add MCLA schematics

This commit is contained in:
kno10 2024-07-20 02:10:25 +02:00
parent d89eec9d98
commit 79d96e9ea0
34 changed files with 280 additions and 286 deletions

View File

@ -1,59 +1,3 @@
--[[
-------------------------------------------------------------------------------
-- build schematic, replace material, rotation
-------------------------------------------------------------------------------
function mcl_villages.build_schematic(vm, data, va, pos, building, replace_wall, name)
-- get building node material for better integration to surrounding
local platform_material = mcl_vars.get_node(pos)
if not platform_material or (platform_material.name == "air" or platform_material.name == "ignore") then
return
end
platform_material = platform_material.name
-- pick random material
local material = wallmaterial[math.random(1,#wallmaterial)]
-- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building,
"lua",
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return schematic"
-- replace material
if replace_wall == "y" then
schem_lua = schem_lua:gsub("mcl_core:cobble", material)
end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
platform_material)
-- Disable special junglewood for now.
-- special material for spawning npcs
-- schem_lua = schem_lua:gsub("mcl_core:junglewood",
-- "settlements:junglewood")
--
-- format schematic string
local schematic = loadstring(schem_lua)()
-- build foundation for the building an make room above
local width = schematic["size"]["x"]
local depth = schematic["size"]["z"]
local height = schematic["size"]["y"]
local possible_rotations = {"0", "90", "180", "270"}
local rotation = possible_rotations[ math.random( #possible_rotations ) ]
mcl_villages.foundation(
pos,
width,
depth,
height,
rotation)
vm:set_data(data)
-- place schematic
minetest.place_schematic_on_vmanip(
vm,
pos,
schematic,
rotation,
nil,
true)
vm:write_to_map(true)
end]]
-------------------------------------------------------------------------------
-- initialize settlement_info
-------------------------------------------------------------------------------
@ -76,33 +20,33 @@ end
-------------------------------------------------------------------------------
-- check ground for a single building
-------------------------------------------------------------------------------
local function try_place_building(pos_surface, building_all_info, rotation, settlement_info, pr)
local fwidth, fdepth = building_all_info["hwidth"], building_all_info["hdepth"]
local function try_place_building(minp, maxp, pos_surface, building_all_info, rotation, settlement_info, pr)
local fwidth, fdepth = building_all_info["hwidth"] or 5, building_all_info["hdepth"] or 5
if rotation == "90" or rotation == "270" then fwidth, fdepth = fdepth, fwidth end
local fheight = building_all_info["hheight"]
local fheight = building_all_info["hheight"] or 5
-- use building centers for better placement
pos_surface.x = pos_surface.x - math.ceil(fwidth / 2)
pos_surface.z = pos_surface.z - math.ceil(fdepth / 2)
-- ensure we have 3 space for terraforming
if pos_surface.x - 3 < minp.x or pos_surface.z + 3 < minp.z or pos_surface.x + fwidth + 3 > maxp.x or pos_surface.z + fheight + 3 > maxp.z then return nil end
-- to find the y position, also check the corners
local ys = {pos_surface.y}
local pos_c
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x-1, pos_surface.y+fheight, pos_surface.z-1))
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x, pos_surface.y+fheight, pos_surface.z))
if pos_c then table.insert(ys, pos_c.y) end
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x+fwidth+2, pos_surface.y+fheight, pos_surface.z-1))
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x+fwidth-1, pos_surface.y+fheight, pos_surface.z))
if pos_c then table.insert(ys, pos_c.y) end
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x-1, pos_surface.y+fheight, pos_surface.z+fdepth+2))
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x, pos_surface.y+fheight, pos_surface.z+fdepth-1))
if pos_c then table.insert(ys, pos_c.y) end
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x+fwidth+2, pos_surface.y+fheight, pos_surface.z+fdepth+2))
pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x+fwidth-1, pos_surface.y+fheight, pos_surface.z+fdepth-1))
if pos_c then table.insert(ys, pos_c.y) end
table.sort(ys)
-- well supported base, not too uneven?
if #ys < 5 or ys[#ys]-ys[1] > fheight + 3 then return nil end
pos_surface.y = ys[math.ceil(#ys/2)]
-- check distance to other buildings
if mcl_villages.check_distance(settlement_info, pos_surface, building_all_info["hsize"]) then
return pos_surface
end
return nil
if not mcl_villages.check_distance(settlement_info, pos_surface, math.max(fheight, fdepth)) then return nil end
return pos_surface
end
-------------------------------------------------------------------------------
-- fill settlement_info
@ -132,7 +76,7 @@ function mcl_villages.create_site_plan(minp, maxp, pr)
-- already enough buildings of that type?
if count_buildings[building_all_info["name"]] < building_all_info["max_num"]*number_of_buildings then
local rotation = possible_rotations[pr:next(1, #possible_rotations)]
local pos = try_place_building(pos_surface, building_all_info, rotation, settlement_info, pr)
local pos = try_place_building(minp, maxp, pos_surface, building_all_info, rotation, settlement_info, pr)
if pos then
if #settlement_info == 0 then -- town bell
center_surface, y = pos, pos.y + max_height_difference
@ -148,7 +92,7 @@ function mcl_villages.create_site_plan(minp, maxp, pr)
table.insert(settlement_info, {
pos = pos,
name = building_all_info["name"],
hsize = building_all_info["hsize"],
hsize = math.max(building_all_info["hwidth"], building_all_info["hdepth"]), -- ,building_all_info["hsize"],
rotat = rotation,
surface_mat = surface_material
})
@ -170,12 +114,12 @@ function mcl_villages.create_site_plan(minp, maxp, pr)
if r > 35 then break end -- avoid touching neighboring blocks
end
mcl_villages.debug("really ".. number_built)
if number_built <= 8 then
if number_built < 8 then
minetest.log("action", "Bad village location, could only place "..number_built.." buildings.")
return
end
minetest.log("action", "Village completed at " .. minetest.pos_to_string(center))
minetest.log("Village completed at " .. minetest.pos_to_string(center)) -- for debugging only
--minetest.log("Village completed at " .. minetest.pos_to_string(center)) -- for debugging only
return settlement_info
end
-------------------------------------------------------------------------------
@ -275,18 +219,28 @@ function mcl_villages.place_schematics(settlement_info, pr)
local schem_lua = building_all_info["schem_lua"]
if not schem_lua then
schem_lua = minetest.serialize_schematic(building_all_info["mts"], "lua", { lua_use_comments = false, lua_num_indent_spaces = 0 }) .. " return schematic"
-- MCLA node names to VL for import
for _, sub in pairs(mcl_villages.mcla_to_vl) do
schem_lua = schem_lua:gsub(sub[1], sub[2])
end
local schematic = loadstring(schem_lua)()
if schematic.size["x"] ~= building_all_info["hwidth"] or schematic.size["y"] ~= building_all_info["hheight"] or schematic.size["z"] ~= building_all_info["hdepth"] then
minetest.log(building_all_info["name"].." width "..schematic.size["x"].." height "..schematic.size["y"].." depth "..schematic.size["z"])
end
building_all_info["schem_lua"] = schem_lua
end
schem_lua = schem_lua:gsub('"mcl_core:dirt"', '"'..platform_material..'"')
schem_lua = schem_lua:gsub('"mcl_core:dirt_with_grass"', '"'..surface_material..'"')
local schematic = loadstring(mcl_villages.substitute_materials(pos, schem_lua, pr))()
local is_belltower = building_all_info["name"] == "belltower"
-- already built the foundation for the building and made room above
local sx, sy, sz = schematic.size.x, schematic.size.y, schematic.size.z
if rotation == "90" or rotation == "270" then sx, sz = sz, sx end
local p2 = vector.new(pos.x+sx-1,pos.y+sy-1,pos.z+sz-1)
lvm:read_from_map(pos, p2)
lvm:read_from_map(vector.new(pos.x-3, pos.y-40, pos.z-3), vector.new(pos.x+sx+3, pos.y+sy+40, pos.z+sz+3)) -- safety margins for foundation
lvm:get_data()
-- TODO: make configurable as in MCLA
mcl_villages.foundation(lvm, pos, sx, sy, sz, surface_material, pr)
minetest.place_schematic_on_vmanip(
lvm,
pos,
@ -297,14 +251,12 @@ function mcl_villages.place_schematics(settlement_info, pr)
{ place_center_x = false, place_center_y = false, place_center_z = false }
)
lvm:write_to_map(true) -- FIXME: postpone
if rotation == "90" or rotation == "270" then sx, sz = sz, sx end
init_nodes(pos, p2, schematic.size, rotation, pr)
if is_belltower then
if building_all_info["name"] == "belltower" then
spawn_iron_golem(pos)
else
spawn_villagers(pos,p2)
fix_village_water(pos,p2)
end
spawn_villagers(pos,p2)
fix_village_water(pos,p2)
end
end

View File

@ -59,18 +59,47 @@ schem_path = mcl_villages.modpath.."/schematics/"
local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", true)
mcl_villages.schematic_table = {
{name = "belltower", mts = schem_path.."belltower.mts", hwidth = 5, hdepth = 5, hheight = 9, hsize = 14, max_num = 0.0001 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 12, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08 , rplc = basic_pseudobiome_villages },
{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 8, hdepth = 11, hheight = 13, hsize = 13, max_num = 0.055 , rplc = basic_pseudobiome_villages },
{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 12, 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 = 9, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.1 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 4, 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 = 9, 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 = 8, hheight = 8, hsize = 13, max_num = 0.7 , rplc = basic_pseudobiome_villages },
{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 12, 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 },
{name = "belltower", mts = schem_path.."new_villages/belltower.mts", hwidth = 9, hdepth = 9, hheight = 7, hsize = 12, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1, yadjust = 1 },
{name = "old_belltower", mts = schem_path.."belltower.mts", hwidth = 5, hdepth = 5, hheight = 6, hsize = 8, max_num = 0, rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 12, hdepth = 12, hheight = 10, hsize = 18, max_num = 0.08 , rplc = basic_pseudobiome_villages },
{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 8, hdepth = 11, hheight = 8, hsize = 15, max_num = 0.01 , rplc = basic_pseudobiome_villages },
{name = "new_blacksmith", mts = schem_path.."new_villages/blacksmith.mts", hwidth = 9, hdepth = 11, hheight = 8, hsize = 15, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "weaponsmith", mts = schem_path.."new_villages/weaponsmith.mts", hwidth = 11, hdepth = 9, hheight = 6, hsize = 15, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "toolsmith", mts = schem_path.."new_villages/toolsmith.mts", hwidth = 9, hdepth = 11, hheight = 6, hsize = 15, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "tannery", mts = schem_path.."new_villages/leather_worker.mts", hwidth = 8, hdepth = 8, hheight = 7, hsize = 12, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 12, hdepth = 8, hheight = 10, hsize = 15, max_num = 0.01 , rplc = basic_pseudobiome_villages },
{name = "church", mts = schem_path.."church.mts", hwidth = 13, hdepth = 14, hheight = 15, hsize = 20, max_num = 0.01 , rplc = basic_pseudobiome_villages },
{name = "newchurch", mts = schem_path.."new_villages/church.mts", hwidth = 14, hdepth = 16, hheight = 13, hsize = 22, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "chapel", mts = schem_path.."new_villages/chapel.mts", hwidth = 9, hdepth = 10, hheight = 6, hsize = 14, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "farm", mts = schem_path.."farm.mts", hwidth = 9, hdepth = 7, hheight = 8, hsize = 12, max_num = 0.1 , rplc = basic_pseudobiome_villages, yadjust = 0 },
{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 4, hheight = 6, hsize = 6, max_num = 0.001 , rplc = false },
{name = "lamp_1", mts = schem_path.."new_villages/lamp_1.mts", hwidth = 1, hdepth = 1, hheight = 4, hsize = 2, max_num = 0.001 , rplc = false, yadjust = 1 },
{name = "lamp_2", mts = schem_path.."new_villages/lamp_2.mts", hwidth = 1, hdepth = 2, hheight = 6, hsize = 3, max_num = 0.001 , rplc = false, yadjust = 1 },
{name = "lamp_3", mts = schem_path.."new_villages/lamp_3.mts", hwidth = 3, hdepth = 3, hheight = 4, hsize = 5, max_num = 0.001 , rplc = false, yadjust = 1 },
{name = "lamp_4", mts = schem_path.."new_villages/lamp_4.mts", hwidth = 1, hdepth = 2, hheight = 5, hsize = 3, max_num = 0.001 , rplc = false, yadjust = 1 },
{name = "lamp_5", mts = schem_path.."new_villages/lamp_5.mts", hwidth = 1, hdepth = 1, hheight = 2, hsize = 2, max_num = 0.001 , rplc = false, yadjust = 1 },
{name = "lamp_6", mts = schem_path.."new_villages/lamp_6.mts", hwidth = 1, hdepth = 1, hheight = 3, hsize = 2, max_num = 0.001 , rplc = false, yadjust = 1 },
{name = "library", mts = schem_path.."library.mts", hwidth = 12, hdepth = 12, hheight = 9, hsize = 18, max_num = 0.01 , rplc = basic_pseudobiome_villages },
{name = "newlibrary", mts = schem_path.."new_villages/library.mts", hwidth = 14, hdepth = 14, hheight = 7, hsize = 21, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "medium_house", mts = schem_path.."medium_house.mts", hwidth = 9, hdepth = 12, hheight = 9, hsize = 16, max_num = 0.08 , rplc = basic_pseudobiome_villages },
{name = "small_house", mts = schem_path.."small_house.mts", hwidth = 9, hdepth = 8, hheight = 9, hsize = 13, max_num = 0.3 , rplc = basic_pseudobiome_villages },
{name = "house_1_bed", mts = schem_path.."new_villages/house_1_bed.mts", hwidth = 9, hdepth = 8, hheight = 7, hsize = 13, max_num = 0.3 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "house_2_bed", mts = schem_path.."new_villages/house_2_bed.mts", hwidth = 11, hdepth = 8, hheight = 7, hsize = 15, max_num = 0.2 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "house_3_bed", mts = schem_path.."new_villages/house_3_bed.mts", hwidth = 11, hdepth = 13, hheight = 9, hsize = 18, max_num = 0.1 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "house_4_bed", mts = schem_path.."new_villages/house_4_bed.mts", hwidth = 11, hdepth = 13, hheight = 10, hsize = 18, max_num = 0.1 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "mason", mts = schem_path.."new_villages/mason.mts", hwidth = 8, hdepth = 8, hheight = 7, hsize = 12, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "mill", mts = schem_path.."new_villages/mill.mts", hwidth = 8, hdepth = 8, hheight = 7, hsize = 12, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "cartographer", mts = schem_path.."new_villages/cartographer.mts", hwidth = 9, hdepth = 12, hheight = 6, hsize = 16, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 2 },
{name = "fletcher", mts = schem_path.."new_villages/fletcher.mts", hwidth = 8, hdepth = 8, hheight = 7, hsize = 12, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "new_butcher", mts = schem_path.."new_villages/butcher.mts", hwidth = 8, hdepth = 14, hheight = 9, hsize = 17, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust = 2 },
{name = "fish_farm", mts = schem_path.."new_villages/fishery.mts", hwidth = 10, hdepth = 7, hheight = 9, hsize = 13, max_num = 0.01 , rplc = basic_pseudobiome_villages, yadjust=-2 },
{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 12, hdepth = 10, hheight = 13, hsize = 17, max_num = 0.050, rplc = basic_pseudobiome_villages },
{name = "well", mts = schem_path.."well.mts", hwidth = 6, hdepth = 8, hheight = 7, hsize = 11, max_num = 0.01, rplc = basic_pseudobiome_villages },
{name = "new_well", mts = schem_path.."new_villages/well.mts", hwidth = 6, hdepth = 6, hheight = 8, hsize = 9, max_num = 0.01, rplc = basic_pseudobiome_villages, yadjust=-1 },
{name = "new_farm", mts = schem_path.."new_villages/farm.mts", hwidth=10, hdepth=9, hheight=6, hsize=14, max_num = 0.1, rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "farm_small", mts = schem_path.."new_villages/farm_small_1.mts", hwidth=10, hdepth=9, hheight=6, hsize=14, max_num = 0.1, rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "farm_small2", mts = schem_path.."new_villages/farm_small_2.mts", hwidth=9, hdepth=9, hheight=3, hsize=14, max_num = 0.1, rplc = basic_pseudobiome_villages, yadjust = 1 },
{name = "farm_large", mts = schem_path.."new_villages/farm_large_1.mts", hwidth=13, hdepth=13, hheight=4, hsize=19, max_num = 0.1, rplc = basic_pseudobiome_villages, yadjust = 1 },
}
--
@ -127,16 +156,68 @@ mcl_villages.biome_map = {
CherryGrove = "cherry",
-- no change
--FlowerForest = "oak",
--Forest = "oak",
--MushroomIsland = "",
--Plains = "oak",
--StoneBeach = "",
--SunflowerPlains = "oak",
--Swampland = "oak",
-- no change, but try to convert MCLA material
FlowerForest = "oak",
Forest = "oak",
MushroomIsland = "oak",
Plains = "oak",
StoneBeach = "oak",
SunflowerPlains = "oak",
Swampland = "oak",
}
mcl_villages.vl_to_mcla = {
{ '"mcl_core:tree"', '"mcl_trees:tree_oak"'},
{ '"mcl_core:wood"', '"mcl_trees:wood_oak"'},
{ '"mcl_fences:fence', '"mcl_fences:oak_fence'},
{ '"mcl_stairs:stair_wood"', '"mcl_stairs:stair_oak"'},
{ '"mcl_stairs:stair_wood_', '"mcl_stairs:stair_oak_'},
{ '"mcl_stairs:slab_wood"', '"mcl_stairs:slab_oak"'},
{ '"mcl_stairs:slab_wood_', '"mcl_stairs:slab_oak_'},
{ '"mcl_doors:wooden_door_', '"mcl_doors:door_oak_'},
{ '"mcl_doors:trapdoor_', '"mcl_doors:trapdoor_oak_'},
{ '"xpanes:bar', '"mcl_panes:bar' },
{ '"xpanes:pane', '"mcl_panes:pane' },
{ '"mcl_itemframes:item_frame"', '"mcl_itemframes:frame"' },
{ '"mesecons_pressureplates:pressure_plate_wood_', '"mesecons_pressureplates:pressure_plate_oak_'},
-- tree types
{ '"mcl_core:([a-z]*)tree"', '"mcl_trees:tree_%1"' },
{ '"mcl_core:([a-z]*)wood"', '"mcl_trees:wood_%1"' },
{ '"mcl_stairs:stair_([a-z]*)tree"', '"mcl_stairs:stair_%1"' },
}
mcl_villages.mcla_to_vl = {
-- oneway
{ '"mcl_villages:no_paths"', '"air"'}, -- TODO: support these
{ '"mcl_villages:path_endpoint"', '"air"'}, -- TODO: support these
{ '"mcl_villages:crop_root', '"mcl_farming:potato'}, -- TODO: support biome specific farming
{ '"mcl_villages:crop_grain', '"mcl_farming:wheat'}, -- TODO: support biome specific farming
{ '"mcl_villages:crop_gourd', '"mcl_farming:pumpkin'}, -- TODO: support biome specific farming
{ '"mcl_villages:crop_flower', '"mcl_farming:sweet_berry_bush'}, -- TODO: support biome specific farming
-- bidirectional
{ '"mcl_trees:tree_oak"', '"mcl_core:tree"'},
{ '"mcl_trees:wood_oak"', '"mcl_core:wood"'},
{ '"mcl_fences:oak_fence', '"mcl_fences:fence'},
{ '"mcl_stairs:stair_oak"', '"mcl_stairs:stair_wood"'},
{ '"mcl_stairs:stair_oak_bark', '"mcl_stairs:stair_tree_bark'},
{ '"mcl_stairs:stair_oak_', '"mcl_stairs:stair_wood_'},
{ '"mcl_stairs:slab_oak"', '"mcl_stairs:slab_wood"'},
{ '"mcl_stairs:slab_oak_', '"mcl_stairs:slab_wood_'},
{ '"mcl_doors:door_oak_', '"mcl_doors:wooden_door_'},
{ '"mcl_doors:trapdoor_oak_', '"mcl_doors:trapdoor_'},
{ '"mcl_panes:bar', '"xpanes:bar' },
{ '"mcl_panes:pane', '"xpanes:pane' },
{ '"mcl_itemframes:frame"', '"mcl_itemframes:item_frame"' },
{ '"mesecons_pressureplates:pressure_plate_oak_', '"mesecons_pressureplates:pressure_plate_wood_'},
-- tree types
{ '"mcl_trees:tree_([a-z]*)"', '"mcl_core:%1tree"' },
{ '"mcl_trees:wood_([a-z]*)"', '"mcl_core:%1wood"' },
{ '"mcl_stairs:stair_birch(["_])', '"mcl_stairs:stair_birchwood%1' },
{ '"mcl_stairs:stair_spruce(["_])', '"mcl_stairs:stair_sprucewood%1' },
{ '"mcl_stairs:stair_dark(["_])', '"mcl_stairs:stair_darkwood%1' },
{ '"mcl_stairs:stair_jungle(["_])', '"mcl_stairs:stair_junglewood%1' },
{ '"mcl_stairs:stair_acacia(["_])', '"mcl_stairs:stair_acaciawood%1' },
{ '"mcl_stairs:stair_bamboo(["_])', '"mcl_stairs:stair_bamboowood%1' },
}
mcl_villages.material_substitions = {
desert = {
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_sandstonesmooth%1"' },
@ -168,6 +249,7 @@ mcl_villages.material_substitions = {
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_sandstonesmooth%1"' },
},
spruce = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)"', '"%1_oak"'}, -- VL to MCLA
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_sprucewood%1"' },
{
'"mesecons_pressureplates:pressure_plate_oak_([^"]+)"',
@ -179,8 +261,10 @@ mcl_villages.material_substitions = {
{ "mcl_trees:wood_oak", "mcl_trees:wood_spruce" },
{ '"mcl_fences:oak_fence([^"]*)"', '"mcl_fences:spruce_fence%1"' },
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_spruce%1"' },
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
birch = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)"', '"%1_oak"'}, -- VL to MCLA
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_birchwood%1"' },
{
'"mesecons_pressureplates:pressure_plate_oak_([^"]+)"',
@ -192,8 +276,10 @@ mcl_villages.material_substitions = {
{ "mcl_trees:wood_oak", "mcl_trees:wood_birch" },
{ '"mcl_fences:oak_fence([^"]*)"', '"mcl_fences:birch_fence%1"' },
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_birch%1"' },
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
acacia = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)"', '"%1_oak"'}, -- VL to MCLA
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_acaciawood%1"' },
{
'"mesecons_pressureplates:pressure_plate_oak_([^"]+)"',
@ -205,8 +291,10 @@ mcl_villages.material_substitions = {
{ "mcl_trees:wood_oak", "mcl_trees:wood_acacia" },
{ '"mcl_fences:oak_fence([^"]*)"', '"mcl_fences:acacia_fence%1"' },
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_acacia%1"' },
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
dark_oak = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)"', '"%1_oak"'}, -- VL to MCLA
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_darkwood%1"' },
{
'"mesecons_pressureplates:pressure_plate_oak_([^"]+)"',
@ -218,8 +306,10 @@ mcl_villages.material_substitions = {
{ "mcl_trees:wood_oak", "mcl_trees:wood_dark_oak" },
{ '"mcl_fences:oak_fence([^"]*)"', '"mcl_fences:dark_oak_fence%1"' },
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_dark_oak%1"' },
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
jungle = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)"', '"%1_oak"'}, -- VL to MCLA
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_junglewood%1"' },
{
'"mesecons_pressureplates:pressure_plate_oak_([^"]+)"',
@ -231,8 +321,10 @@ mcl_villages.material_substitions = {
{ "mcl_trees:wood_oak", "mcl_trees:wood_jungle" },
{ '"mcl_fences:oak_fence([^"]*)"', '"mcl_fences:jungle_fence%1"' },
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_jungle%1"' },
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
bamboo = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)"', '"%1_oak"'}, -- VL to MCLA
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_bamboo_block%1"' },
{
'"mesecons_pressureplates:pressure_plate_oak_([^"]+)"',
@ -249,8 +341,10 @@ mcl_villages.material_substitions = {
{ "mcl_trees:wood_oak", "mcl_trees:wood_bamboo" },
{ '"mcl_fences:oak_fence([^"]*)"', '"mcl_fences:bamboo_fence%1"' },
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_bamboo%1"' },
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
cherry = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)"', '"%1_oak"'}, -- VL to MCLA
{ '"mcl_stairs:slab_oak([^"]*)"', '"mcl_stairs:slab_cherry_blossom%1"' },
{
'"mesecons_pressureplates:pressure_plate_oak_([^"]+)"',
@ -262,5 +356,9 @@ mcl_villages.material_substitions = {
{ "mcl_trees:wood_oak", "mcl_trees:wood_cherry_blossom" },
{ '"mcl_fences:oak_fence([^"]*)"', '"mcl_fences:cherry_blossom_fence%1"' },
{ '"mcl_stairs:stair_oak([^"]*)"', '"mcl_stairs:stair_cherry_blossom%1"' },
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
oak = {
{ '"(mcl_core:wood|mcl_core:tree|mcl_stairs:stair_wood|mcl_fences:fence)_oak"', '"%1"'}, -- MCLA to VL
},
}

View File

@ -12,6 +12,12 @@ local function is_solid(node)
local ndef = minetest.registered_nodes[node.name]
return ndef and ndef.walkable
end
local function make_solid(lvm, cp, with, except)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or (except and cur.name == except) then
lvm:set_node_at(cp, {name=with})
end
end
local function excavate(lvm,xi,yi,zi,pr)
local pos, n, c = vector.new(xi,yi,zi), nil, 0
local node = lvm:get_node_at(pos)
@ -28,7 +34,7 @@ local function excavate(lvm,xi,yi,zi,pr)
-- try to completely remove trees overhead
if not string.find(node.name, "leaf") and not string.find(node.name, "tree") then
-- stop randomly depending on fill, to narrow down the caves
if pr:next(0,905) > c * 100 then return false end
if pr:next(0,31)^2 > c * 100 then return false end
end
lvm:set_node_at(vector.new(xi, yi, zi),{name="air"})
return true -- modified
@ -51,7 +57,7 @@ local function grow_foundation(lvm,xi,yi,zi,pr,surface_mat,platform_mat)
end
end
-- stop randomly depending on fill, to narrow down the foundation
if pr:next(0,905) > c * 100 then return false end
if pr:next(0,31)^2 > c * 100 then return false end
lvm:set_node_at(vector.new(xi, yi, zi),{name=platform_mat})
return true -- modified
end
@ -59,7 +65,6 @@ end
-- function clear space above baseplate
-------------------------------------------------------------------------------
function mcl_villages.terraform(settlement_info, pr)
local fheight, fwidth, fdepth, schematic_data
--local lvm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local lvm = VoxelManip()
@ -72,188 +77,117 @@ function mcl_villages.terraform(settlement_info, pr)
end
end
local pos = settlement_info[i]["pos"]
if settlement_info[i]["rotat"] == "0" or settlement_info[i]["rotat"] == "180" then
fwidth, fdepth = schematic_data["hwidth"], schematic_data["hdepth"]
else
fwidth, fdepth = schematic_data["hdepth"], schematic_data["hwidth"]
end
fheight = schematic_data["hheight"] -- remove trees and leaves above
-- use biome-specific materials
local fwidth, fheight, fdepth = schematic_data["hwidth"], schematic_data["hheight"], schematic_data["hdepth"]
local surface_mat = settlement_info[i]["surface_mat"]
mcl_villages.debug("Surface material: " .. tostring(surface_mat))
local platform_mat = foundation_materials[surface_mat] or "mcl_core:dirt"
mcl_villages.debug("Foundation material: " .. tostring(platform_mat))
if settlement_info[i]["rotat"] == "90" or settlement_info[i]["rotat"] == "270" then
fwidth, fdepth = fdepth, fwidth
end
lvm:read_from_map(vector.new(pos.x-2, pos.y-20, pos.z-2), vector.new(pos.x+fwidth+2, pos.y+fheight+20, pos.z+fdepth+2))
-- TODO: further optimize by using raw data arrays instead of set_node_at. But OK for a first draft.
lvm:get_data()
-- excavate the needed volume, some headroom, and add a baseplate
local p2 = vector.new(pos)
for xi = pos.x,pos.x+fwidth-1 do
for zi = pos.z,pos.z+fdepth-1 do
lvm:set_node_at(vector.new(xi, pos.y+1, zi),{name="air"})
-- pos.y+2 to pos.y+5 are filled larger below!
for yi = pos.y+6,pos.y+fheight do
lvm:set_node_at(vector.new(xi, yi, zi),{name="air"})
end
local cp = vector.new(xi, pos.y, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
local cp = vector.new(xi, pos.y - 1, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) then
lvm:set_node_at(cp, {name=platform_mat})
end
end
end
-- slightly widen the cave, to make easier to enter for mobs
for xi = pos.x-1,pos.x+fwidth do
for zi = pos.z-1,pos.z+fdepth do
for yi = pos.y+2,pos.y+5 do
lvm:set_node_at(vector.new(xi, yi, zi),{name="air"})
end
end
end
-- some extra gaps
for xi = pos.x-2,pos.x+fwidth+1 do
for zi = pos.z-2,pos.z+fdepth+1 do
if pr:next(1,4) == 1 then
for yi = pos.y+3,pos.y+5 do
lvm:set_node_at(vector.new(xi, yi, zi),{name="air"})
end
end
end
end
-- slightly widen the baseplate, to make easier to enter for mobs
for xi = pos.x,pos.x+fwidth-1 do
local cp = vector.new(xi, pos.y-1, pos.z)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) then
lvm:set_node_at(cp, {name=platform_mat})
end
local cp = vector.new(xi, pos.y-1, pos.z-1)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
local cp = vector.new(xi, pos.y-1, pos.z+fdepth-1)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) then
lvm:set_node_at(cp, {name=platform_mat})
end
local cp = vector.new(xi, pos.y-1, pos.z+fdepth)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
end
for zi = pos.z,pos.z+fdepth-1 do
local cp = vector.new(pos.x, pos.y-1, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) then
lvm:set_node_at(cp, {name=platform_mat})
end
local cp = vector.new(pos.x-1, pos.y-1, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
local cp = vector.new(pos.x+fwidth-1, pos.y-1, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) then
lvm:set_node_at(cp, {name=platform_mat})
end
local cp = vector.new(pos.x+fwidth, pos.y-1, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
end
-- make some additional steps, along both x sides
for xi = pos.x,pos.x+fwidth-1 do
local cp = vector.new(xi, pos.y-3, pos.z-1)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(xi, pos.y-2, pos.z-1)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
cp.z = pos.z-2
cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
end
local cp = vector.new(xi, pos.y-3, pos.z+fdepth)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(xi, pos.y-2, pos.z+fdepth)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
cp.z = pos.z + fdepth + 1
cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
end
end
-- make some additional steps, along both z sides
for zi = pos.z,pos.z+fdepth-1 do
local cp = vector.new(pos.x-1, pos.y-3, zi)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(pos.x-1, pos.y-2, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
cp.x = pos.x-2
cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
end
local cp = vector.new(pos.x+fwidth, pos.y-3, zi)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(pos.x+fwidth, pos.y-2, zi)
local cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
cp.x = pos.x+fwidth+1
cur = lvm:get_node_at(cp)
if not is_solid(cur) or cur.name == platform_mat then
lvm:set_node_at(cp, {name=surface_mat})
end
end
end
-- cave some additional area overhead, try to make it interesting though
for yi = pos.y+3,pos.y+fheight*3 do
local active = false
for xi = pos.x-2,pos.x+fwidth+1 do
for zi = pos.z-2,pos.z+fdepth+1 do
if excavate(lvm,xi,yi,zi,pr) then
active = true
end
end
end
if not active and yi > pos.y+fheight+5 then break end
end
-- construct additional baseplate below, also try to make it interesting
for yi = pos.y-2,pos.y-20,-1 do
local active = false
for xi = pos.x-1,pos.x+fwidth do
for zi = pos.z-1,pos.z+fdepth do
if grow_foundation(lvm,xi,yi,zi,pr,surface_mat,platform_mat) then
active = true
end
end
end
if not active and yi < pos.y-5 then break end
end
mcl_villages.foundation(lvm, pos, fwidth, fheight, fdepth, surface_mat, pr)
lvm:write_to_map(false)
end
end
function mcl_villages.foundation(lvm, pos, fwidth, fheight, fdepth, surface_mat, pr)
-- TODO: further optimize by using raw data arrays instead of set_node_at. But OK for a first draft.
local platform_mat = foundation_materials[surface_mat] or "mcl_core:dirt"
-- excavate the needed volume, some headroom, and add a baseplate
local p2 = vector.new(pos)
for xi = pos.x,pos.x+fwidth-1 do
for zi = pos.z,pos.z+fdepth-1 do
lvm:set_node_at(vector.new(xi, pos.y+1, zi),{name="air"})
-- pos.y+2 to pos.y+5 are filled larger below!
for yi = pos.y+6,pos.y+fheight do
lvm:set_node_at(vector.new(xi, yi, zi),{name="air"})
end
make_solid(lvm, vector.new(xi, pos.y, zi), surface_mat, platform_mat)
make_solid(lvm, vector.new(xi, pos.y - 1, zi), platform_mat)
end
end
-- slightly widen the cave, to make easier to enter for mobs
for xi = pos.x-1,pos.x+fwidth do
for zi = pos.z-1,pos.z+fdepth do
for yi = pos.y+2,pos.y+5 do
lvm:set_node_at(vector.new(xi, yi, zi),{name="air"})
end
end
end
-- some extra gaps
for xi = pos.x-2,pos.x+fwidth+1 do
for zi = pos.z-2,pos.z+fdepth+1 do
if pr:next(1,4) == 1 then
for yi = pos.y+3,pos.y+5 do
lvm:set_node_at(vector.new(xi, yi, zi),{name="air"})
end
end
end
end
-- slightly widen the baseplate, to make easier to enter for mobs
for xi = pos.x,pos.x+fwidth-1 do
make_solid(lvm, vector.new(xi, pos.y-1, pos.z-1), surface_mat, platform_mat)
make_solid(lvm, vector.new(xi, pos.y-1, pos.z), platform_mat)
make_solid(lvm, vector.new(xi, pos.y-1, pos.z+fdepth-1), platform_mat)
make_solid(lvm, vector.new(xi, pos.y-1, pos.z+fdepth), surface_mat, platform_mat)
end
for zi = pos.z,pos.z+fdepth-1 do
make_solid(lvm, vector.new(pos.x-1, pos.y-1, zi), surface_mat, platform_mat)
make_solid(lvm, vector.new(pos.x, pos.y-1, zi), platform_mat)
make_solid(lvm, vector.new(pos.x+fwidth-1, pos.y-1, zi), platform_mat)
make_solid(lvm, vector.new(pos.x+fwidth, pos.y-1, zi), surface_mat, platform_mat)
end
-- make some additional steps, along both x sides
for xi = pos.x,pos.x+fwidth-1 do
local cp = vector.new(xi, pos.y-3, pos.z-1)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(xi, pos.y-2, pos.z-1)
make_solid(lvm, cp, surface_mat, platform_mat)
cp.z = pos.z-2
make_solid(lvm, cp, surface_mat, platform_mat)
end
local cp = vector.new(xi, pos.y-3, pos.z+fdepth)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(xi, pos.y-2, pos.z+fdepth)
make_solid(lvm, cp, surface_mat, platform_mat)
cp.z = pos.z + fdepth + 1
make_solid(lvm, cp, surface_mat, platform_mat)
end
end
-- make some additional steps, along both z sides
for zi = pos.z,pos.z+fdepth-1 do
local cp = vector.new(pos.x-1, pos.y-3, zi)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(pos.x-1, pos.y-2, zi)
make_solid(lvm, cp, surface_mat, platform_mat)
cp.x = pos.x-2
make_solid(lvm, cp, surface_mat, platform_mat)
end
local cp = vector.new(pos.x+fwidth, pos.y-3, zi)
if is_solid(lvm:get_node_at(cp)) then
cp = vector.new(pos.x+fwidth, pos.y-2, zi)
make_solid(lvm, cp, surface_mat, platform_mat)
cp.x = pos.x+fwidth+1
make_solid(lvm, cp, surface_mat, platform_mat)
end
end
-- cave some additional area overhead, try to make it interesting though
for yi = pos.y+3,pos.y+fheight*3 do
local active = false
for xi = pos.x-2,pos.x+fwidth+1 do
for zi = pos.z-2,pos.z+fdepth+1 do
if excavate(lvm,xi,yi,zi,pr) then active = true end
end
end
if not active and yi > pos.y+fheight+5 then break end
end
-- construct additional baseplate below, also try to make it interesting
for yi = pos.y-2,pos.y-20,-1 do
local active = false
for xi = pos.x-1,pos.x+fwidth do
for zi = pos.z-1,pos.z+fdepth do
if grow_foundation(lvm,xi,yi,zi,pr,surface_mat,platform_mat) then active = true end
end
end
if not active and yi < pos.y-5 then break end
end
end

View File

@ -1,7 +1,7 @@
mcl_villages = {}
mcl_villages.modpath = minetest.get_modpath(minetest.get_current_modname())
local village_chance = tonumber(minetest.settings:get("mcl_villages_village_chance")) or 5
local village_chance = tonumber(minetest.settings:get("mcl_villages_village_chance")) or 10
dofile(mcl_villages.modpath.."/const.lua")
dofile(mcl_villages.modpath.."/utils.lua")
@ -38,7 +38,7 @@ local function build_a_settlement(minp, maxp, blockseed)
local settlement_info = mcl_villages.create_site_plan(minp, maxp, pr)
if not settlement_info then return end
mcl_villages.terraform(settlement_info, pr)
--mcl_villages.terraform(settlement_info, pr)
mcl_villages.place_schematics(settlement_info, pr)
mcl_villages.paths(settlement_info)
mcl_villages.add_village(blockseed, settlement_info)

View File

@ -86,13 +86,14 @@ function mcl_villages.find_surface(pos, wait)
end
end
-------------------------------------------------------------------------------
-- check distance for new building
-- check distance for new building, use maximum norm
-------------------------------------------------------------------------------
function mcl_villages.check_distance(settlement_info, building_pos, building_size)
for i, built_house in ipairs(settlement_info) do
local dx, dz = building_pos.x - built_house["pos"].x, building_pos.z - built_house["pos"].z
local dsq = dx*dx+dz*dz
if dsq < building_size^2 or dsq < built_house["hsize"]^2 then return false end
--local d = math.sqrt(dx*dx+dz*dz)
--if 2 * d < building_size + built_house["hsize"] then return false end
if math.max(math.abs(dx), math.abs(dz)) * 2 - 6 <= building_size + built_house["hsize"] then return false end
end
return true
end
@ -193,12 +194,21 @@ function mcl_villages.substitute_materials(pos, schem_lua, pr)
local biome_data = minetest.get_biome_data(pos)
local biome_name = minetest.get_biome_name(biome_data.biome)
-- for now, map to MCLA, later back, so we can keep their rules unchanged
for _, sub in pairs(mcl_villages.vl_to_mcla) do
modified_schem_lua = modified_schem_lua:gsub(sub[1], sub[2])
end
if mcl_villages.biome_map[biome_name] and mcl_villages.material_substitions[mcl_villages.biome_map[biome_name]] then
for _, sub in pairs(mcl_villages.material_substitions[mcl_villages.biome_map[biome_name]]) do
modified_schem_lua = modified_schem_lua:gsub(sub[1], sub[2])
end
end
-- MCLA node names back to VL
for _, sub in pairs(mcl_villages.mcla_to_vl) do
modified_schem_lua = modified_schem_lua:gsub(sub[1], sub[2])
end
return modified_schem_lua
end