MineClone2/mods/MAPGEN/mcl_villages/init.lua

118 lines
3.8 KiB
Lua

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