forked from VoxeLibre/VoxeLibre
fixes and parameter tuning
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5b520d8713
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eb2b1f8704
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@ -106,7 +106,7 @@ local function check_ground(lvm, cpos, size)
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if pos_c then table.insert(ys, pos_c.y) end
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table.sort(ys)
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-- well supported base, not too uneven?
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if #ys < 5 or ys[#ys]-ys[1] > 6 then return nil, nil end
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if #ys < 5 or ys[#ys]-ys[1] > 8 then return nil, nil end
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cpos.y = math.floor(0.5 * (ys[math.floor(#ys/2)] + ys[math.ceil(#ys/2)]) + 0.5) -- median, rounded
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return cpos, surface_material
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end
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@ -120,13 +120,13 @@ end
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local function layout_town(lvm, minp, maxp, pr, input_settlement)
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local center = vector.new(pr:next(minp.x + 24, maxp.x - 24), maxp.y, pr:next(minp.z + 24, maxp.z - 24))
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minetest.log("action", "[mcl_villages] sudo make me a village at: " .. minetest.pos_to_string(center))
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minetest.log("action", "[mcl_villages] sudo make me a village at: " .. minetest.pos_to_string(minp).." - "..minetest.pos_to_string(maxp))
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local possible_rotations = {"0", "90", "180", "270"}
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local center_surface
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local settlement = {}
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-- now some buildings around in a circle, radius = size of town center
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local x, y, z, r, lastr = center.x, maxp.y, center.z, 0, 99
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local x, y, z, r, lastr = center.x, center.y, center.z, 0, 99
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local mindist = 4
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if #input_settlement >= 12 then mindist = 3 end
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-- draw j circles around center and increase radius by math.random(2,4)
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@ -152,10 +152,10 @@ local function layout_town(lvm, minp, maxp, pr, input_settlement)
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if pos and mcl_villages.check_distance(settlement, cpos, size.x, size.z, mindist) then
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-- use town bell as new reference point for placement height
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if #settlement == 0 then
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center_surface, y = cpos, pos.y + mcl_villages.max_height_difference * 0.5 + 1
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center_surface, y = cpos, math.min(maxp.y, pos.y + mcl_villages.max_height_difference * 0.5 + 1)
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end
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-- limit height differences to town center, but gradually
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if math.abs(pos.y - center_surface.y) <= mcl_villages.max_height_difference * (0.3 + math.min(r/30,0.5)) then
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-- limit height differences to town center, but gradually allow more
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if math.abs(pos.y - center_surface.y) <= mcl_villages.max_height_difference * (0.25 + math.min(r/30,0.5)) then
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local minp = vector.offset(pos, -math.floor(size.x/2), building.yadjust, -math.floor(size.z/2))
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building.minp = minp
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building.maxp = vector.offset(minp, size.x, size.y, size.z)
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@ -164,22 +164,23 @@ local function layout_town(lvm, minp, maxp, pr, input_settlement)
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building.rotation = rotation
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building.surface_mat = surface_material
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table.insert(settlement, building)
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-- minetest.log("verbose", "[mcl_villages] Placing "..schema["name"].." at "..minetest.pos_to_string(pos))
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-- minetest.log("verbose", "[mcl_villages] Planning "..schema["name"].." at "..minetest.pos_to_string(pos))
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lastr = r
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--else
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-- minetest.log("Height difference "..math.abs(pos.y - center_surface.y))
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else
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minetest.log("verbose", "Too large height difference "..math.abs(pos.y - center_surface.y).." at distance "..r)
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end
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end
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end
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end
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r = r + pr:next(2,4)
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if r > lastr + 25 then -- too disconnected
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if r > lastr + 20 then -- too disconnected
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minetest.log("verbose", "Disconnected village "..r.." > "..lastr)
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break
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end
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end
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-- minetest.log("verbose", "Planned "..#input_settlement.." buildings, placed "..#settlement)
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if #settlement < #input_settlement and #settlement < 6 then
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minetest.log("action", "[mcl_villages] Bad village location, could only place "..#settlement.." buildings.")
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minetest.log("action", "[mcl_villages] Bad village location, could only place "..#settlement.." buildings at "..minetest.pos_to_string(center))
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return
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end
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minetest.log("action", "[mcl_villages] village plan completed at " .. minetest.pos_to_string(center))
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@ -1,7 +1,7 @@
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mcl_villages = {}
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mcl_villages.modpath = minetest.get_modpath(minetest.get_current_modname())
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local village_chance = tonumber(minetest.settings:get("mcl_villages_village_probability")) or 5
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local village_chance = tonumber(minetest.settings:get("mcl_villages_village_probability")) or 1
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dofile(mcl_villages.modpath.."/const.lua")
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dofile(mcl_villages.modpath.."/utils.lua")
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@ -25,21 +25,16 @@ minetest.register_node("mcl_villages:structblock", {drawtype="airlike",groups =
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--
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local function build_a_settlement(minp, maxp, blockseed)
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if mcl_villages.village_exists(blockseed) then return end
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local pr = PseudoRandom(blockseed)
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local settlement = mcl_villages.create_site_plan(minp, maxp, pr)
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if not settlement then return end
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local lvm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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lvm:get_data()
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-- all foundations first, then all buildings, to avoid damaging very close buildings
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--mcl_villages.terraform(lvm, settlement, pr)
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--mcl_villages.place_schematics(lvm, settlement, pr)
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lvm:write_to_map(false)
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-- TODO: replace with MCLA code: mcl_villages.paths(settlement)
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local pr = PcgRandom(blockseed)
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local lvm = VoxelManip()
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lvm:read_from_map(minp, maxp)
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local settlement = mcl_villages.create_site_plan(lvm, minp, maxp, pr)
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if not settlement then return false, false end
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-- all foundations first, then all buildings, to avoid damaging very close buildings
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mcl_villages.terraform(lvm, settlement, pr)
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mcl_villages.place_schematics(lvm, settlement, blockseed, pr)
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mcl_villages.add_village(blockseed, settlement)
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--lvm:write_to_map(false)
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for _, on_village_placed_callback in pairs(mcl_villages.on_village_placed) do
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on_village_placed_callback(settlement, blockseed)
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end
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@ -144,9 +139,9 @@ if minetest.is_creative_enabled("") then
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minetest.chat_send_player(placer:get_player_name(), S("Placement denied. You need the “server” privilege to place villages."))
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return
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end
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local minp = vector.subtract(pointed_thing.under, half_map_chunk_size)
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local maxp = vector.add(pointed_thing.under, half_map_chunk_size)
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--build_a_settlement(minp, maxp, math.random(0,32767))
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local minp = vector.subtract(pointed_thing.under, mcl_villages.half_map_chunk_size)
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local maxp = vector.add(pointed_thing.under, mcl_villages.half_map_chunk_size)
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build_a_settlement(minp, maxp, math.random(0,32767))
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end
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})
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mcl_wip.register_experimental_item("mcl_villages:tool")
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@ -1,43 +1,39 @@
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-------------------------------------------------------------------------------
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-- function to copy tables
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-------------------------------------------------------------------------------
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function mcl_villages.shallowCopy(original)
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local copy = {}
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for key, value in pairs(original) do
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copy[key] = value
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end
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return copy
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end
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local function is_above_surface(name)
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return name == "air" or
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string.find(name,"grass") or
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-- note: not dirt_with_grass!
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string.find(name,"tree") or
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string.find(name,"leaves") or
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string.find(name,"snow") or
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string.find(name,"fern") or
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string.find(name,"flower") or
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string.find(name,"flower") or -- includes grass decorations
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string.find(name,"bush")
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end
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function mcl_villages.find_surface_down(lvm, pos, surface_node)
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local p6 = vector.new(pos)
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surface_node = surface_node or lvm:get_node_at(p6)
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if not surface_node then return end
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for y = p6.y - 1, math.max(0,p6.y - 120), -1 do
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local has_air = is_above_surface(surface_node.name)
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for y = p6.y - 1, math.max(0,p6.y - 80), -1 do
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p6.y = y
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local top_node = surface_node
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surface_node = lvm:get_node_at(p6)
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if not surface_node then return nil end
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if is_above_surface(top_node.name) then
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if mcl_villages.surface_mat[surface_node.name] then
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-- minetest.log("verbose", "Found "..surface_node.name.." below "..top_node.name)
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return p6, surface_node
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end
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if not surface_node or surface_node.name == "ignore" then return nil end
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if is_above_surface(surface_node.name) then
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has_air = true
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else
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local ndef = minetest.registered_nodes[surface_node.name]
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if ndef and ndef.walkable then
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return nil
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if has_air then
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if mcl_villages.surface_mat[surface_node.name] then
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--minetest.log("Found "..surface_node.name.." below "..top_node.name)
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return p6, surface_node
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else
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local ndef = minetest.registered_nodes[surface_node.name]
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if ndef and ndef.walkable then
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--minetest.log("Found non-suitable "..surface_node.name.." below "..top_node.name)
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return nil
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end
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end
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end
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has_air = false
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end
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end
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end
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@ -45,20 +41,21 @@ function mcl_villages.find_surface_up(lvm, pos, surface_node)
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local p6 = vector.new(pos)
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surface_node = surface_node or lvm:get_node_at(p6) --, true, 1000000)
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if not surface_node then return end
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for y = p6.y + 1, p6.y + 50 do
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for y = p6.y + 1, p6.y + 80 do
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p6.y = y
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local top_node = lvm:get_node_at(p6)
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if not top_node then return nil end
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if not top_node or top_node.name == "ignore" then return nil end
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if is_above_surface(top_node.name) then
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if mcl_villages.surface_mat[surface_node.name] then
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-- minetest.log("verbose","Found "..surface_node.name.." below "..top_node.name)
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-- minetest.log("Found "..surface_node.name.." below "..top_node.name)
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p6.y = p6.y - 1
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return p6, surface_node
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end
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else
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local ndef = minetest.registered_nodes[surface_node.name]
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if ndef and ndef.walkable then
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return nil
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else
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local ndef = minetest.registered_nodes[surface_node.name]
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if ndef and ndef.walkable then
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-- minetest.log("Found non-suitable "..surface_node.name.." below "..top_node.name)
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return nil
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end
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end
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end
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surface_node = top_node
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