(p6)
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if settlements.surface_mat[node.name] then
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break
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end
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if surface_node.name=="air" or surface_node.name=="ignore" then
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itter = -1
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end
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-- go through nodes an find surface
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while cnt < cnt_max do
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-- Check Surface_node and Node above
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--
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if settlements.surface_mat[surface_node.name] then
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local surface_node_plus_1 = get_node({ x=p6.x, y=p6.y+1, z=p6.z})
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if surface_node_plus_1 and surface_node and
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(string.find(surface_node_plus_1.name,"air") or
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string.find(surface_node_plus_1.name,"snow") or
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string.find(surface_node_plus_1.name,"fern") or
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string.find(surface_node_plus_1.name,"flower") or
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string.find(surface_node_plus_1.name,"bush") or
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string.find(surface_node_plus_1.name,"tree") or
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string.find(surface_node_plus_1.name,"grass"))
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then
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settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name)
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return p6, surface_node.name
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else
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settlements.debug("find_surface2: wrong surface+1")
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end
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else
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settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))
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end
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minetest.chat_send_all(node.name)
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p6.y = p6.y + itter
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if p6.y < 0 then
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settlements.debug("find_surface4: y<0")
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return nil
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local prev_node = minetest.get_node(vector.new(p6.x, p6.y + 1, p6.z))
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local name = prev_node.name
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if (string.find(name, "air")
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or string.find(name, "snow")
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or string.find(name, "fern")
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or string.find(name, "flower")
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or string.find(name, "bush")
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or string.find(name, "tree")
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or string.find(name, "grass")
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) then
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minetest.chat_send_all("found! "..node.name..", "..minetest.pos_to_string(p6))
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return p6, node.name
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end
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cnt = cnt+1
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surface_node = get_node(p6)
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end
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settlements.debug("find_surface5: cnt_max overflow")
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return nil
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end
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-------------------------------------------------------------------------------
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-- check distance for new building
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