diff --git a/mods/MAPGEN/mcl_villages/README.txt b/mods/MAPGEN/mcl_villages/README.txt new file mode 100644 index 0000000000..b266a131aa --- /dev/null +++ b/mods/MAPGEN/mcl_villages/README.txt @@ -0,0 +1,45 @@ +MCL_Villages: +============================ +A fork of Rochambeau's "Settlements" mod converted for use in MineClone2. + +-------------- +Using the mod: +-------------- +This mod adds settlements on world generation. + +And, in Creative Mode; also comes with a debug tool for spawning in villages. + + +------------- +MCL2 Credits: +------------- +Code forked from: https://github.com/MysticTempest/settlements/tree/mcl_villages + Commit: e24b4be +================================================================================ +Basic conversion of Settlements mod for compatibility with MineClone2, plus new schematics: MysticTempest + +Seed-based Village Generation, multi-threading, bugfixes: kay27 + + + +========================= +version: 0.1 alpha + +License of source code: WTFPL +----------------------------- +(c) Copyright Rochambeau (2018) + +This program is free software. It comes without any warranty, to +the extent permitted by applicable law. You can redistribute it +and/or modify it under the terms of the Do What The Fuck You Want +To Public License, Version 2, as published by Sam Hocevar. See +http://sam.zoy.org/wtfpl/COPYING for more details. + + +Credits: +-------------- +This mod is based on "ruins" by BlockMen + +Completely new schematics for MineClone2: +MysticTempest - CC-BY-SA 4.0 + diff --git a/mods/MAPGEN/mcl_villages/buildings.lua b/mods/MAPGEN/mcl_villages/buildings.lua new file mode 100644 index 0000000000..1dc9d0c25b --- /dev/null +++ b/mods/MAPGEN/mcl_villages/buildings.lua @@ -0,0 +1,357 @@ +--[[ +------------------------------------------------------------------------------- +-- build schematic, replace material, rotation +------------------------------------------------------------------------------- +function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name) + -- get building node material for better integration to surrounding + local platform_material = minetest.get_node_or_nil(pos) + if not platform_material then + return + end + platform_material = platform_material.name + -- pick random material + local material = wallmaterial[math.random(1,#wallmaterial)] + -- schematic conversion to lua + local schem_lua = minetest.serialize_schematic(building, + "lua", + {lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)" + -- replace material + if replace_wall == "y" then + schem_lua = schem_lua:gsub("mcl_core:cobble", material) + end + schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", + platform_material) + +-- Disable special junglewood for now. + -- special material for spawning npcs + -- schem_lua = schem_lua:gsub("mcl_core:junglewood", + -- "settlements:junglewood") +-- + + -- format schematic string + local schematic = loadstring(schem_lua)() + -- build foundation for the building an make room above + local width = schematic["size"]["x"] + local depth = schematic["size"]["z"] + local height = schematic["size"]["y"] + local possible_rotations = {"0", "90", "180", "270"} + local rotation = possible_rotations[ math.random( #possible_rotations ) ] + settlements.foundation( + pos, + width, + depth, + height, + rotation) + vm:set_data(data) + -- place schematic + + minetest.place_schematic_on_vmanip( + vm, + pos, + schematic, + rotation, + nil, + true) + vm:write_to_map(true) +end]] +------------------------------------------------------------------------------- +-- initialize settlement_info +------------------------------------------------------------------------------- +function settlements.initialize_settlement_info(pr) + local count_buildings = {} + + -- count_buildings table reset + for k,v in pairs(schematic_table) do + -- local name = schematic_table[v]["name"] + count_buildings[v["name"]] = 0 + end + + -- randomize number of buildings + local number_of_buildings = pr:next(10, 25) + local number_built = 1 + settlements.debug("Village ".. number_of_buildings) + + return count_buildings, number_of_buildings, number_built +end +------------------------------------------------------------------------------- +-- fill settlement_info with LVM +-------------------------------------------------------------------------------- +function settlements.create_site_plan_lvm(maxp, minp, pr) + local settlement_info = {} + local building_all_info + local possible_rotations = {"0", "90", "180", "270"} + -- find center of chunk + local center = { + x=maxp.x-half_map_chunk_size, + y=maxp.y, + z=maxp.z-half_map_chunk_size + } + -- find center_surface of chunk + local center_surface, surface_material = settlements.find_surface_lvm(center, minp) + -- go build settlement around center + if not center_surface then return false end + + -- add settlement to list + table.insert(settlements_in_world, center_surface) + -- save list to file + settlements.save() + -- initialize all settlement_info table + local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr) + -- first building is townhall in the center + building_all_info = schematic_table[1] + local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ] + -- add to settlement info table + local index = 1 + settlement_info[index] = { + pos = center_surface, + name = building_all_info["name"], + hsize = building_all_info["hsize"], + rotat = rotation, + surface_mat = surface_material + } + -- increase index for following buildings + index = index + 1 + -- now some buildings around in a circle, radius = size of town center + local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"] + -- draw j circles around center and increase radius by math.random(2,5) + for j = 1,20 do + if number_built < number_of_buildings then + -- set position on imaginary circle + for j = 0, 360, 15 do + local angle = j * math.pi / 180 + local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle ) + ptx = settlements.round(ptx, 0) + ptz = settlements.round(ptz, 0) + local pos1 = { x=ptx, y=center_surface.y+50, z=ptz} + local pos_surface, surface_material = settlements.find_surface_lvm(pos1, minp) + if not pos_surface then break end + + local randomized_schematic_table = shuffle(schematic_table, pr) + -- pick schematic + local size = #randomized_schematic_table + for i = size, 1, -1 do + -- already enough buildings of that type? + if count_buildings[randomized_schematic_table[i]["name"]] < randomized_schematic_table[i]["max_num"]*number_of_buildings then + building_all_info = randomized_schematic_table[i] + -- check distance to other buildings + local distance_to_other_buildings_ok = settlements.check_distance(settlement_info, pos_surface, building_all_info["hsize"]) + if distance_to_other_buildings_ok then + -- count built houses + count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1 + + rotation = possible_rotations[ pr:next(1, #possible_rotations ) ] + number_built = number_built + 1 + settlement_info[index] = { + pos = pos_surface, + name = building_all_info["name"], + hsize = building_all_info["hsize"], + rotat = rotation, + surface_mat = surface_material + } + index = index + 1 + break + end + end + end + if number_of_buildings == number_built then + break + end + end + r = r + pr:next(2,5) + end + end + settlements.debug("really ".. number_built) + return settlement_info +end +------------------------------------------------------------------------------- +-- fill settlement_info +-------------------------------------------------------------------------------- +function settlements.create_site_plan(maxp, minp, pr) + local settlement_info = {} + local building_all_info + local possible_rotations = {"0", "90", "180", "270"} + -- find center of chunk + local center = { + x=maxp.x-half_map_chunk_size, + y=maxp.y, + z=maxp.z-half_map_chunk_size + } + -- find center_surface of chunk + local center_surface , surface_material = settlements.find_surface(center) + -- go build settlement around center + if not center_surface then return false end + + -- add settlement to list + table.insert(settlements_in_world, center_surface) + -- save list to file + settlements.save() + -- initialize all settlement_info table + local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr) + -- first building is townhall in the center + building_all_info = schematic_table[1] + local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ] + -- add to settlement info table + local index = 1 + settlement_info[index] = { + pos = center_surface, + name = building_all_info["name"], + hsize = building_all_info["hsize"], + rotat = rotation, + surface_mat = surface_material + } + --increase index for following buildings + index = index + 1 + -- now some buildings around in a circle, radius = size of town center + local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"] + -- draw j circles around center and increase radius by math.random(2,5) + for j = 1,20 do + if number_built < number_of_buildings then + -- set position on imaginary circle + for j = 0, 360, 15 do + local angle = j * math.pi / 180 + local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle ) + ptx = settlements.round(ptx, 0) + ptz = settlements.round(ptz, 0) + local pos1 = { x=ptx, y=center_surface.y+50, z=ptz} + local pos_surface, surface_material = settlements.find_surface(pos1) + if not pos_surface then break end + + local randomized_schematic_table = shuffle(schematic_table, pr) + -- pick schematic + local size = #randomized_schematic_table + for i = size, 1, -1 do + -- already enough buildings of that type? + if count_buildings[randomized_schematic_table[i]["name"]] < randomized_schematic_table[i]["max_num"]*number_of_buildings then + building_all_info = randomized_schematic_table[i] + -- check distance to other buildings + local distance_to_other_buildings_ok = settlements.check_distance(settlement_info, pos_surface, building_all_info["hsize"]) + if distance_to_other_buildings_ok then + -- count built houses + count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1 + rotation = possible_rotations[ pr:next(1, #possible_rotations ) ] + number_built = number_built + 1 + settlement_info[index] = { + pos = pos_surface, + name = building_all_info["name"], + hsize = building_all_info["hsize"], + rotat = rotation, + surface_mat = surface_material + } + index = index + 1 + break + end + end + end + if number_of_buildings == number_built then + break + end + end + r = r + pr:next(2,5) + end + end + settlements.debug("really ".. number_built) + return settlement_info +end +------------------------------------------------------------------------------- +-- evaluate settlement_info and place schematics +------------------------------------------------------------------------------- +function settlements.place_schematics_lvm(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 pos = settlement_info[i]["pos"] + local rotation = settlement_info[i]["rotat"] + -- get building node material for better integration to surrounding + local platform_material = settlement_info[i]["surface_mat"] + platform_material_name = minetest.get_name_from_content_id(platform_material) + -- pick random material + local material = wallmaterial[pr:next(1,#wallmaterial)] + -- + local building = building_all_info["mts"] + local replace_wall = building_all_info["rplc"] + -- schematic conversion to lua + local schem_lua = minetest.serialize_schematic(building, + "lua", + {lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)" + -- replace material + if replace_wall == "y" then + schem_lua = schem_lua:gsub("mcl_core:cobble", material) + end + schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material_name) + + --[[ Disable special junglewood for now. + -- special material for spawning npcs + schem_lua = schem_lua:gsub("mcl_core:junglewood", "settlements:junglewood") + --]] + -- format schematic string + local schematic = loadstring(schem_lua)() + -- build foundation for the building an make room above + -- place schematic + + minetest.place_schematic_on_vmanip( + vm, + pos, + schematic, + rotation, + nil, + true) + end +end +------------------------------------------------------------------------------- +-- evaluate settlement_info and place schematics +------------------------------------------------------------------------------- +function settlements.place_schematics(settlement_info, pr) + local building_all_info + 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 pos = settlement_info[i]["pos"] + local rotation = settlement_info[i]["rotat"] + -- get building node material for better integration to surrounding + local platform_material = settlement_info[i]["surface_mat"] + --platform_material_name = minetest.get_name_from_content_id(platform_material) + -- pick random material + local material = wallmaterial[pr:next(1,#wallmaterial)] + -- + local building = building_all_info["mts"] + local replace_wall = building_all_info["rplc"] + -- schematic conversion to lua + local schem_lua = minetest.serialize_schematic(building, + "lua", + {lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)" + -- replace material + if replace_wall == "y" then + schem_lua = schem_lua:gsub("mcl_core:cobble", material) + end + schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material) + + --[[ Disable special junglewood for now. + -- special material for spawning npcs + schem_lua = schem_lua:gsub("mcl_core:junglewood", "settlements:junglewood") + --]] + + schem_lua = schem_lua:gsub("mcl_stairs:stair_wood_outer", "mcl_stairs:slab_wood") + schem_lua = schem_lua:gsub("mcl_stairs:stair_stone_rough_outer", "air") + + -- format schematic string + local schematic = loadstring(schem_lua)() + -- build foundation for the building an make room above + -- place schematic + minetest.place_schematic( + pos, + schematic, + rotation, + nil, + true) + end +end diff --git a/mods/MAPGEN/mcl_villages/const.lua b/mods/MAPGEN/mcl_villages/const.lua new file mode 100644 index 0000000000..5aa87078fe --- /dev/null +++ b/mods/MAPGEN/mcl_villages/const.lua @@ -0,0 +1,83 @@ +-- switch for debugging +settlements.debug = function(message) + -- minetest.chat_send_all(message) + -- minetest.log("warning", "[mcl_villages] "..message) + minetest.log("verbose", "[mcl_villages] "..message) +end + +-- switch for lvm +settlements.lvm = false + +settlements.last_settlement = os.time() + +-- material to replace cobblestone with +wallmaterial = { + "mcl_core:junglewood", + "mcl_core:sprucewood", + "mcl_core:wood", + "mcl_core:birchwood", + "mcl_core:acaciawood", + "mcl_core:stonebrick", + "mcl_core:cobble", + "mcl_core:sandstonecarved", + "mcl_core:sandstone", + "mcl_core:sandstonesmooth2" +} +settlements.surface_mat = {} +------------------------------------------------------------------------------- +-- Set array to list +-- https://stackoverflow.com/questions/656199/search-for-an-item-in-a-lua-list +------------------------------------------------------------------------------- +function settlements.grundstellungen() + settlements.surface_mat = settlements.Set { + "mcl_core:dirt_with_grass", + --"mcl_core:dry_dirt_with_grass", + "mcl_core:dirt_with_grass_snow", + --"mcl_core:dirt_with_dry_grass", + "mcl_core:podzol", + "mcl_core:sand", + "mcl_core:redsand", + --"mcl_core:silver_sand", + "mcl_core:snowblock" + } +end +-- +-- possible surfaces where buildings can be built +-- + +-- +-- path to schematics +-- +schem_path = settlements.modpath.."/schematics/" +-- +-- list of schematics +-- +schematic_table = { + {name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08, rplc = "n"}, + {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 diff --git a/mods/MAPGEN/mcl_villages/convert_lua_mts.lua b/mods/MAPGEN/mcl_villages/convert_lua_mts.lua new file mode 100644 index 0000000000..e66905ba0d --- /dev/null +++ b/mods/MAPGEN/mcl_villages/convert_lua_mts.lua @@ -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 \ No newline at end of file diff --git a/mods/MAPGEN/mcl_villages/depends.txt b/mods/MAPGEN/mcl_villages/depends.txt new file mode 100644 index 0000000000..3c04a572be --- /dev/null +++ b/mods/MAPGEN/mcl_villages/depends.txt @@ -0,0 +1,3 @@ +mcl_core +mcl_farming? +mobs_mc? diff --git a/mods/MAPGEN/mcl_villages/foundation.lua b/mods/MAPGEN/mcl_villages/foundation.lua new file mode 100644 index 0000000000..677b4efdbd --- /dev/null +++ b/mods/MAPGEN/mcl_villages/foundation.lua @@ -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 diff --git a/mods/MAPGEN/mcl_villages/init.lua b/mods/MAPGEN/mcl_villages/init.lua new file mode 100644 index 0000000000..6b795542ba --- /dev/null +++ b/mods/MAPGEN/mcl_villages/init.lua @@ -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 + }) + diff --git a/mods/MAPGEN/mcl_villages/paths.lua b/mods/MAPGEN/mcl_villages/paths.lua new file mode 100644 index 0000000000..6601fc7621 --- /dev/null +++ b/mods/MAPGEN/mcl_villages/paths.lua @@ -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 diff --git a/mods/MAPGEN/mcl_villages/schematics/blacksmith.mts b/mods/MAPGEN/mcl_villages/schematics/blacksmith.mts new file mode 100644 index 0000000000..cfdaf99ad7 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/blacksmith.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/church.mts b/mods/MAPGEN/mcl_villages/schematics/church.mts new file mode 100644 index 0000000000..dbf022cb46 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/church.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/farm.mts b/mods/MAPGEN/mcl_villages/schematics/farm.mts new file mode 100644 index 0000000000..9094c8681f Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/farm.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/lamp.mts b/mods/MAPGEN/mcl_villages/schematics/lamp.mts new file mode 100644 index 0000000000..c8d907ebad Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/lamp.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/large_house.mts b/mods/MAPGEN/mcl_villages/schematics/large_house.mts new file mode 100644 index 0000000000..7b749bf840 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/large_house.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/library.mts b/mods/MAPGEN/mcl_villages/schematics/library.mts new file mode 100644 index 0000000000..b47e0b4138 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/library.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/medium_house.mts b/mods/MAPGEN/mcl_villages/schematics/medium_house.mts new file mode 100644 index 0000000000..43ce2391b9 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/medium_house.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/small_house.mts b/mods/MAPGEN/mcl_villages/schematics/small_house.mts new file mode 100644 index 0000000000..d7b62529cb Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/small_house.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/tavern.mts b/mods/MAPGEN/mcl_villages/schematics/tavern.mts new file mode 100644 index 0000000000..5eae8ae237 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/tavern.mts differ diff --git a/mods/MAPGEN/mcl_villages/schematics/well.mts b/mods/MAPGEN/mcl_villages/schematics/well.mts new file mode 100644 index 0000000000..6ea47fea43 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/schematics/well.mts differ diff --git a/mods/MAPGEN/mcl_villages/screenshot.png b/mods/MAPGEN/mcl_villages/screenshot.png new file mode 100644 index 0000000000..64185d0b97 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/screenshot.png differ diff --git a/mods/MAPGEN/mcl_villages/screenshot_2.png b/mods/MAPGEN/mcl_villages/screenshot_2.png new file mode 100644 index 0000000000..ba299c8512 Binary files /dev/null and b/mods/MAPGEN/mcl_villages/screenshot_2.png differ diff --git a/mods/MAPGEN/mcl_villages/utils.lua b/mods/MAPGEN/mcl_villages/utils.lua new file mode 100644 index 0000000000..66a3fd6b58 --- /dev/null +++ b/mods/MAPGEN/mcl_villages/utils.lua @@ -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