settlements = {} settlements.modpath = minetest.get_modpath("mcl_villages") dofile(settlements.modpath.."/const.lua") dofile(settlements.modpath.."/utils.lua") dofile(settlements.modpath.."/foundation.lua") dofile(settlements.modpath.."/buildings.lua") dofile(settlements.modpath.."/paths.lua") --dofile(settlements.modpath.."/convert_lua_mts.lua") -- -- load settlements on server -- settlements_in_world = settlements.load() settlements.grundstellungen() -- -- register block for npc spawn -- minetest.register_node("mcl_villages:stonebrickcarved", { description = ("Chiseled Stone Village Bricks"), _doc_items_longdesc = doc.sub.items.temp.build, tiles = {"mcl_core_stonebrick_carved.png"}, stack_max = 64, drop = "mcl_core:stonebrickcarved", groups = {pickaxey=1, stone=1, stonebrick=1, building_block=1, material_stone=1}, sounds = mcl_sounds.node_sound_stone_defaults(), is_ground_content = false, _mcl_blast_resistance = 6, _mcl_hardness = 1.5, }) --[[ Enable for testing, but use MineClone2's own spawn code if/when merging. -- -- register inhabitants -- if minetest.get_modpath("mobs_mc") ~= nil then mobs:register_spawn("mobs_mc:villager", --name {"mcl_core:stonebrickcarved"}, --nodes 15, --max_light 0, --min_light 20, --chance 7, --active_object_count 31000, --max_height nil) --day_toggle end --]] -- -- on map generation, try to build a settlement -- local function build_a_settlement_no_delay(minp, maxp, blockseed) local pr = PseudoRandom(blockseed) -- fill settlement_info with buildings and their data local settlement_info = settlements.create_site_plan(maxp, minp, pr) if not settlement_info then return end -- evaluate settlement_info and prepair terrain settlements.terraform(settlement_info, pr) -- evaluate settlement_info and build paths between buildings settlements.paths(settlement_info) -- evaluate settlement_info and place schematics settlements.place_schematics(settlement_info, pr) -- evaluate settlement_info and initialize furnaces and chests settlements.initialize_nodes(settlement_info, pr) end local function ecb_build_a_settlement(blockpos, action, calls_remaining, param) if calls_remaining <= 0 then build_a_settlement_no_delay(param.minp, param.maxp, param.blockseed) end end -- Disable natural generation in singlenode. local mg_name = minetest.get_mapgen_setting("mg_name") if mg_name ~= "singlenode" then minetest.register_on_generated(function(minp, maxp, blockseed) -- needed for manual and automated settlement building local heightmap = minetest.get_mapgen_object("heightmap") -- randomly try to build settlements if blockseed % 77 ~= 17 then return end -- don't build settlement underground if maxp.y < 0 then return end -- don't build settlements 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) 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