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VoxeLibre_galician/mods/MAPGEN/mcl_villages/buildings.lua

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--[[
-------------------------------------------------------------------------------
-- build schematic, replace material, rotation
-------------------------------------------------------------------------------
function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
-- get building node material for better integration to surrounding
local platform_material = mcl_vars.get_node(pos)
if not platform_material or (platform_material.name == "air" or platform_material.name == "ignore") then
return
end
platform_material = platform_material.name
-- pick random material
local material = wallmaterial[math.random(1,#wallmaterial)]
-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return schematic"
-- replace material
if replace_wall == "y" then
schem_lua = schem_lua:gsub("mcl_core:cobble", material)
end
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schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
platform_material)
-- Disable special junglewood for now.
-- special material for spawning npcs
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-- schem_lua = schem_lua:gsub("mcl_core:junglewood",
-- "settlements:junglewood")
--
-- format schematic string
local schematic = loadstring(schem_lua)()
-- build foundation for the building an make room above
local width = schematic["size"]["x"]
local depth = schematic["size"]["z"]
local height = schematic["size"]["y"]
local possible_rotations = {"0", "90", "180", "270"}
local rotation = possible_rotations[ math.random( #possible_rotations ) ]
settlements.foundation(
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pos,
width,
depth,
height,
rotation)
vm:set_data(data)
-- place schematic
minetest.place_schematic_on_vmanip(
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vm,
pos,
schematic,
rotation,
nil,
true)
vm:write_to_map(true)
end]]
-------------------------------------------------------------------------------
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-- initialize settlement_info
-------------------------------------------------------------------------------
function settlements.initialize_settlement_info(pr)
local count_buildings = {}
-- count_buildings table reset
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for k,v in pairs(settlements.schematic_table) do
count_buildings[v["name"]] = 0
end
-- randomize number of buildings
local number_of_buildings = pr:next(10, 25)
local number_built = 1
settlements.debug("Village ".. number_of_buildings)
return count_buildings, number_of_buildings, number_built
end
-------------------------------------------------------------------------------
-- fill settlement_info
--------------------------------------------------------------------------------
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 = {
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x=math.floor((minp.x+maxp.x)/2),
y=maxp.y,
z=math.floor((minp.z+maxp.z)/2)
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}
-- 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
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)
-- first building is townhall in the center
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building_all_info = settlements.schematic_table[1]
local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
-- add to settlement info table
local index = 1
settlement_info[index] = {
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pos = center_surface,
name = building_all_info["name"],
hsize = building_all_info["hsize"],
rotat = rotation,
surface_mat = surface_material
}
--increase index for following buildings
index = index + 1
-- now some buildings around in a circle, radius = size of town center
local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
-- draw j circles around center and increase radius by math.random(2,5)
for j = 1,20 do
-- set position on imaginary circle
for j = 0, 360, 15 do
local angle = j * math.pi / 180
local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
ptx = settlements.round(ptx, 0)
ptz = settlements.round(ptz, 0)
local pos1 = { x=ptx, y=center_surface.y+50, z=ptz}
local chunk_number = mcl_vars.get_chunk_number(pos1)
local pos_surface, surface_material
if chunks[chunk_number] then
pos_surface, surface_material = settlements.find_surface(pos1)
else
chunks[chunk_number] = true
pos_surface, surface_material = settlements.find_surface(pos1, true)
end
if not pos_surface then break end
local randomized_schematic_table = shuffle(settlements.schematic_table, pr)
-- pick schematic
local size = #randomized_schematic_table
for i = size, 1, -1 do
-- already enough buildings of that type?
if count_buildings[randomized_schematic_table[i]["name"]] < randomized_schematic_table[i]["max_num"]*number_of_buildings then
building_all_info = randomized_schematic_table[i]
-- check distance to other buildings
local distance_to_other_buildings_ok = settlements.check_distance(settlement_info, pos_surface, building_all_info["hsize"])
if distance_to_other_buildings_ok then
-- count built houses
count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1
rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
number_built = number_built + 1
settlement_info[index] = {
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pos = pos_surface,
name = building_all_info["name"],
hsize = building_all_info["hsize"],
rotat = rotation,
surface_mat = surface_material
}
index = index + 1
break
end
end
end
if number_of_buildings == number_built then
break
end
end
if number_built >= number_of_buildings then
break
end
r = r + pr:next(2,5)
end
settlements.debug("really ".. number_built)
return settlement_info
end
-------------------------------------------------------------------------------
-- evaluate settlement_info and place schematics
-------------------------------------------------------------------------------
-- Initialize node
local function construct_node(p1, p2, name)
local r = minetest.registered_nodes[name]
if r then
if r.on_construct then
local nodes = minetest.find_nodes_in_area(p1, p2, name)
for p=1, #nodes do
local pos = nodes[p]
r.on_construct(pos)
end
return nodes
end
minetest.log("warning", "[mcl_villages] No on_construct defined for node name " .. name)
return
end
minetest.log("warning", "[mcl_villages] Attempt to 'construct' inexistant nodes: " .. 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()
if l then
l._home = p
end
end
end
local function spawn_villagers(minp,maxp)
--minetest.log("action", "Attempt to spawn villagers.")
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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)
if m:get_string("villager") == "" then
local v=minetest.add_entity(bed,"mobs_mc:villager")
if v then
local l=v:get_luaentity()
l._bed = bed
m:set_string("villager",l._id)
end
end
end
end
local function fix_village_water(minp,maxp)
local palettenodes = minetest.find_nodes_in_area(vector.offset(minp,-20,-20,-20),vector.offset(maxp,20,20,20), "group:water_palette")
for _, palettenodepos in pairs(palettenodes) do
local palettenode = minetest.get_node(palettenodepos)
minetest.set_node(palettenodepos, {name = palettenode.name})
end
end
local function init_nodes(p1, p2, size, rotation, pr)
construct_node(p1, p2, "mcl_itemframes:item_frame")
construct_node(p1, p2, "mcl_furnaces:furnace")
construct_node(p1, p2, "mcl_anvils:anvil")
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construct_node(p1, p2, "mcl_smoker:smoker")
construct_node(p1, p2, "mcl_barrels:barrel_closed")
construct_node(p1, p2, "mcl_blast_furnace:blast_furnace")
construct_node(p1, p2, "mcl_brewing:stand_000")
local nodes = construct_node(p1, p2, "mcl_chests:chest")
if nodes and #nodes > 0 then
for p=1, #nodes do
local pos = nodes[p]
settlements.fill_chest(pos, pr)
end
end
end
function settlements.place_schematics(settlement_info, pr)
local building_all_info
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for i, built_house in ipairs(settlement_info) do
local is_last = i == #settlement_info
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for j, schem in ipairs(settlements.schematic_table) do
if settlement_info[i]["name"] == schem["name"] then
building_all_info = schem
break
end
end
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local pos = settlement_info[i]["pos"]
local rotation = settlement_info[i]["rotat"]
-- get building node material for better integration to surrounding
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local platform_material = settlement_info[i]["surface_mat"]
--platform_material_name = minetest.get_name_from_content_id(platform_material)
-- pick random material
--local material = wallmaterial[pr:next(1,#wallmaterial)]
--
local building = building_all_info["mts"]
local replace_wall = building_all_info["rplc"]
-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return schematic"
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schem_lua = schem_lua:gsub("mcl_core:stonebrickcarved", "mcl_villages:stonebrickcarved")
-- replace material
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if replace_wall then
--Note, block substitution isn't matching node names exactly; so nodes that are to be substituted that have the same prefixes cause bugs.
-- Example: Attempting to swap out 'mcl_core:stonebrick'; which has multiple, additional sub-variants: (carved, cracked, mossy). Will currently cause issues, so leaving disabled.
if platform_material == "mcl_core:snow" or platform_material == "mcl_core:dirt_with_grass_snow" or platform_material == "mcl_core:podzol" then
schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sprucetree")
schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sprucewood")
--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:spruce_fence")
--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_sprucewood_top")
--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_sprucewood")
--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_sprucewood_off")
elseif platform_material == "mcl_core:sand" or platform_material == "mcl_core:redsand" then
schem_lua = schem_lua:gsub("mcl_core:tree", "mcl_core:sandstonecarved")
schem_lua = schem_lua:gsub("mcl_core:cobble", "mcl_core:sandstone")
schem_lua = schem_lua:gsub("mcl_core:wood", "mcl_core:sandstonesmooth")
--schem_lua = schem_lua:gsub("mcl_fences:fence", "mcl_fences:birch_fence")
--schem_lua = schem_lua:gsub("mcl_stairs:slab_wood_top", "mcl_stairs:slab_birchwood_top")
--schem_lua = schem_lua:gsub("mcl_stairs:stair_wood", "mcl_stairs:stair_birchwood")
--schem_lua = schem_lua:gsub("mesecons_pressureplates:pressure_plate_wood_off", "mesecons_pressureplates:pressure_plate_birchwood_off")
--schem_lua = schem_lua:gsub("mcl_stairs:stair_stonebrick", "mcl_stairs:stair_redsandstone")
--schem_lua = schem_lua:gsub("mcl_core:stonebrick", "mcl_core:redsandstonesmooth")
schem_lua = schem_lua:gsub("mcl_core:brick_block", "mcl_core:redsandstone")
end
end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material)
--[[ Disable special junglewood for now.
-- special material for spawning npcs
schem_lua = schem_lua:gsub("mcl_core:junglewood", "settlements:junglewood")
--]]
schem_lua = schem_lua:gsub("mcl_stairs:stair_wood_outer", "mcl_stairs:slab_wood")
schem_lua = schem_lua:gsub("mcl_stairs:stair_stone_rough_outer", "air")
-- 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
mcl_structures.place_schematic(
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pos,
schematic,
rotation,
nil,
true,
nil,
function(p1, p2, size, rotation, pr)
if is_belltower then
spawn_iron_golem(p1)
else
init_nodes(p1, p2, size, rotation, pr)
spawn_villagers(p1,p2)
fix_village_water(p1,p2)
end
end,
pr
)
end
end