-- 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"); 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() --[[ Disable custom node spawning. -- -- register block for npc spawn -- minetest.register_node("settlements:junglewood", { description = "special junglewood floor", tiles = {"default_junglewood.png"}, groups = {choppy=3, wood=2}, sounds = default.node_sound_wood_defaults(), }) --]] --[[ 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 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 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) 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 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 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 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 })