From 32a7eb408718c7f358cb460d3394da24ad4b8b9f Mon Sep 17 00:00:00 2001 From: ancientmarinerdev Date: Sun, 18 Dec 2022 22:10:02 +0000 Subject: [PATCH 1/2] Fix incorrect foundation size for belltower --- mods/MAPGEN/mcl_villages/const.lua | 1 + 1 file changed, 1 insertion(+) diff --git a/mods/MAPGEN/mcl_villages/const.lua b/mods/MAPGEN/mcl_villages/const.lua index b844e6430..feff6a1d2 100644 --- a/mods/MAPGEN/mcl_villages/const.lua +++ b/mods/MAPGEN/mcl_villages/const.lua @@ -52,6 +52,7 @@ schem_path = settlements.modpath.."/schematics/" local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", true) settlements.schematic_table = { + {name = "belltower", mts = schem_path.."belltower.mts", hwidth = 5, hdepth = 5, hheight = 9, hsize = 14, max_num = 0 , rplc = basic_pseudobiome_villages }, {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 }, From 609ef220ad852b32dd3aa156e18d55599264e4fe Mon Sep 17 00:00:00 2001 From: ancientmarinerdev Date: Tue, 3 Jan 2023 18:32:52 +0000 Subject: [PATCH 2/2] Village building and paths should not spawn on top of snowy trees --- mods/MAPGEN/mcl_villages/buildings.lua | 45 ++++++++++++++------------ mods/MAPGEN/mcl_villages/utils.lua | 34 ++++++++++++------- 2 files changed, 46 insertions(+), 33 deletions(-) diff --git a/mods/MAPGEN/mcl_villages/buildings.lua b/mods/MAPGEN/mcl_villages/buildings.lua index 67a0785ce..92a53ddaf 100644 --- a/mods/MAPGEN/mcl_villages/buildings.lua +++ b/mods/MAPGEN/mcl_villages/buildings.lua @@ -79,19 +79,27 @@ function settlements.create_site_plan(maxp, minp, pr) local settlement_info = {} local building_all_info local possible_rotations = {"0", "90", "180", "270"} + -- find center of chunk local center = { x=math.floor((minp.x+maxp.x)/2), y=maxp.y, z=math.floor((minp.z+maxp.z)/2) } + -- find center_surface of chunk local center_surface , surface_material = settlements.find_surface(center, true) local chunks = {} chunks[mcl_vars.get_chunk_number(center)] = true -- go build settlement around center - if not center_surface then return false end + if not center_surface then + minetest.log("action", "Cannot build village at: " .. minetest.pos_to_string(center)) + return false + else + minetest.log("action", "Village built.") + --minetest.log("action", "Build village at: " .. minetest.pos_to_string(center) .. " with surface material: " .. surface_material) + end -- initialize all settlement_info table local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr) @@ -190,6 +198,7 @@ local function construct_node(p1, p2, name) end local function spawn_iron_golem(pos) + --minetest.log("action", "Attempt to spawn iron golem.") local p = minetest.find_node_near(pos,50,"mcl_core:grass_path") if p then local l=minetest.add_entity(p,"mobs_mc:iron_golem"):get_luaentity() @@ -200,6 +209,7 @@ local function spawn_iron_golem(pos) end local function spawn_villagers(minp,maxp) + --minetest.log("action", "Attempt to spawn villagers.") local beds=minetest.find_nodes_in_area(vector.offset(minp,-20,-20,-20),vector.offset(maxp,20,20,20),{"mcl_beds:bed_red_bottom"}) for _,bed in pairs(beds) do local m = minetest.get_meta(bed) @@ -235,23 +245,6 @@ end function settlements.place_schematics(settlement_info, pr) local building_all_info - --attempt to place one belltower in the center of the village - this doesn't always work out great but it's a lot better than doing it first or last. - local belltower = table.remove(settlement_info,math.floor(#settlement_info/2)) - if belltower then - mcl_structures.place_schematic( - vector.offset(belltower["pos"],0,0,0), - settlements.modpath.."/schematics/belltower.mts", - belltower["rotation"], - nil, - true, - nil, - function(p1, p2, size, rotation, pr) - spawn_iron_golem(p1) - end, - pr - ) - end - for i, built_house in ipairs(settlement_info) do local is_last = i == #settlement_info @@ -262,6 +255,9 @@ function settlements.place_schematics(settlement_info, pr) end end + + + local pos = settlement_info[i]["pos"] local rotation = settlement_info[i]["rotat"] -- get building node material for better integration to surrounding @@ -313,8 +309,11 @@ function settlements.place_schematics(settlement_info, pr) -- format schematic string local schematic = loadstring(schem_lua)() + + local is_belltower = building_all_info["name"] == "belltower" + -- build foundation for the building an make room above - -- place schematic + mcl_structures.place_schematic( pos, schematic, @@ -323,8 +322,12 @@ function settlements.place_schematics(settlement_info, pr) true, nil, function(p1, p2, size, rotation, pr) - init_nodes(p1, p2, size, rotation, pr) - spawn_villagers(p1,p2) + if is_belltower then + spawn_iron_golem(p1) + else + init_nodes(p1, p2, size, rotation, pr) + spawn_villagers(p1,p2) + end end, pr ) diff --git a/mods/MAPGEN/mcl_villages/utils.lua b/mods/MAPGEN/mcl_villages/utils.lua index 4ee2ccfbf..3b882af0c 100644 --- a/mods/MAPGEN/mcl_villages/utils.lua +++ b/mods/MAPGEN/mcl_villages/utils.lua @@ -40,22 +40,32 @@ function settlements.find_surface(pos, wait) -- go through nodes an find surface while cnt < cnt_max do -- Check Surface_node and Node above - -- - if settlements.surface_mat[surface_node.name] then + if surface_node and settlements.surface_mat[surface_node.name] then local surface_node_plus_1 = get_node({ x=p6.x, y=p6.y+1, z=p6.z}) - if surface_node_plus_1 and surface_node and - (string.find(surface_node_plus_1.name,"air") or - string.find(surface_node_plus_1.name,"snow") or - string.find(surface_node_plus_1.name,"fern") or - string.find(surface_node_plus_1.name,"flower") or - string.find(surface_node_plus_1.name,"bush") or - string.find(surface_node_plus_1.name,"tree") or - string.find(surface_node_plus_1.name,"grass")) + + if surface_node_plus_1 then + + local surface_node_minus_1 = get_node({ x=p6.x, y=p6.y-1, z=p6.z}) + local is_leaf_below = minetest.get_item_group(surface_node_minus_1, "leaves") ~= 0 or + string.find(surface_node_minus_1.name,"leaves") + + if not is_leaf_below and ((string.find(surface_node_plus_1.name,"air") or + string.find(surface_node_plus_1.name,"fern") or + string.find(surface_node_plus_1.name,"flower") or + string.find(surface_node_plus_1.name,"bush") or + string.find(surface_node_plus_1.name,"tree") or + string.find(surface_node_plus_1.name,"grass")) or + string.find(surface_node_plus_1.name,"snow")) then - settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name) + settlements.debug("find_surface success: " ..surface_node.name.. " " .. surface_node_plus_1.name) + settlements.debug("node below: " .. tostring(surface_node_minus_1.name)) + settlements.debug("node below leaves group: " .. tostring(minetest.get_item_group(surface_node_minus_1, "leaves"))) return p6, surface_node.name + else + settlements.debug("find_surface2: wrong surface+1") + end else - settlements.debug("find_surface2: wrong surface+1") + settlements.debug("find_surface8: missing node or plus_1") end else settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))