MineClone5-FlamingRCCars/mods/MAPGEN/mcl_villages/utils.lua

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mcl_villages = {}
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:snow")
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,
c_snow
}
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
-------------------------------------------------------------------------------
2021-01-28 20:12:16 +01:00
--[[
function settlements.check_distance_other_settlements(center_new_chunk)
2021-01-28 20:12:16 +01:00
-- 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
2021-01-28 20:12:16 +01:00
]]
-------------------------------------------------------------------------------
-- 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} )
function mcl_villages.get_treasures(pr)
local loottable = {
{
stacks_min = 3,
stacks_max = 8,
items = {
{ itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:iron_ingot", weight = 10, amount_min = 1, amount_max = 5 },
{ itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_farming:bread", weight = 15, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:apple", weight = 15, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_tools:pick_iron", weight = 5 },
{ itemstring = "mcl_tools:sword_iron", weight = 5 },
{ itemstring = "mcl_armor:chestplate_iron", weight = 5 },
{ itemstring = "mcl_armor:helmet_iron", weight = 5 },
{ itemstring = "mcl_armor:leggings_iron", weight = 5 },
{ itemstring = "mcl_armor:boots_iron", weight = 5 },
{ itemstring = "mcl_core:obsidian", weight = 5, amount_min = 3, amount_max = 7 },
{ itemstring = "mcl_core:sapling", weight = 5, amount_min = 3, amount_max = 7 },
{ itemstring = "mcl_mobitems:saddle", weight = 3 },
{ itemstring = "mobs_mc:iron_horse_armor", weight = 1 },
{ itemstring = "mobs_mc:gold_horse_armor", weight = 1 },
{ itemstring = "mobs_mc:diamond_horse_armor", weight = 1 },
}
},
}
local items = mcl_loot.get_multi_loot(loottable, pr)
return items
end
local items = mcl_villages.get_treasures(pr)
mcl_loot.fill_inventory(inv, "main", items)
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