forked from VoxeLibre/VoxeLibre
do not use voxelmanip anymore, seems to be smoother without
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6ab0b6bdaa
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787457595f
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@ -19,7 +19,7 @@ local function add_building(settlement, building, count_buildings)
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end
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end
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local function layout_town(vm, minp, maxp, pr, input_settlement)
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local function layout_town(minp, maxp, pr, input_settlement)
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local center = vector.new(pr:next(minp.x + 24, maxp.x - 24), maxp.y, pr:next(minp.z + 24, maxp.z - 24))
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minetest.log("action", "[mcl_villages] sudo make me a village at: " .. minetest.pos_to_string(minp).." - "..minetest.pos_to_string(maxp))
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local possible_rotations = {"0", "90", "180", "270"}
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@ -57,7 +57,7 @@ local function layout_town(vm, minp, maxp, pr, input_settlement)
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-- ensure we have 3 space for terraforming, and avoid problems with VoxelManip
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if tlpos.x - 3 >= minp.x and tlpos.x + size.x + 3 <= maxp.x
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and tlpos.z + 3 >= minp.z and tlpos.z + size.y + 3 <= maxp.z then
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local pos, surface_material = vl_terraforming.find_level_vm(vm, cpos, size, 6)
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local pos, surface_material = vl_terraforming.find_level(cpos, size, 6)
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if pos and pos.y + size.y > maxp.y then pos = nil end
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-- check distance to other buildings. Note that we still want to add baseplates etc.
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if pos and mcl_villages.surface_mat[surface_material.name] and mcl_villages.check_distance(settlement, cpos, size.x, size.z, mindist) then
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@ -98,7 +98,7 @@ local function layout_town(vm, minp, maxp, pr, input_settlement)
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return settlement
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end
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function mcl_villages.create_site_plan(vm, minp, maxp, pr)
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function mcl_villages.create_site_plan(minp, maxp, pr)
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local settlement = {}
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-- initialize all settlement_info table
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@ -169,7 +169,7 @@ function mcl_villages.create_site_plan(vm, minp, maxp, pr)
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end
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table.insert(settlement, 1, bell_info)
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return layout_town(vm, minp, maxp, pr, settlement)
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return layout_town(minp, maxp, pr, settlement)
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end
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local function init_nodes(p1, p2, pr)
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@ -194,8 +194,7 @@ local function init_nodes(p1, p2, pr)
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for _, n in pairs(nodes) do mcl_villages.fill_chest(n, pr) end
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end
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-- important: the vm will be written and then is outdated!
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function mcl_villages.place_schematics(vm, settlement, blockseed, pr)
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function mcl_villages.place_schematics(sminp, smaxp, settlement, blockseed, pr)
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-- first building is always the bell
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local bell_pos = vector.offset(settlement[1].minp, math.floor(settlement[1].size.x/2), 0, math.floor(settlement[1].size.z/2))
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@ -213,17 +212,14 @@ function mcl_villages.place_schematics(vm, settlement, blockseed, pr)
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-- the foundation and air space for the building was already built before
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-- minetest.log("action", "placing schematics for "..building.name.." at "..minetest.pos_to_string(minp).." on "..surface_material.name)
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minetest.place_schematic_on_vmanip(vm, minp, schematic, rotation, nil, true, { place_center_x = false, place_center_y = false, place_center_z = false })
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mcl_villages.store_path_ends(vm, minp, maxp, cpos, blockseed, bell_pos)
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mcl_villages.increase_no_paths(vm, minp, maxp) -- help the path finder
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minetest.place_schematic(minp, schematic, rotation, nil, true, { place_center_x = false, place_center_y = false, place_center_z = false })
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mcl_villages.store_path_ends(minp, maxp, cpos, blockseed, bell_pos)
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mcl_villages.increase_no_paths(minp, maxp) -- help the path finder
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end
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local minp, maxp = vm:get_emerged_area() -- safe area for further processing
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vm:write_to_map(true) -- for path finder and light
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-- Path planning and placement
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mcl_villages.paths(blockseed, minetest.get_biome_name(minetest.get_biome_data(bell_pos).biome), minp, maxp)
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mcl_villages.clean_no_paths(minp, maxp)
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mcl_villages.paths(blockseed, minetest.get_biome_name(minetest.get_biome_data(bell_pos).biome), sminp, smaxp)
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mcl_villages.clean_no_paths(sminp, smaxp)
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-- Clean up paths and initialize nodes
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for i, building in ipairs(settlement) do
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init_nodes(building.minp, building.maxp, pr)
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@ -335,7 +331,7 @@ function mcl_villages.post_process_village(blockseed)
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end
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-- Terraform for an entire village
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function mcl_villages.terraform(vm, settlement, pr)
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function mcl_villages.terraform(settlement, pr)
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-- TODO: sort top-down, then bottom-up, or opposite?
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-- we make the foundations 2 node wider than necessary, to have one node for path laying
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for i, building in ipairs(settlement) do
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@ -343,7 +339,7 @@ function mcl_villages.terraform(vm, settlement, pr)
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local pos, size = building.pos, building.size
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pos = vector.offset(pos, -math.floor((size.x-1)/2), 0, -math.floor((size.z-1)/2))
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-- TODO: allow different clearance for different buildings?
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vl_terraforming.clearance_vm(vm, pos.x-1, pos.y, pos.z-1, size.x+2, size.y, size.z+2, 2, building.surface_mat, building.dust_mat, pr)
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vl_terraforming.clearance(pos.x-1, pos.y, pos.z-1, size.x+2, size.y, size.z+2, 2, building.surface_mat, building.dust_mat, pr)
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end
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end
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for i, building in ipairs(settlement) do
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@ -356,7 +352,7 @@ function mcl_villages.terraform(vm, settlement, pr)
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building.platform_mat = platform_mat -- remember for use in schematic placement
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building.stone_mat = stone_mat
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pos = vector.offset(pos, -math.floor((size.x-1)/2), 0, -math.floor((size.z-1)/2))
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vl_terraforming.foundation_vm(vm, pos.x-2, pos.y, pos.z-2, size.x+4, -5, size.z+4, 2, surface_mat, platform_mat, stone_mat, dust_mat, pr)
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vl_terraforming.foundation(pos.x-2, pos.y, pos.z-2, size.x+4, -5, size.z+4, 2, surface_mat, platform_mat, stone_mat, dust_mat, pr)
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end
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end
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end
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@ -15,14 +15,12 @@ local function ecb_village(blockpos, action, calls_remaining, param)
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if calls_remaining >= 1 then return end
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if mcl_villages.village_exists(param.blockseed) then return end
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local pr = PcgRandom(param.blockseed)
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local vm = VoxelManip(param.minp, param.maxp)
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local settlement = mcl_villages.create_site_plan(vm, param.minp, param.maxp, pr)
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local settlement = mcl_villages.create_site_plan(param.minp, param.maxp, pr)
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if not settlement then return false, false end
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-- all foundations first, then all buildings, to avoid damaging very close buildings
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mcl_villages.terraform(vm, settlement, pr)
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mcl_villages.place_schematics(vm, settlement, param.blockseed, pr)
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mcl_villages.terraform(settlement, pr)
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mcl_villages.place_schematics(param.minp, param.maxp, settlement, param.blockseed, pr)
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mcl_villages.add_village(param.blockseed, settlement)
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--lvm:write_to_map(true) -- destorys paths as of now, as they are placed afterwards
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for _, on_village_placed_callback in pairs(mcl_villages.on_village_placed) do
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on_village_placed_callback(settlement, param.blockseed)
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end
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@ -3,6 +3,9 @@
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-------------------------------------------------------------------------------
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local light_threshold = tonumber(minetest.settings:get("mcl_villages_light_threshold")) or 5
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local get_node = core.get_node
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local swap_node = core.swap_node
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-- This ends up being a nested table.
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-- 1st level is the blockseed which is the village
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-- 2nd is the distance of the building from the bell
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@ -20,7 +23,7 @@ end
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-- this can still run in LVM
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-- simple function to increase "no_paths" walls
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function mcl_villages.increase_no_paths(vm, minp, maxp)
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function mcl_villages.increase_no_paths(minp, maxp)
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local p = vector.zero()
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for z = minp.z, maxp.z do
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p.z = z
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@ -28,12 +31,12 @@ function mcl_villages.increase_no_paths(vm, minp, maxp)
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p.x = x
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for y = minp.y, maxp.y - 1 do
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p.y = y
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local n = vm:get_node_at(p)
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local n = get_node(p)
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if n and n.name == "mcl_villages:no_paths" then
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p.y = y + 1
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n = vm:get_node_at(p)
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n = get_node(p)
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if n and n.name == "air" then
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vm:set_node_at(p, {name = "mcl_villages:no_paths" })
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swap_node(p, {name = "mcl_villages:no_paths" })
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end
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end
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end
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@ -42,7 +45,7 @@ function mcl_villages.increase_no_paths(vm, minp, maxp)
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end
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-- Insert end points in to the nested tables
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function mcl_villages.store_path_ends(vm, minp, maxp, pos, blockseed, bell_pos)
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function mcl_villages.store_path_ends(minp, maxp, pos, blockseed, bell_pos)
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-- We store by distance because we create paths far away from the bell first
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local dist = vector.distance(bell_pos, pos)
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local id = "block_" .. blockseed -- cannot use integers as keys
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@ -55,10 +58,10 @@ function mcl_villages.store_path_ends(vm, minp, maxp, pos, blockseed, bell_pos)
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v.y = yi
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for xi = minp.x, maxp.x do
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v.x = xi
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local n = vm:get_node_at(v)
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local n = get_node(v)
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if n and n.name == "mcl_villages:path_endpoint" then
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table.insert(tab, vector.copy(v))
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vm:set_node_at(v, { name = "air" })
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swap_node(v, { name = "air" })
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end
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end
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end
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@ -80,19 +83,18 @@ local function place_lamp(pos, pr)
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)
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end
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-- TODO: port this to lvm.
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local function smooth_path(path, passes, minp, maxp)
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-- bridge over water/laver
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for i = 2, #path - 1 do
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while true do
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local cur = path[i]
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local node = minetest.get_node(cur).name
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local node = get_node(cur).name
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if node == "air" and vector.in_area(cur, minp, maxp) then
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local under = minetest.get_node(vector.offset(path[i], 0, -1, 0)).name
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local under = get_node(vector.offset(path[i], 0, -1, 0)).name
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local udef = minetest.registered_nodes[under]
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-- do not build paths over leaves
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if udef and udef.groups.leaves then
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minetest.swap_node(path[i], {name="mcl_villages:no_paths"})
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if udef and (udef.groups.leaves or 0) > 0 then
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swap_node(path[i], {name="mcl_villages:no_paths"})
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return -- bad path
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end
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break
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@ -115,7 +117,7 @@ local function smooth_path(path, passes, minp, maxp)
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local prev_y = path[i - 1].y
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local y = path[i].y
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local next_y = path[i + 1].y
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local bump = minetest.get_node(path[i]).name
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local bump = get_node(path[i]).name
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local bdef = minetest.registered_nodes[bump]
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-- TODO: also replace bamboo underneath with dirt here?
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@ -126,14 +128,14 @@ local function smooth_path(path, passes, minp, maxp)
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or (y > prev_y and y > next_y) then
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-- Remove peaks to flatten path
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path[i].y = math.max(prev_y, next_y)
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minetest.swap_node(path[i], { name = "air" })
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swap_node(path[i], { name = "air" })
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changed = true
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elseif (y < next_y - 1 and y >= prev_y) -- large step
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or (y < prev_y - 1 and y >= next_y) -- large step
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or (y < prev_y and y < next_y) then
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-- Fill in dips to flatten path
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path[i].y = math.min(prev_y, next_y) - 1 -- to replace below first
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minetest.swap_node(path[i], { name = "mcl_core:dirt" }) -- todo: use sand/sandstone in desert?, use slabs?
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swap_node(path[i], { name = "mcl_core:dirt" }) -- todo: use sand/sandstone in desert?, use slabs?
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path[i].y = path[i].y + 1 -- above dirt
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changed = true
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end
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@ -146,23 +148,22 @@ local function smooth_path(path, passes, minp, maxp)
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-- we may not yet have filled a gap
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for i = 2, #path - 1 do
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local below = vector.offset(path[y], 0, -1, 0)
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local bdef = minetest.registered_nodes[minetest.get_node(path[i]).name]
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local bdef = minetest.registered_nodes[get_node(path[i]).name]
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if bdef and not bdef.walkable then
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minetest.swap_node(path[i], { name = "mcl_core:dirt" }) -- todo: use sand/sandstone in desert?, use slabs?
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swap_node(path[i], { name = "mcl_core:dirt" }) -- todo: use sand/sandstone in desert?, use slabs?
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end
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end
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end]]
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return path
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end
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-- TODO: port this to lvm.
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local function place_path(path, pr, stair, slab)
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-- find water/lava below
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for i = 2, #path - 1 do
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local prev_y = path[i - 1].y
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local y = path[i].y
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local next_y = path[i + 1].y
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local bump = minetest.get_node(path[i]).name
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local bump = get_node(path[i]).name
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local bdef = minetest.registered_nodes[bump]
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if bdef and ((bdef.groups.water or 0) > 0 or (bdef.groups.lava or 0) > 0) then
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@ -170,10 +171,10 @@ local function place_path(path, pr, stair, slab)
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local up_pos = vector.copy(path[i])
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while true do
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up_pos.y = up_pos.y + 1
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local up_node = minetest.get_node(up_pos).name
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local up_node = get_node(up_pos).name
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local udef = minetest.registered_nodes[up_node]
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if udef and (udef.groups.water or 0) == 0 and (udef.groups.lava or 0) == 0 then
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minetest.swap_node(up_pos, { name = "air" })
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swap_node(up_pos, { name = "air" })
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path[i] = up_pos
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break
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elseif not udef then break end -- ignore node encountered
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end
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for i, pos in ipairs(path) do
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local n0 = minetest.get_node(pos).name
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if n0 ~= "air" then minetest.swap_node(pos, { name = "air" }) end
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local n0 = get_node(pos).name
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if n0 ~= "air" then swap_node(pos, { name = "air" }) end
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local under_pos = vector.offset(pos, 0, -1, 0)
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local n = minetest.get_node(under_pos).name
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local n = get_node(under_pos).name
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local ndef = minetest.registered_nodes[n]
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local groups = ndef and ndef.groups or {}
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local done = false
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if i > 1 and pos.y > path[i - 1].y then
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-- stairs up
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if not groups.stair then
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if (groups.stair or 0) == 0 then
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done = true
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local param2 = minetest.dir_to_facedir(vector.subtract(pos, path[i - 1]))
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minetest.swap_node(under_pos, { name = stair, param2 = param2 })
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swap_node(under_pos, { name = stair, param2 = param2 })
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end
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elseif i < #path-1 and pos.y > path[i + 1].y then
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-- stairs down
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if not groups.stair then
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if (groups.stair or 0) == 0 then
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done = true
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local param2 = minetest.dir_to_facedir(vector.subtract(pos, path[i + 1]))
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minetest.swap_node(under_pos, { name = stair, param2 = param2 })
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swap_node(under_pos, { name = stair, param2 = param2 })
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end
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elseif not groups.stair and i > 1 and pos.y < path[i - 1].y then
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elseif (groups.stair or 0) == 0 and i > 1 and pos.y < path[i - 1].y then
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-- stairs down
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local n2 = minetest.get_node(vector.offset(path[i - 1], 0, -1, 0)).name
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local n2 = get_node(vector.offset(path[i - 1], 0, -1, 0)).name
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if not minetest.get_item_group(n2, "stair") then
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done = true
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local param2 = minetest.dir_to_facedir(vector.subtract(path[i - 1], pos))
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@ -216,38 +217,38 @@ local function place_path(path, pr, stair, slab)
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minetest.add_node(pos, { name = stair, param2 = param2 })
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pos.y = pos.y + 1
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end
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elseif not groups.stair and i < #path-1 and pos.y < path[i + 1].y then
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elseif (groups.stair or 0) == 0 and i < #path-1 and pos.y < path[i + 1].y then
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-- stairs up
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local n2 = minetest.get_node(vector.offset(path[i + 1], 0, -1, 0)).name
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local n2 = get_node(vector.offset(path[i + 1], 0, -1, 0)).name
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if not minetest.get_item_group(n2, "stair") then
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done = true
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local param2 = minetest.dir_to_facedir(vector.subtract(path[i + 1], pos))
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if i > 1 then -- uglier, but easier to walk up?
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param2 = minetest.dir_to_facedir(vector.subtract(pos, path[i - 1]))
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end
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minetest.add_node(pos, { name = stair, param2 = param2 })
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swap_node(pos, { name = stair, param2 = param2 })
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pos.y = pos.y + 1
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end
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end
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-- flat
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if not done then
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if groups.water then
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minetest.add_node(under_pos, { name = slab })
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elseif groups.lava then
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minetest.add_node(under_pos, { name = "mcl_stairs:slab_stone" })
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elseif groups.sand then
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minetest.swap_node(under_pos, { name = "mcl_core:sandstonesmooth2" })
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elseif groups.soil and not groups.dirtifies_below_solid then
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minetest.swap_node(under_pos, { name = "mcl_core:grass_path" })
|
||||
if (groups.water or 0) > 0 then
|
||||
swap_node(under_pos, { name = slab })
|
||||
elseif (groups.lava or 0) > 0 then
|
||||
swap_node(under_pos, { name = "mcl_stairs:slab_stone" })
|
||||
elseif (groups.sand or 0) > 0 then
|
||||
swap_node(under_pos, { name = "mcl_core:sandstonesmooth2" })
|
||||
elseif (groups.soil or 0) > 0 and (groups.dirtifies_below_solid or 0) == 0 then
|
||||
swap_node(under_pos, { name = "mcl_core:grass_path" })
|
||||
end
|
||||
end
|
||||
|
||||
-- Clear space for villagers to walk
|
||||
for j = 1, 2 do
|
||||
local over_pos = vector.offset(pos, 0, j, 0)
|
||||
if minetest.get_node(over_pos).name ~= "air" then
|
||||
minetest.swap_node(over_pos, { name = "air" })
|
||||
if get_node(over_pos).name ~= "air" then
|
||||
swap_node(over_pos, { name = "air" })
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -260,7 +261,7 @@ local function place_path(path, pr, stair, slab)
|
|||
)
|
||||
-- todo: shuffle nn?
|
||||
for _, npos in ipairs(nn) do
|
||||
local node = minetest.get_node(npos).name
|
||||
local node = get_node(npos).name
|
||||
if node ~= "mcl_core:grass_path" and minetest.get_item_group(node, "stair") == 0 then
|
||||
if minetest.get_item_group(node, "wood_slab") ~= 0 then
|
||||
minetest.add_node(vector.offset(npos, 0, 1, 0), { name = "mcl_torches:torch", param2 = 1 })
|
||||
|
|
|
@ -1,9 +1,11 @@
|
|||
local vector_offset = vector.offset
|
||||
local floor = math.floor
|
||||
local get_node = core.get_node
|
||||
|
||||
local logging = minetest.settings:get_bool("vl_structures_logging", false)
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
|
||||
|
||||
-- parse the prepare parameter
|
||||
local function parse_prepare(prepare)
|
||||
if prepare == nil or prepare == true then return vl_structures.DEFAULT_PREPARE end
|
||||
|
@ -21,8 +23,6 @@ end
|
|||
local function emerge_schematics(blockpos, action, calls_remaining, param)
|
||||
if calls_remaining >= 1 then return end
|
||||
local start = os.clock()
|
||||
local vm = VoxelManip()
|
||||
vm:read_from_map(param.emin, param.emax)
|
||||
local startmain = os.clock()
|
||||
local pos, size, yoffset, def, pr = param.pos, param.size, param.yoffset or 0, param.def, param.pr
|
||||
local prepare, surface_mat = parse_prepare(param.prepare or def.prepare), param.surface_mat
|
||||
|
@ -40,13 +40,13 @@ local function emerge_schematics(blockpos, action, calls_remaining, param)
|
|||
end
|
||||
|
||||
-- hack to get dust nodes more often, in case the mapgen messed with biomes
|
||||
local n = vm:get_node_at(vector_offset(param.opos, 0, 1, 0))
|
||||
local n = get_node(vector_offset(param.opos, 0, 1, 0))
|
||||
if n.name == "mcl_core:snow" then dust_mat = n end
|
||||
|
||||
-- Step 1: adjust ground to a more level position
|
||||
-- todo: also support checking ground of daughter schematics, but not used by current schematics
|
||||
if pos and size and prepare and tolerance_enabled(prepare.tolerance, prepare.mode) then
|
||||
pos, surface_mat = vl_terraforming.find_level_vm(vm, pos, size, prepare.tolerance, prepare.mode)
|
||||
pos, surface_mat = vl_terraforming.find_level(pos, size, prepare.tolerance, prepare.mode)
|
||||
if not pos then
|
||||
minetest.log("warning", "[vl_structures] Not spawning "..tostring(def.name or param.schematic.name).." at "..minetest.pos_to_string(param.pos).." because ground is too uneven.")
|
||||
return
|
||||
|
@ -80,7 +80,7 @@ local function emerge_schematics(blockpos, action, calls_remaining, param)
|
|||
local yoff, ymax = prepare.clear_bottom or 0, size.y + yoffset + (prepare.clear_top or vl_structures.DEFAULT_PREPARE.clear_top)
|
||||
if prepare.clear_bottom == "top" or prepare.clear_bottom == "above" then yoff = size.y + yoffset end
|
||||
--minetest.log("action", "[vl_structures] clearing air "..minetest.pos_to_string(gp)..": ".. (size.x + padding * 2)..","..ymax..","..(size.z + padding * 2))
|
||||
vl_terraforming.clearance_vm(vm, gp.x, gp.y + yoff, gp.z,
|
||||
vl_terraforming.clearance(gp.x, gp.y + yoff, gp.z,
|
||||
size.x + padding * 2, ymax - yoff, size.z + padding * 2,
|
||||
corners, node_top, node_dust, pr)
|
||||
-- clear for daughters
|
||||
|
@ -98,7 +98,7 @@ local function emerge_schematics(blockpos, action, calls_remaining, param)
|
|||
local sy = ymax - yoff
|
||||
--minetest.log("action", "[vl_structures] clearing air "..minetest.pos_to_string(gp)..": ".. (dsize.x + padding * 2)..","..sy..","..(dsize.z + padding * 2))
|
||||
if sy > 0 then
|
||||
vl_terraforming.clearance_vm(vm, gp.x, gp.y + yoff, gp.z,
|
||||
vl_terraforming.clearance(gp.x, gp.y + yoff, gp.z,
|
||||
dsize.x + padding * 2, ymax - yoff, dsize.z + padding * 2,
|
||||
corners, node_top, node_dust, pr)
|
||||
end
|
||||
|
@ -110,7 +110,7 @@ local function emerge_schematics(blockpos, action, calls_remaining, param)
|
|||
if prepare.foundation then
|
||||
-- minetest.log("action", "[vl_structures] "..tostring(def.name or param.schematic.name).." fill foundation "..minetest.pos_to_string(gp).." with "..tostring(node_top.name).." "..tostring(node_filler.name).." "..tostring(node_dust and node_dust.name))
|
||||
local depth = (type(prepare.foundation) == "number" and prepare.foundation) or vl_structures.DEFAULT_PREPARE.foundation
|
||||
vl_terraforming.foundation_vm(vm, gp.x, gp.y - 1, gp.z,
|
||||
vl_terraforming.foundation(gp.x, gp.y - 1, gp.z,
|
||||
size.x + padding * 2, depth, size.z + padding * 2,
|
||||
corners, node_top, node_filler, node_stone, node_dust, pr)
|
||||
-- foundation for daughters
|
||||
|
@ -124,7 +124,7 @@ local function emerge_schematics(blockpos, action, calls_remaining, param)
|
|||
local gp = vector_offset(pos, dd.pos.x - floor((dsize.x-1)*0.5) - padding,
|
||||
dd.pos.y + (yoffset or 0),
|
||||
dd.pos.z - floor((dsize.z-1)*0.5) - padding)
|
||||
vl_terraforming.foundation_vm(vm, gp.x, gp.y - 1, gp.z,
|
||||
vl_terraforming.foundation(gp.x, gp.y - 1, gp.z,
|
||||
dsize.x + padding * 2, depth, dsize.z + padding * 2,
|
||||
corners, node_top, node_filler, node_stone, node_dust, pr)
|
||||
end
|
||||
|
@ -133,17 +133,16 @@ local function emerge_schematics(blockpos, action, calls_remaining, param)
|
|||
end
|
||||
|
||||
-- Step 3: place schematic on center position
|
||||
minetest.place_schematic_on_vmanip(vm, pmin, param.schematic, param.rotation, param.replacements, param.force_placement, "")
|
||||
minetest.place_schematic(pmin, param.schematic, param.rotation, param.replacements, param.force_placement, "")
|
||||
-- Step 3: place daughter schematics
|
||||
for _,tmp in ipairs(daughters) do
|
||||
local d, ds, rot = tmp[1], tmp[2], tmp[3]
|
||||
local p = vector_offset(pos, d.pos.x, d.pos.y + (yoffset or 0), d.pos.z)
|
||||
minetest.place_schematic_on_vmanip(vm, p, ds, rot, d.replacements, d.force_placement, "place_center_x,place_center_z")
|
||||
minetest.place_schematic(p, ds, rot, d.replacements, d.force_placement, "place_center_x,place_center_z")
|
||||
-- todo: allow after_place callbacks for daughter schematics?
|
||||
end
|
||||
local endmain = os.clock()
|
||||
-- TODO: step 4: sprinkle extra dust on top.
|
||||
vm:write_to_map(true)
|
||||
-- Note: deliberately pos, p1 and p2 from the parent, as these are calls to the parent script
|
||||
if def.loot then vl_structures.fill_chests(pmin,pmax,def.loot,pr) end
|
||||
if def.construct_nodes then vl_structures.construct_nodes(pmin,pmax,def.construct_nodes) end
|
||||
|
|
Loading…
Reference in New Issue