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HimbeerserverDE 2021-01-30 19:35:32 +01:00
commit a654db7684
22 changed files with 636 additions and 874 deletions

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@ -3,12 +3,19 @@ local mod_doc = minetest.get_modpath("doc")
-- Chest Entity
local animate_chests = (minetest.settings:get_bool("animated_chests") ~= false)
local entity_animation_speed = 25
local entity_animations = {
["open"] = {x = 0, y = 10},
["open_partly"] = {x = 0, y = 7},
["close"] = {x = 10, y = 20},
["close_partly"] = {x = 13, y = 20},
shulker = {
speed = 50,
open = {x = 45, y = 95},
close = {x = 95, y = 145},
},
chest = {
speed = 25,
open = {x = 0, y = 10},
open_partly = {x = 0, y = 7},
close = {x = 10, y = 20},
close_partly = {x = 13, y = 20},
}
}
minetest.register_entity("mcl_chests:chest", {
@ -21,9 +28,10 @@ minetest.register_entity("mcl_chests:chest", {
},
set_animation = function(self, animname)
local anim = entity_animations[animname]
local anim_table = entity_animations[self.animation_type]
local anim = anim_table[animname]
if not anim then return end
self.object:set_animation(anim, entity_animation_speed, 0, false)
self.object:set_animation(anim, anim_table.speed, 0, false)
end,
open = function(self, playername, partly)
@ -54,10 +62,11 @@ minetest.register_entity("mcl_chests:chest", {
end
end,
initialize = function(self, node_pos, node_name, textures, dir, double, sound_prefix, mesh_prefix)
initialize = function(self, node_pos, node_name, textures, dir, double, sound_prefix, mesh_prefix, animation_type)
self.node_pos = node_pos
self.node_name = node_name
self.sound_prefix = sound_prefix
self.animation_type = animation_type
local obj = self.object
obj:set_properties({
textures = textures,
@ -117,19 +126,22 @@ local function find_entity(pos)
end
end
local function create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, dir, entity_pos)
local function get_entity_info(pos, param2, double, dir, entity_pos)
dir = dir or minetest.facedir_to_dir(param2)
entity_pos = entity_pos or get_entity_pos(pos, dir, double)
return dir, get_entity_pos(pos, dir, double)
end
local function create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, entity_pos)
dir, entity_pos = get_entity_info(pos, param2, double, dir, entity_pos)
local obj = minetest.add_entity(entity_pos, "mcl_chests:chest")
local luaentity = obj:get_luaentity()
luaentity:initialize(pos, node_name, textures, dir, double, sound_prefix, mesh_prefix)
luaentity:initialize(pos, node_name, textures, dir, double, sound_prefix, mesh_prefix, animation_type)
return luaentity
end
local function find_or_create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, dir)
local dir = dir or minetest.facedir_to_dir(param2)
local entity_pos = get_entity_pos(pos, dir, double)
return find_entity(entity_pos) or create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, dir, entity_pos)
local function find_or_create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, entity_pos)
dir, entity_pos = get_entity_info(pos, param2, double, dir, entity_pos)
return find_entity(entity_pos) or create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, entity_pos)
end
local no_rotate, simple_rotate
@ -139,7 +151,8 @@ if minetest.get_modpath("screwdriver") then
if screwdriver.rotate_simple(pos, node, user, mode, new_param2) ~= false then
local nodename = node.name
local nodedef = minetest.registered_nodes[nodename]
find_or_create_entity(pos, nodename, nodedef._chest_entity_textures, new_param2, false, nodedef._chest_entity_sound, nodedef._chest_entity_mesh):set_yaw(minetest.facedir_to_dir(new_param2))
local dir = minetest.facedir_to_dir(new_param2)
find_or_create_entity(pos, nodename, nodedef._chest_entity_textures, new_param2, false, nodedef._chest_entity_sound, nodedef._chest_entity_mesh, nodedef._chest_entity_animation_type, dir):set_yaw(dir)
else
return false
end
@ -161,12 +174,13 @@ local function back_is_blocked(pos, dir)
return not def or def.groups.opaque == 1 or not def2 or def2.groups.opaque == 1
end
-- To be called if a player opened a chest
local player_chest_open = function(player, pos, node_name, textures, param2, double, sound, mesh)
local player_chest_open = function(player, pos, node_name, textures, param2, double, sound, mesh, shulker)
local name = player:get_player_name()
open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh}
open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh, shulker = shulker}
if animate_chests then
local dir = minetest.facedir_to_dir(param2)
find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, dir):open(name, back_is_blocked(pos, dir) or double and back_is_blocked(mcl_util.get_double_container_neighbor_pos(pos, param2, node_name:sub(-4)), dir))
local blocked = not shulker and (back_is_blocked(pos, dir) or double and back_is_blocked(mcl_util.get_double_container_neighbor_pos(pos, param2, node_name:sub(-4)), dir))
find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name, blocked)
end
end
@ -198,11 +212,11 @@ local chest_update_after_close = function(pos)
if node.name == "mcl_chests:trapped_chest_on_small" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_small", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_small")
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_small")
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
elseif node.name == "mcl_chests:trapped_chest_on_left" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "left")
@ -214,7 +228,7 @@ local chest_update_after_close = function(pos)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
minetest.swap_node(pos_other, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos_other, trapped_chest_mesecons_rules)
end
end
@ -227,7 +241,7 @@ local player_chest_close = function(player)
return
end
if animate_chests then
find_or_create_entity(open_chest.pos, open_chest.node_name, open_chest.textures, open_chest.param2, open_chest.double, open_chest.sound, open_chest.mesh):close(name)
find_or_create_entity(open_chest.pos, open_chest.node_name, open_chest.textures, open_chest.param2, open_chest.double, open_chest.sound, open_chest.mesh, open_chest.shulker and "shulker" or "chest"):close(name)
end
chest_update_after_close(open_chest.pos)
@ -374,6 +388,7 @@ minetest.register_node(small_name, {
_chest_entity_textures = small_textures,
_chest_entity_sound = "default_chest",
_chest_entity_mesh = "mcl_chests_chest",
_chest_entity_animation_type = "chest",
paramtype = "light",
paramtype2 = "facedir",
stack_max = 64,
@ -410,15 +425,15 @@ minetest.register_node(small_name, {
minetest.swap_node(pos, {name="mcl_chests:"..canonical_basename.."_right",param2=param2})
local p = mcl_util.get_double_container_neighbor_pos(pos, param2, "right")
minetest.swap_node(p, { name = "mcl_chests:"..canonical_basename.."_left", param2 = param2 })
create_entity(p, "mcl_chests:"..canonical_basename.."_left", left_textures, param2, true, "default_chest", "mcl_chests_chest")
create_entity(p, "mcl_chests:"..canonical_basename.."_left", left_textures, param2, true, "default_chest", "mcl_chests_chest", "chest")
elseif minetest.get_node(mcl_util.get_double_container_neighbor_pos(pos, param2, "left")).name == "mcl_chests:"..canonical_basename.."_small" then
minetest.swap_node(pos, {name="mcl_chests:"..canonical_basename.."_left",param2=param2})
create_entity(pos, "mcl_chests:"..canonical_basename.."_left", left_textures, param2, true, "default_chest", "mcl_chests_chest")
create_entity(pos, "mcl_chests:"..canonical_basename.."_left", left_textures, param2, true, "default_chest", "mcl_chests_chest", "chest")
local p = mcl_util.get_double_container_neighbor_pos(pos, param2, "left")
minetest.swap_node(p, { name = "mcl_chests:"..canonical_basename.."_right", param2 = param2 })
else
minetest.swap_node(pos, { name = "mcl_chests:"..canonical_basename.."_small", param2 = param2 })
create_entity(pos, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest")
create_entity(pos, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest", "chest")
end
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
@ -498,6 +513,7 @@ minetest.register_node(left_name, {
_chest_entity_textures = left_textures,
_chest_entity_sound = "default_chest",
_chest_entity_mesh = "mcl_chests_chest",
_chest_entity_animation_type = "chest",
paramtype = "light",
paramtype2 = "facedir",
groups = {handy=1,axey=1, container=5,not_in_creative_inventory=1, material_wood=1,flammable=-1,chest_entity=1,double_chest=1},
@ -512,7 +528,7 @@ minetest.register_node(left_name, {
n.name = "mcl_chests:"..canonical_basename.."_small"
minetest.swap_node(pos, n)
end
create_entity(pos, left_name, left_textures, param2, true, "default_chest", "mcl_chests_chest")
create_entity(pos, left_name, left_textures, param2, true, "default_chest", "mcl_chests_chest", "chest")
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.get_meta(pos):set_string("name", itemstack:get_meta():get_string("name"))
@ -533,7 +549,7 @@ minetest.register_node(left_name, {
close_forms(canonical_basename, p)
minetest.swap_node(p, { name = small_name, param2 = param2 })
create_entity(p, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest")
create_entity(p, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest", "chest")
end,
after_dig_node = drop_items_chest,
on_blast = on_chest_blast,
@ -680,7 +696,7 @@ minetest.register_node("mcl_chests:"..basename.."_right", {
close_forms(canonical_basename, p)
minetest.swap_node(p, { name = small_name, param2 = param2 })
create_entity(p, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest")
create_entity(p, small_name, small_textures, param2, false, "default_chest", "mcl_chests_chest", "chest")
local meta = minetest.get_meta(pos)
end,
after_dig_node = drop_items_chest,
@ -845,7 +861,7 @@ register_chest("trapped_chest",
}},
function(pos, node, clicker)
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_on_small", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_on_small")
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_small")
mesecon.receptor_on(pos, trapped_chest_mesecons_rules)
end,
function(pos, node, clicker)
@ -853,7 +869,7 @@ register_chest("trapped_chest",
meta:set_int("players", 1)
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_on_left", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_on_left")
find_or_create_entity(pos, "mcl_chests:trapped_chest_on_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_left")
mesecon.receptor_on(pos, trapped_chest_mesecons_rules)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "left")
@ -867,7 +883,7 @@ register_chest("trapped_chest",
mesecon.receptor_on(pos, trapped_chest_mesecons_rules)
minetest.swap_node(pos_other, {name="mcl_chests:trapped_chest_on_left", param2 = node.param2})
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_on_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_on_left")
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_on_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_on_left")
mesecon.receptor_on(pos_other, trapped_chest_mesecons_rules)
end
)
@ -888,13 +904,13 @@ local function close_if_trapped_chest(pos, player)
if node.name == "mcl_chests:trapped_chest_on_small" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_small", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_small")
find_or_create_entity(pos, "mcl_chests:trapped_chest_small", {"mcl_chests_trapped.png"}, node.param2, false, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_small")
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
player_chest_close(player)
elseif node.name == "mcl_chests:trapped_chest_on_left" then
minetest.swap_node(pos, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos, trapped_chest_mesecons_rules)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "left")
@ -908,7 +924,7 @@ local function close_if_trapped_chest(pos, player)
local pos_other = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
minetest.swap_node(pos_other, {name="mcl_chests:trapped_chest_left", param2 = node.param2})
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest"):reinitialize("mcl_chests:trapped_chest_left")
find_or_create_entity(pos_other, "mcl_chests:trapped_chest_left", {"mcl_chests_trapped_double.png"}, node.param2, true, "default_chest", "mcl_chests_chest", "chest"):reinitialize("mcl_chests:trapped_chest_left")
mesecon.receptor_off(pos_other, trapped_chest_mesecons_rules)
player_chest_close(player)
@ -995,6 +1011,7 @@ minetest.register_node("mcl_chests:ender_chest_small", {
_chest_entity_textures = {"mcl_chests_ender.png"},
_chest_entity_sound = "mcl_chests_enderchest",
_chest_entity_mesh = "mcl_chests_chest",
_chest_entity_animation_type = "chest",
tiles = {"mcl_chests_blank.png"},
--[[{"mcl_chests_ender_chest_top.png", "mcl_chests_ender_chest_bottom.png",
"mcl_chests_ender_chest_right.png", "mcl_chests_ender_chest_left.png",
@ -1011,10 +1028,10 @@ minetest.register_node("mcl_chests:ender_chest_small", {
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", formspec_ender_chest)
create_entity(pos, "mcl_chests:ender_chest_small", {"mcl_chests_ender.png"}, minetest.get_node(pos).param2, false, "mcl_chests_enderchest", "mcl_chests_chest")
create_entity(pos, "mcl_chests:ender_chest_small", {"mcl_chests_ender.png"}, minetest.get_node(pos).param2, false, "mcl_chests_enderchest", "mcl_chests_chest", "chest")
end,
on_rightclick = function(pos, node, clicker)
player_chest_open(clicker, pos, "mcl_chests:ender_chest_small", {"mcl_chests_ender.png"}, minetest.get_node(pos).param2, false, "mcl_chests_enderchest", "mcl_chests_chest")
player_chest_open(clicker, pos, "mcl_chests:ender_chest_small", {"mcl_chests_ender.png"}, node.param2, false, "mcl_chests_enderchest", "mcl_chests_chest")
end,
on_receive_fields = function(pos, formname, fields, sender)
if fields.quit then
@ -1027,16 +1044,6 @@ minetest.register_node("mcl_chests:ender_chest_small", {
on_rotate = simple_rotate,
})
minetest.register_lbm({
label = "Update shulker box formspecs (0.51.0)",
name = "mcl_chests:update_formspecs_0_51_0",
nodenames = { "group:shulker_box" },
action = function(pos, node)
minetest.registered_nodes[node.name].on_construct(pos)
minetest.log("action", "[mcl_chests] Node formspec updated at "..minetest.pos_to_string(pos))
end,
})
minetest.register_on_joinplayer(function(player)
local inv = player:get_inventory()
inv:set_size("enderchest", 9*3)
@ -1129,6 +1136,8 @@ for color, desc in pairs(boxtypes) do
end
end
local small_name = "mcl_chests:"..color.."_shulker_box_small"
minetest.register_node("mcl_chests:"..color.."_shulker_box", {
description = desc,
_tt_help = S("27 inventory slots") .. "\n" .. S("Can be carried around with its contents"),
@ -1136,43 +1145,26 @@ for color, desc in pairs(boxtypes) do
_doc_items_entry_name = entry_name,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
tiles = {
"mcl_chests_"..color.."_shulker_box_top.png", -- top
tiles = {mob_texture},
drawtype = "mesh",
mesh = "mcl_chests_shulker.obj",
--[["mcl_chests_"..color.."_shulker_box_top.png", -- top
"[combine:16x16:-32,-28="..mob_texture, -- bottom
"[combine:16x16:0,-36="..mob_texture..":0,-16="..mob_texture, -- side
"[combine:16x16:-32,-36="..mob_texture..":-32,-16="..mob_texture, -- side
"[combine:16x16:-16,-36="..mob_texture..":-16,-16="..mob_texture, -- side
"[combine:16x16:-48,-36="..mob_texture..":-48,-16="..mob_texture, -- side
},
groups = {handy=1,pickaxey=1, container=3, deco_block=1, dig_by_piston=1, shulker_box=1},
"[combine:16x16:-48,-36="..mob_texture..":-48,-16="..mob_texture, -- side]]--
groups = {handy=1,pickaxey=1, container=3, deco_block=1, dig_by_piston=1, shulker_box=1, old_shulker_box_node=1},
is_ground_content = false,
sounds = mcl_sounds.node_sound_stone_defaults(),
stack_max = 1,
drop = "",
paramtype = "light",
paramtype2 = "facedir",
-- TODO: Make shulker boxes rotatable
-- This doesn't work, it just destroys the inventory:
-- on_place = minetest.rotate_node,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", formspec_shulker_box(nil))
local inv = meta:get_inventory()
inv:set_size("main", 9*3)
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
-- Place shulker box as node
if minetest.registered_nodes[dropnode.name].buildable_to then
minetest.set_node(droppos, {name = stack:get_name(), param2 = minetest.dir_to_facedir(dropdir)})
local ninv = minetest.get_inventory({type="node", pos=droppos})
local imetadata = stack:get_metadata()
local iinv_main = minetest.deserialize(imetadata)
ninv:set_list("main", iinv_main)
ninv:set_size("main", 9*3)
set_shulkerbox_meta(minetest.get_meta(droppos), stack:get_meta())
stack:take_item()
end
return stack
local node = minetest.get_node(pos)
node.name = small_name
minetest.set_node(pos, node)
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
local nmeta = minetest.get_meta(pos)
@ -1193,6 +1185,79 @@ for color, desc in pairs(boxtypes) do
return nil
end
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
-- Place shulker box as node
if minetest.registered_nodes[dropnode.name].buildable_to then
minetest.set_node(droppos, {name = small_name, param2 = minetest.dir_to_facedir(dropdir)})
local ninv = minetest.get_inventory({type="node", pos=droppos})
local imetadata = stack:get_metadata()
local iinv_main = minetest.deserialize(imetadata)
ninv:set_list("main", iinv_main)
ninv:set_size("main", 9*3)
set_shulkerbox_meta(minetest.get_meta(droppos), stack:get_meta())
stack:take_item()
end
return stack
end,
})
minetest.register_node(small_name, {
description = desc,
_tt_help = S("27 inventory slots") .. "\n" .. S("Can be carried around with its contents"),
_doc_items_create_entry = create_entry,
_doc_items_entry_name = entry_name,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
drawtype = "nodebox",
tiles = {"mcl_chests_blank.png"},
_chest_entity_textures = {mob_texture},
_chest_entity_sound = "mcl_chests_shulker",
_chest_entity_mesh = "mcl_chests_shulker",
_chest_entity_animation_type = "shulker",
groups = {handy=1,pickaxey=1, container=3, deco_block=1, dig_by_piston=1, shulker_box=1, chest_entity=1, not_in_creative_inventory=1},
is_ground_content = false,
sounds = mcl_sounds.node_sound_stone_defaults(),
stack_max = 1,
drop = "",
paramtype = "light",
paramtype2 = "facedir",
-- TODO: Make shulker boxes rotatable
-- This doesn't work, it just destroys the inventory:
-- on_place = minetest.rotate_node,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", formspec_shulker_box(nil))
local inv = meta:get_inventory()
inv:set_size("main", 9*3)
create_entity(pos, small_name, {mob_texture}, minetest.get_node(pos).param2, false, "mcl_chests_shulker", "mcl_chests_shulker", "shulker")
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
local nmeta = minetest.get_meta(pos)
local imetadata = itemstack:get_metadata()
local iinv_main = minetest.deserialize(imetadata)
local ninv = nmeta:get_inventory()
ninv:set_list("main", iinv_main)
ninv:set_size("main", 9*3)
set_shulkerbox_meta(nmeta, itemstack:get_meta())
if minetest.is_creative_enabled(placer:get_player_name()) then
if not ninv:is_empty("main") then
return nil
else
return itemstack
end
else
return nil
end
end,
on_rightclick = function(pos, node, clicker)
player_chest_open(clicker, pos, small_name, {mob_texture}, node.param2, false, "mcl_chests_shulker", "mcl_chests_shulker", true)
end,
on_receive_fields = function(pos, formname, fields, sender)
if fields.quit then
player_chest_close(sender)
end
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
@ -1238,6 +1303,7 @@ for color, desc in pairs(boxtypes) do
if mod_doc and not is_canonical then
doc.add_entry_alias("nodes", "mcl_chests:"..canonical_shulker_color.."_shulker_box", "nodes", "mcl_chests:"..color.."_shulker_box")
doc.add_entry_alias("nodes", "mcl_chests:"..canonical_shulker_color.."_shulker_box_small", "nodes", "mcl_chests:"..color.."_shulker_box_small")
end
minetest.register_craft({
@ -1282,7 +1348,7 @@ local function select_and_spawn_entity(pos, node)
local node_name = node.name
local node_def = minetest.registered_nodes[node_name]
local double_chest = minetest.get_item_group(node_name, "double_chest") > 0
create_entity(pos, node_name, node_def._chest_entity_textures, node.param2, double_chest, node_def._chest_entity_sound, node_def._chest_entity_mesh)
create_entity(pos, node_name, node_def._chest_entity_textures, node.param2, double_chest, node_def._chest_entity_sound, node_def._chest_entity_mesh, node_def._chest_entity_animation_type)
end
minetest.register_lbm({
@ -1296,7 +1362,7 @@ minetest.register_lbm({
minetest.register_lbm({
label = "Replace old chest nodes",
name = "mcl_chests:replace_old",
nodenames = {"mcl_chests:chest", "mcl_chests:trapped_chest", "mcl_chests:trapped_chest_on", "mcl_chests:ender_chest"},
nodenames = {"mcl_chests:chest", "mcl_chests:trapped_chest", "mcl_chests:trapped_chest_on", "mcl_chests:ender_chest", "group:old_shulker_box_node"},
run_at_every_load = true,
action = function(pos, node)
local node_name = node.name

Binary file not shown.

View File

@ -0,0 +1,159 @@
# Blender v2.79 (sub 0) OBJ File: 'shulkerbox2.blend'
# www.blender.org
mtllib shulkerbox2.mtl
o low1_Cube.006
v -0.500000 -0.500001 0.500000
v -0.500000 0.062499 0.500000
v -0.500000 -0.500001 -0.500000
v -0.500000 0.062499 -0.500000
v 0.500000 -0.500001 0.500000
v 0.500000 0.062499 0.500000
v 0.500000 -0.500001 -0.500000
v 0.500000 0.062499 -0.500000
vt 0.250000 0.187500
vt -0.000000 0.187500
vt -0.000000 0.312500
vt 0.250000 0.312500
vt 1.000000 0.187500
vt 0.750000 0.187500
vt 0.750000 0.312500
vt 1.000000 0.312500
vt 0.500000 0.187500
vt 0.500000 0.312500
vt 0.750000 0.562500
vt 0.750000 0.312500
vt 0.500000 0.312500
vt 0.500000 0.562500
vt 0.500000 0.562500
vt 0.250000 0.562500
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 0.0000 1.0000 0.0000
vn 0.0000 -1.0000 0.0000
usemtl None
s off
f 1/1/1 3/2/1 4/3/1 2/4/1
f 3/5/2 7/6/2 8/7/2 4/8/2
f 7/6/3 5/9/3 6/10/3 8/7/3
f 5/9/4 1/1/4 2/4/4 6/10/4
f 3/11/5 1/12/5 5/13/5 7/14/5
f 8/15/6 6/10/6 2/4/6 4/16/6
o top1_Cube.005
v -0.500313 -0.220552 0.500313
v -0.500313 0.530073 0.500313
v -0.500313 -0.220552 -0.500313
v -0.500313 0.530073 -0.500313
v 0.500313 -0.220552 0.500313
v 0.500313 0.530073 0.500313
v 0.500313 -0.220552 -0.500313
v 0.500313 0.530073 -0.500313
vt 0.250000 0.562500
vt -0.000000 0.562500
vt -0.000000 0.750000
vt 0.250000 0.750000
vt 1.000000 0.562500
vt 0.750000 0.562500
vt 0.750000 0.750000
vt 1.000000 0.750000
vt 0.500000 0.562500
vt 0.500000 0.750000
vt 0.750000 1.000000
vt 0.750000 0.750000
vt 0.500000 0.750000
vt 0.500000 1.000000
vt 0.500000 1.000000
vt 0.250000 1.000000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 0.0000 1.0000 0.0000
vn 0.0000 -1.0000 0.0000
usemtl None
s off
f 9/17/7 11/18/7 12/19/7 10/20/7
f 11/21/8 15/22/8 16/23/8 12/24/8
f 15/22/9 13/25/9 14/26/9 16/23/9
f 13/25/10 9/17/10 10/20/10 14/26/10
f 11/27/11 9/28/11 13/29/11 15/30/11
f 16/31/12 14/26/12 10/20/12 12/32/12
o top2_Cube.002
v -0.500247 -0.220392 0.500247
v -0.500247 0.530234 0.500247
v -0.500247 -0.220392 -0.500378
v -0.500247 0.530234 -0.500378
v 0.500378 -0.220392 0.500247
v 0.500378 0.530234 0.500247
v 0.500378 -0.220392 -0.500378
v 0.500378 0.530234 -0.500378
vt 0.250000 0.562500
vt 0.250000 0.750000
vt -0.000000 0.750000
vt -0.000000 0.562500
vt 1.000000 0.562500
vt 1.000000 0.750000
vt 0.750000 0.750000
vt 0.750000 0.562500
vt 0.500000 0.750000
vt 0.500000 0.562500
vt 0.750000 1.000000
vt 0.500000 1.000000
vt 0.500000 0.750000
vt 0.750000 0.750000
vt 0.500000 1.000000
vt 0.250000 1.000000
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
usemtl None
s off
f 17/33/13 18/34/13 20/35/13 19/36/13
f 19/37/14 20/38/14 24/39/14 23/40/14
f 23/40/15 24/39/15 22/41/15 21/42/15
f 21/42/16 22/41/16 18/34/16 17/33/16
f 19/43/17 23/44/17 21/45/17 17/46/17
f 24/47/18 20/48/18 18/34/18 22/41/18
o low2_Cube.001
v -0.499935 -0.499936 0.499935
v -0.499935 0.062565 0.499935
v -0.499935 -0.499936 -0.500066
v -0.499935 0.062565 -0.500066
v 0.500066 -0.499936 0.499935
v 0.500066 0.062565 0.499935
v 0.500066 -0.499936 -0.500066
v 0.500066 0.062565 -0.500066
vt 0.250000 0.187500
vt 0.250000 0.312500
vt -0.000000 0.312500
vt -0.000000 0.187500
vt 1.000000 0.187500
vt 1.000000 0.312500
vt 0.750000 0.312500
vt 0.750000 0.187500
vt 0.500000 0.312500
vt 0.500000 0.187500
vt 0.750000 0.562500
vt 0.500000 0.562500
vt 0.500000 0.312500
vt 0.750000 0.312500
vt 0.500000 0.562500
vt 0.250000 0.562500
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
usemtl None
s off
f 25/49/19 26/50/19 28/51/19 27/52/19
f 27/53/20 28/54/20 32/55/20 31/56/20
f 31/56/21 32/55/21 30/57/21 29/58/21
f 29/58/22 30/57/22 26/50/22 25/49/22
f 27/59/23 31/60/23 29/61/23 25/62/23
f 32/63/24 28/64/24 26/50/24 30/57/24

View File

@ -899,99 +899,118 @@ local treelight = 9
local sapling_grow_action = function(tree_id, soil_needed, one_by_one, two_by_two, sapling)
return function(pos)
local meta = minetest.get_meta(pos)
if meta:get("grown") then return end
-- Checks if the sapling at pos has enough light and the correct soil
local sapling_is_growable = function(pos)
local light = minetest.get_node_light(pos)
local soilnode = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
local soiltype = minetest.get_item_group(soilnode.name, "soil_sapling")
return soiltype >= soil_needed and light and light >= treelight and not minetest.get_meta(pos):get("grown")
local light = minetest.get_node_light(pos)
if not light then return end
local low_light = (light < treelight)
local delta = 1
local current_game_time = minetest.get_day_count() + minetest.get_timeofday()
local last_game_time = tonumber(meta:get_string("last_gametime"))
meta:set_string("last_gametime", tostring(current_game_time))
if last_game_time then
delta = current_game_time - last_game_time
elseif low_light then
return
end
if sapling_is_growable(pos) then
-- Increase and check growth stage
local meta = minetest.get_meta(pos)
local stage = meta:get_int("stage")
if stage == nil then stage = 0 end
stage = stage + 1
if stage >= 3 then
meta:set_string("grown", "true")
-- This sapling grows in a special way when there are 4 saplings in a 2×2 pattern
if two_by_two then
-- Check 8 surrounding saplings and try to find a 2×2 pattern
local is_sapling = function(pos, sapling)
return minetest.get_node(pos).name == sapling
end
local p2 = {x=pos.x+1, y=pos.y, z=pos.z}
local p3 = {x=pos.x, y=pos.y, z=pos.z-1}
local p4 = {x=pos.x+1, y=pos.y, z=pos.z-1}
local p5 = {x=pos.x-1, y=pos.y, z=pos.z-1}
local p6 = {x=pos.x-1, y=pos.y, z=pos.z}
local p7 = {x=pos.x-1, y=pos.y, z=pos.z+1}
local p8 = {x=pos.x, y=pos.y, z=pos.z+1}
local p9 = {x=pos.x+1, y=pos.y, z=pos.z+1}
local s2 = is_sapling(p2, sapling)
local s3 = is_sapling(p3, sapling)
local s4 = is_sapling(p4, sapling)
local s5 = is_sapling(p5, sapling)
local s6 = is_sapling(p6, sapling)
local s7 = is_sapling(p7, sapling)
local s8 = is_sapling(p8, sapling)
local s9 = is_sapling(p9, sapling)
-- In a 9×9 field there are 4 possible 2×2 squares. We check them all.
if s2 and s3 and s4 and check_tree_growth(pos, tree_id, { two_by_two = true }) then
-- Success: Remove saplings and place tree
minetest.remove_node(pos)
minetest.remove_node(p2)
minetest.remove_node(p3)
minetest.remove_node(p4)
mcl_core.generate_tree(pos, tree_id, { two_by_two = true })
return
elseif s3 and s5 and s6 and check_tree_growth(p6, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p3)
minetest.remove_node(p5)
minetest.remove_node(p6)
mcl_core.generate_tree(p6, tree_id, { two_by_two = true })
return
elseif s6 and s7 and s8 and check_tree_growth(p7, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p6)
minetest.remove_node(p7)
minetest.remove_node(p8)
mcl_core.generate_tree(p7, tree_id, { two_by_two = true })
return
elseif s2 and s8 and s9 and check_tree_growth(p8, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p2)
minetest.remove_node(p8)
minetest.remove_node(p9)
mcl_core.generate_tree(p8, tree_id, { two_by_two = true })
return
end
end
if one_by_one and tree_id == OAK_TREE_ID then
-- There is a chance that this tree wants to grow as a balloon oak
if math.random(1, 12) == 1 then
-- Check if there is room for that
if check_tree_growth(pos, tree_id, { balloon = true }) then
minetest.set_node(pos, {name="air"})
mcl_core.generate_tree(pos, tree_id, { balloon = true })
return
end
end
end
if low_light then
if delta < 1.2 then return end
if minetest.get_node_light(pos, 0.5) < treelight then return end
end
-- If this sapling can grow alone
if one_by_one and check_tree_growth(pos, tree_id) then
-- Single sapling
minetest.set_node(pos, {name="air"})
local r = math.random(1, 12)
mcl_core.generate_tree(pos, tree_id)
-- TODO: delta is [days] missed in inactive area. Currently we just add it to stage, which is far from a perfect calculation...
local soilnode = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
local soiltype = minetest.get_item_group(soilnode.name, "soil_sapling")
if soiltype < soil_needed then return end
-- Increase and check growth stage
local meta = minetest.get_meta(pos)
local stage = meta:get_int("stage")
if stage == nil then stage = 0 end
stage = stage + math.max(1, math.floor(delta))
if stage >= 3 then
meta:set_string("grown", "true")
-- This sapling grows in a special way when there are 4 saplings in a 2×2 pattern
if two_by_two then
-- Check 8 surrounding saplings and try to find a 2×2 pattern
local is_sapling = function(pos, sapling)
return minetest.get_node(pos).name == sapling
end
local p2 = {x=pos.x+1, y=pos.y, z=pos.z}
local p3 = {x=pos.x, y=pos.y, z=pos.z-1}
local p4 = {x=pos.x+1, y=pos.y, z=pos.z-1}
local p5 = {x=pos.x-1, y=pos.y, z=pos.z-1}
local p6 = {x=pos.x-1, y=pos.y, z=pos.z}
local p7 = {x=pos.x-1, y=pos.y, z=pos.z+1}
local p8 = {x=pos.x, y=pos.y, z=pos.z+1}
local p9 = {x=pos.x+1, y=pos.y, z=pos.z+1}
local s2 = is_sapling(p2, sapling)
local s3 = is_sapling(p3, sapling)
local s4 = is_sapling(p4, sapling)
local s5 = is_sapling(p5, sapling)
local s6 = is_sapling(p6, sapling)
local s7 = is_sapling(p7, sapling)
local s8 = is_sapling(p8, sapling)
local s9 = is_sapling(p9, sapling)
-- In a 9×9 field there are 4 possible 2×2 squares. We check them all.
if s2 and s3 and s4 and check_tree_growth(pos, tree_id, { two_by_two = true }) then
-- Success: Remove saplings and place tree
minetest.remove_node(pos)
minetest.remove_node(p2)
minetest.remove_node(p3)
minetest.remove_node(p4)
mcl_core.generate_tree(pos, tree_id, { two_by_two = true })
return
elseif s3 and s5 and s6 and check_tree_growth(p6, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p3)
minetest.remove_node(p5)
minetest.remove_node(p6)
mcl_core.generate_tree(p6, tree_id, { two_by_two = true })
return
elseif s6 and s7 and s8 and check_tree_growth(p7, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p6)
minetest.remove_node(p7)
minetest.remove_node(p8)
mcl_core.generate_tree(p7, tree_id, { two_by_two = true })
return
elseif s2 and s8 and s9 and check_tree_growth(p8, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p2)
minetest.remove_node(p8)
minetest.remove_node(p9)
mcl_core.generate_tree(p8, tree_id, { two_by_two = true })
return
end
else
meta:set_int("stage", stage)
end
if one_by_one and tree_id == OAK_TREE_ID then
-- There is a chance that this tree wants to grow as a balloon oak
if math.random(1, 12) == 1 then
-- Check if there is room for that
if check_tree_growth(pos, tree_id, { balloon = true }) then
minetest.set_node(pos, {name="air"})
mcl_core.generate_tree(pos, tree_id, { balloon = true })
return
end
end
end
-- If this sapling can grow alone
if one_by_one and check_tree_growth(pos, tree_id) then
-- Single sapling
minetest.set_node(pos, {name="air"})
local r = math.random(1, 12)
mcl_core.generate_tree(pos, tree_id)
return
end
else
meta:set_int("stage", stage)
end
end
end
@ -1040,7 +1059,14 @@ minetest.register_abm({
neighbors = {"group:soil_sapling"},
interval = 25,
chance = 2,
action = grow_oak,
action = grow_oak
})
minetest.register_lbm({
label = "Add growth for unloaded oak tree",
name = "mcl_core:lbm_oak",
nodenames = {"mcl_core:sapling"},
run_at_every_load = true,
action = grow_oak
})
-- Dark oak tree
@ -1050,7 +1076,14 @@ minetest.register_abm({
neighbors = {"group:soil_sapling"},
interval = 25,
chance = 2,
action = grow_dark_oak,
action = grow_dark_oak
})
minetest.register_lbm({
label = "Add growth for unloaded dark oak tree",
name = "mcl_core:lbm_dark_oak",
nodenames = {"mcl_core:darksapling"},
run_at_every_load = true,
action = grow_dark_oak
})
-- Jungle Tree
@ -1060,7 +1093,14 @@ minetest.register_abm({
neighbors = {"group:soil_sapling"},
interval = 25,
chance = 2,
action = grow_jungle_tree,
action = grow_jungle_tree
})
minetest.register_lbm({
label = "Add growth for unloaded jungle tree",
name = "mcl_core:lbm_jungle_tree",
nodenames = {"mcl_core:junglesapling"},
run_at_every_load = true,
action = grow_jungle_tree
})
-- Spruce tree
@ -1072,6 +1112,13 @@ minetest.register_abm({
chance = 2,
action = grow_spruce
})
minetest.register_lbm({
label = "Add growth for unloaded spruce tree",
name = "mcl_core:lbm_spruce",
nodenames = {"mcl_core:sprucesapling"},
run_at_every_load = true,
action = grow_spruce
})
-- Birch tree
minetest.register_abm({
@ -1080,7 +1127,14 @@ minetest.register_abm({
neighbors = {"group:soil_sapling"},
interval = 25,
chance = 2,
action = grow_birch,
action = grow_birch
})
minetest.register_lbm({
label = "Add growth for unloaded birch tree",
name = "mcl_core:lbm_birch",
nodenames = {"mcl_core:birchsapling"},
run_at_every_load = true,
action = grow_birch
})
-- Acacia tree
@ -1090,7 +1144,14 @@ minetest.register_abm({
neighbors = {"group:soil_sapling"},
interval = 20,
chance = 2,
action = grow_acacia,
action = grow_acacia
})
minetest.register_lbm({
label = "Add growth for unloaded acacia tree",
name = "mcl_core:lbm_acacia",
nodenames = {"mcl_core:acaciasapling"},
run_at_every_load = true,
action = grow_acacia
})
local function leafdecay_particles(pos, node)

View File

@ -61,8 +61,7 @@ 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"]
for k,v in pairs(settlements.schematic_table) do
count_buildings[v["name"]] = 0
end
@ -74,96 +73,6 @@ function settlements.initialize_settlement_info(pr)
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)
@ -188,7 +97,7 @@ function settlements.create_site_plan(maxp, minp, pr)
-- 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]
building_all_info = settlements.schematic_table[1]
local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
-- add to settlement info table
local index = 1
@ -216,7 +125,7 @@ function settlements.create_site_plan(maxp, minp, pr)
local pos_surface, surface_material = settlements.find_surface(pos1)
if not pos_surface then break end
local randomized_schematic_table = shuffle(schematic_table, pr)
local randomized_schematic_table = shuffle(settlements.schematic_table, pr)
-- pick schematic
local size = #randomized_schematic_table
for i = size, 1, -1 do
@ -255,60 +164,10 @@ 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
for j, schem in ipairs(settlements.schematic_table) do
if settlement_info[i]["name"] == schem["name"] then
building_all_info = schem
break
@ -318,10 +177,10 @@ function settlements.place_schematics(settlement_info, pr)
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"]
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 material = wallmaterial[pr:next(1,#wallmaterial)]
--
local building = building_all_info["mts"]
local replace_wall = building_all_info["rplc"]
@ -330,8 +189,28 @@ function settlements.place_schematics(settlement_info, pr)
"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)
if replace_wall then
--Note, block substitution isn't matching node names exactly; so nodes that are to be substituted that have the same prefixes cause bugs.
-- Example: Attempting to swap out 'mcl_core:stonebrick'; which has multiple, additional sub-variants: (carved, cracked, mossy). Will currently cause issues, so leaving disabled.
if platform_material == "mcl_core:snow" or platform_material == "mcl_core:dirt_with_grass_snow" or platform_material == "mcl_core:podzol" then
schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sprucetree")
schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sprucewood")
--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:spruce_fence")
--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_sprucewood_top")
--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_sprucewood")
--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_sprucewood_off")
elseif platform_material == "mcl_core:sand" or platform_material == "mcl_core:redsand" then
schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sandstonecarved")
schem_lua = schem_lua:gsub("mcl_core:cobble", "mcl_core:sandstone")
schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sandstonesmooth")
--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:birch_fence")
--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_birchwood_top")
--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_birchwood")
--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_birchwood_off")
--schem_lua = schem_lua:gsub("mcl_stairs:stair_stonebrick", "mcl_stairs:stair_redsandstone")
--schem_lua = schem_lua:gsub("mcl_core:stonebrick", "mcl_core:redsandstonesmooth")
schem_lua = schem_lua:gsub("mcl_core:brick_block", "mcl_core:redsandstone")
end
end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material)

View File

@ -5,11 +5,7 @@ settlements.debug = function(message)
minetest.log("verbose", "[mcl_villages] "..message)
end
-- switch for lvm
settlements.lvm = false
settlements.last_settlement = os.time()
--[[ Manually set in 'buildings.lua'
-- material to replace cobblestone with
wallmaterial = {
"mcl_core:junglewood",
@ -23,6 +19,7 @@ wallmaterial = {
"mcl_core:sandstone",
"mcl_core:sandstonesmooth2"
}
--]]
settlements.surface_mat = {}
-------------------------------------------------------------------------------
-- Set array to list
@ -38,7 +35,7 @@ function settlements.grundstellungen()
"mcl_core:sand",
"mcl_core:redsand",
--"mcl_core:silver_sand",
"mcl_core:snowblock"
"mcl_core:snow"
}
end
--
@ -52,27 +49,27 @@ 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 = 0.055, rplc = "n"},
{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 11, hdepth = 8, hheight = 10, hsize = 14, max_num = 0.03, 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 = 0.08, 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"},
local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", false)
settlements.schematic_table = {
{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08 , rplc = basic_pseudobiome_villages },
{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.055, rplc = basic_pseudobiome_villages },
{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 11, hdepth = 8, hheight = 10, hsize = 14, max_num = 0.03 , rplc = basic_pseudobiome_villages },
{name = "church", mts = schem_path.."church.mts", hwidth = 13, hdepth = 13, hheight = 14, hsize = 15, max_num = 0.04 , rplc = basic_pseudobiome_villages },
{name = "farm", mts = schem_path.."farm.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.1 , rplc = basic_pseudobiome_villages },
{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 3, hheight = 13, hsize = 10, max_num = 0.1 , rplc = false },
{name = "library", mts = schem_path.."library.mts", hwidth = 12, hdepth = 12, hheight = 8, hsize = 13, max_num = 0.04 , rplc = basic_pseudobiome_villages },
{name = "medium_house", mts = schem_path.."medium_house.mts", hwidth = 8, hdepth = 12, hheight = 8, hsize = 14, max_num = 0.08 , rplc = basic_pseudobiome_villages },
{name = "small_house", mts = schem_path.."small_house.mts", hwidth = 9, hdepth = 7, hheight = 8, hsize = 13, max_num = 0.7 , rplc = basic_pseudobiome_villages },
{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 11, hdepth = 10, hheight = 10, hsize = 13, max_num = 0.050, rplc = basic_pseudobiome_villages },
{name = "well", mts = schem_path.."well.mts", hwidth = 6, hdepth = 8, hheight = 6, hsize = 10, max_num = 0.045, rplc = basic_pseudobiome_villages },
}
--
-- 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
--

View File

@ -1,23 +1,22 @@
--
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))
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 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 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")
@ -27,4 +26,4 @@ function settlements.mts_save()
file:close()
end
print("Wrote: " .. filename)
end
end

View File

@ -1,28 +1,6 @@
-------------------------------------------------------------------------------
-- 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
@ -41,113 +19,47 @@ 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
local fheight, fwidth, fdepth, 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
for i, built_house in ipairs(settlement_info) do
-- pick right schematic_info to current built_house
for j, schem in ipairs(settlements.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 and node.name ~= "air" then
minetest.swap_node(p,{name="air"})
end
end
end
end
end
end
end

View File

@ -1,20 +1,12 @@
-- 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");
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")
--dofile(settlements.modpath.."/convert_lua_mts.lua")
--
-- load settlements on server
--
@ -55,42 +47,20 @@ 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
local settlement_info = settlements.create_site_plan(maxp, minp, pr)
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
settlements.terraform(settlement_info, pr)
-- 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
settlements.paths(settlement_info)
-- 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
settlements.place_schematics(settlement_info, pr)
-- evaluate settlement_info and initialize furnaces and chests
settlements.initialize_nodes(settlement_info, pr)
@ -112,126 +82,27 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
-- 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
-- new way - slow :(((((
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.random(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(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)
local end_time = os.time()
minetest.chat_send_all("Time ".. end_time - start_time)
--
--settlements.convert_mts_to_lua()
--settlements.mts_save()
end
end
})
-- manually place villages
if minetest.is_creative_enabled("") then
minetest.register_craftitem("mcl_villages:tool", {
description = "mcl_villages build tool",
inventory_image = "default_tool_woodshovel.png",
-- build ssettlement
on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing.under then return end
local minp = vector.subtract( pointed_thing.under, half_map_chunk_size)
local maxp = vector.add( pointed_thing.under, half_map_chunk_size)
build_a_settlement_no_delay(minp, maxp, math.random(0,32767))
end
})
end

View File

@ -1,99 +1,6 @@
-------------------------------------------------------------------------------
-- 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
@ -164,7 +71,11 @@ function settlements.paths(settlement_info)
-- replace surface node with mcl_core:grass_path
if surface_point
then
minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
if surface_mat == "mcl_core:sand" or surface_mat == "mcl_core:redsand" then
minetest.swap_node(surface_point,{name="mcl_core:sandstonesmooth2"})
else
minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
end
-- don't set y coordinate, surface might be too low or high
starting_point.x = surface_point.x
starting_point.z = surface_point.z

View File

@ -1,5 +1,3 @@
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")
@ -9,7 +7,7 @@ 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_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")
@ -43,56 +41,6 @@ function settlements.round(num, numDecimalPlaces)
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
@ -169,79 +117,58 @@ 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
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
-------------------------------------------------------------------------------
-- 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 = {
{
-- initialize chest (mts chests don't have meta)
local meta = minetest.get_meta(pos)
if meta:get_string("infotext") ~= "Chest" then
-- For MineClone2 0.70 or before
-- minetest.registered_nodes["mcl_chests:chest"].on_construct(pos)
--
-- For MineClone2 after commit 09ab1482b5 (the new entity chests)
minetest.registered_nodes["mcl_chests:chest_small"].on_construct(pos)
end
-- fill chest
local inv = minetest.get_inventory( {type="node", pos=pos} )
local function get_treasures(pr)
local loottable = {{
stacks_min = 3,
stacks_max = 8,
items = {
@ -263,14 +190,13 @@ function settlements.fill_chest(pos, pr)
{ 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)
local items = get_treasures(pr)
mcl_loot.fill_inventory(inv, "main", items)
end
-------------------------------------------------------------------------------
@ -315,23 +241,23 @@ end
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
for j, schem in ipairs(settlements.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 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)
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
@ -402,32 +328,11 @@ function settlements.evaluate_heightmap()
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
local set = {}
for _, l in ipairs(list) do set[l] = true end
return set
end

View File

@ -130,6 +130,8 @@ mcl_superflat_classic (Classic superflat map generation) bool false
# game by a lot.
mcl_node_particles (Block particles detail level) enum none high,medium,low,none
# If enabled, this will substitute a few blocks in village schematics so they blend into normal, snowy, and sandy areas. Defaults to false.
basic_pseudobiome_villages (Enables very basic, and experimental "pseudobiome-based" villages) bool false
# If enabled, will run an LBM to fix the top 1/2 of double plants in mcimported worlds; defaults to true.
fix_doubleplants (Mcimport double plant fixes) bool true