forked from VoxeLibre/VoxeLibre
update fork #6
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@ -188,6 +188,32 @@ local function construct_node(p1, p2, name)
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end
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end
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minetest.log("warning", "[mcl_villages] Attempt to 'construct' inexistant nodes: " .. name)
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minetest.log("warning", "[mcl_villages] Attempt to 'construct' inexistant nodes: " .. name)
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end
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end
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local function spawn_iron_golem(pos)
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local p = minetest.find_node_near(pos,50,"mcl_core:grass_path")
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if p then
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local l=minetest.add_entity(p,"mobs_mc:iron_golem"):get_luaentity()
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if l then
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l._home = p
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end
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end
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end
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local function spawn_villagers(minp,maxp)
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local beds=minetest.find_nodes_in_area(minp,maxp,{"mcl_beds:bed_red_bottom"})
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for _,bed in pairs(beds) do
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local m = minetest.get_meta(bed)
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if m:get_string("villager") == "" then
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local v=minetest.add_entity(bed,"mobs_mc:villager")
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if v then
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local l=v:get_luaentity()
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l._bed = bed
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m:set_string("villager",l._id)
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end
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end
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end
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end
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local function init_nodes(p1, p2, size, rotation, pr)
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local function init_nodes(p1, p2, size, rotation, pr)
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construct_node(p1, p2, "mcl_itemframes:item_frame")
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construct_node(p1, p2, "mcl_itemframes:item_frame")
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construct_node(p1, p2, "mcl_furnaces:furnace")
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construct_node(p1, p2, "mcl_furnaces:furnace")
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@ -205,9 +231,12 @@ local function init_nodes(p1, p2, size, rotation, pr)
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end
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end
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end
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end
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end
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end
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function settlements.place_schematics(settlement_info, pr)
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function settlements.place_schematics(settlement_info, pr)
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local building_all_info
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local building_all_info
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for i, built_house in ipairs(settlement_info) do
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for i, built_house in ipairs(settlement_info) do
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local is_last = i == #settlement_info
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for j, schem in ipairs(settlements.schematic_table) do
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for j, schem in ipairs(settlements.schematic_table) do
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if settlement_info[i]["name"] == schem["name"] then
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if settlement_info[i]["name"] == schem["name"] then
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building_all_info = schem
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building_all_info = schem
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@ -275,7 +304,13 @@ function settlements.place_schematics(settlement_info, pr)
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nil,
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nil,
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true,
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true,
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nil,
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nil,
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init_nodes,
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function(p1, p2, size, rotation, pr)
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init_nodes(p1, p2, size, rotation, pr)
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spawn_villagers(p1,p2)
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if is_last then
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spawn_iron_golem(p1)
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end
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end,
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pr
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pr
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)
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)
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end
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end
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@ -21,7 +21,6 @@ minetest.register_node("mcl_villages:stonebrickcarved", {
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description = ("Chiseled Stone Village Bricks"),
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description = ("Chiseled Stone Village Bricks"),
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_doc_items_longdesc = doc.sub.items.temp.build,
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_doc_items_longdesc = doc.sub.items.temp.build,
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tiles = {"mcl_core_stonebrick_carved.png"},
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tiles = {"mcl_core_stonebrick_carved.png"},
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stack_max = 64,
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drop = "mcl_core:stonebrickcarved",
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drop = "mcl_core:stonebrickcarved",
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groups = {pickaxey=1, stone=1, stonebrick=1, building_block=1, material_stone=1},
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groups = {pickaxey=1, stone=1, stonebrick=1, building_block=1, material_stone=1},
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sounds = mcl_sounds.node_sound_stone_defaults(),
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sounds = mcl_sounds.node_sound_stone_defaults(),
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@ -50,26 +49,6 @@ if minetest.get_modpath("mobs_mc") then
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end
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end
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--]]
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--]]
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local function spawn_villagers(minp,maxp)
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local beds=minetest.find_nodes_in_area(minp,maxp,{"mcl_beds:bed_red_bottom"})
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for _,bed in pairs(beds) do
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local m = minetest.get_meta(bed)
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if m:get_string("villager") == "" then
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local v=minetest.add_entity(bed,"mobs_mc:villager")
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if v then
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local l=v:get_luaentity()
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l._bed = bed
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m:set_string("villager",l._id)
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end
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end
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end
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local p = minetest.find_node_near(minp,50,"mcl_core:grass_path")
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if p then
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minetest.add_entity(p,"mobs_mc:iron_golem")
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end
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end
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--
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--
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-- on map generation, try to build a settlement
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-- on map generation, try to build a settlement
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--
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--
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