MineClone2/mods/MAPGEN/mcl_villages/init.lua

524 lines
20 KiB
Lua

mcl_villages = {}
local chance_per_chunk = 100
local chunk_offset_top = 16
local chunk_offset_bottom = 3
local max_height_difference = 12
local minp_min = -64
local noise_multiplier = 1
local random_offset = 1
local random_multiply = 19
local struct_threshold = chance_per_chunk
local noise_params = {
offset = 0,
scale = 2,
spread = {
x = mcl_mapgen.CS_NODES * chance_per_chunk,
y = mcl_mapgen.CS_NODES * chance_per_chunk,
z = mcl_mapgen.CS_NODES * chance_per_chunk,
},
seed = 842458,
octaves = 2,
persistence = 0.5,
}
local perlin_noise
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local S = minetest.get_translator(modname)
local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", true)
local schem_path = modpath .. "/schematics/"
local schematic_table = {
{name = "large_house", mts = schem_path.."large_house.mts", max_num = 0.08 , rplc = basic_pseudobiome_villages },
{name = "blacksmith", mts = schem_path.."blacksmith.mts", max_num = 0.055, rplc = basic_pseudobiome_villages },
{name = "butcher", mts = schem_path.."butcher.mts", max_num = 0.03 , rplc = basic_pseudobiome_villages },
{name = "church", mts = schem_path.."church.mts", max_num = 0.04 , rplc = basic_pseudobiome_villages },
{name = "farm", mts = schem_path.."farm.mts", max_num = 0.1 , rplc = basic_pseudobiome_villages },
{name = "lamp", mts = schem_path.."lamp.mts", max_num = 0.1 , rplc = false },
{name = "library", mts = schem_path.."library.mts", max_num = 0.04 , rplc = basic_pseudobiome_villages },
{name = "medium_house", mts = schem_path.."medium_house.mts", max_num = 0.08 , rplc = basic_pseudobiome_villages },
{name = "small_house", mts = schem_path.."small_house.mts", max_num = 0.7 , rplc = basic_pseudobiome_villages },
{name = "tavern", mts = schem_path.."tavern.mts", max_num = 0.050, rplc = basic_pseudobiome_villages },
{name = "well", mts = schem_path.."well.mts", max_num = 0.045, rplc = basic_pseudobiome_villages },
}
local surface_mat = {
["mcl_core:dirt_with_dry_grass"] = { top = "mcl_core:dirt", bottom = "mcl_core:stone" },
["mcl_core:dirt_with_grass"] = { top = "mcl_core:dirt", bottom = "mcl_core:stone" },
["mcl_core:dirt_with_grass_snow"] = { top = "mcl_core:dirt", bottom = "mcl_core:stone" },
["mcl_core:podzol"] = { top = "mcl_core:podzol", bottom = "mcl_core:stone" },
["mcl_core:redsand"] = { top = "mcl_core:redsand", bottom = "mcl_core:redsandstone" },
["mcl_core:sand"] = { top = "mcl_core:sand", bottom = "mcl_core:sandstone" },
["mcl_core:snow"] = { top = "mcl_core:dirt", bottom = "mcl_core:stone" },
}
local storage = minetest.get_mod_storage()
local villages = minetest.deserialize(storage:get_string("villages") or "return {}") or {}
local minetest_get_spawn_level = minetest.get_spawn_level
local minetest_get_node = minetest.get_node
local minetest_find_nodes_in_area = minetest.find_nodes_in_area
local minetest_get_perlin = minetest.get_perlin
local math_pi = math.pi
local math_cos = math.cos
local math_sin = math.sin
local math_min = math.min
local math_max = math.max
local math_floor = math.floor
local math_ceil = math.ceil
local string_find = string.find
local minetest_swap_node = minetest.swap_node
local minetest_registered_nodes = minetest.registered_nodes
local minetest_bulk_set_node = minetest.bulk_set_node
local air_offset = chunk_offset_top - 1
local ground_offset = chunk_offset_bottom + 1
local surface_search_list = {}
for k, _ in pairs(surface_mat) do
table.insert(surface_search_list, k)
end
local function math_round(x)
return (x < 0) and math_ceil(x - 0.5) or math_floor(x + 0.5)
end
local function find_surface(pos, minp, maxp)
local x, z = pos.x, pos.z
local y_top = maxp.y
local y_max = y_top - air_offset
if #minetest_find_nodes_in_area({x=x, y=y_max, z=z}, {x=x, y=y_top, z=z}, "air") < chunk_offset_top then return end
y_max = y_max - 1
local y_bottom = minp.y
local y_min = y_bottom + chunk_offset_bottom
local nodes = minetest_find_nodes_in_area({x=x, y=y_min, z=z}, {x=x, y=y_max, z=z}, surface_search_list)
for _, surface_pos in pairs(nodes) do
local node_name_from_above = minetest_get_node({x=surface_pos.x, y=surface_pos.y+1, z=surface_pos.z}).name
if string_find(node_name_from_above, "air" )
or string_find(node_name_from_above, "snow" )
or string_find(node_name_from_above, "fern" )
or string_find(node_name_from_above, "flower")
or string_find(node_name_from_above, "bush" )
or string_find(node_name_from_above, "tree" )
or string_find(node_name_from_above, "grass" )
then
return surface_pos, minetest_get_node(surface_pos).name
end
end
end
local function get_treasures(pr)
local loottable = {{
stacks_min = 3,
stacks_max = 8,
items = {
{ itemstring = "mcl_core:diamond" , weight = 3, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:iron_ingot" , weight = 10, amount_min = 1, amount_max = 5 },
{ itemstring = "mcl_core:gold_ingot" , weight = 5, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_farming:bread" , weight = 15, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:apple" , weight = 15, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_tools:pick_iron" , weight = 5, },
{ itemstring = "mcl_tools:sword_iron" , weight = 5, },
{ itemstring = "mcl_armor:chestplate_iron" , weight = 5, },
{ itemstring = "mcl_armor:helmet_iron" , weight = 5, },
{ itemstring = "mcl_armor:leggings_iron" , weight = 5, },
{ itemstring = "mcl_armor:boots_iron" , weight = 5, },
{ itemstring = "mcl_core:obsidian" , weight = 5, amount_min = 3, amount_max = 7 },
{ itemstring = "mcl_core:sapling" , weight = 5, amount_min = 3, amount_max = 7 },
{ itemstring = "mcl_mobitems:saddle" , weight = 3, },
{ itemstring = "mobs_mc:iron_horse_armor" , weight = 1, },
{ itemstring = "mobs_mc:gold_horse_armor" , weight = 1, },
{ itemstring = "mobs_mc:diamond_horse_armor", weight = 1, },
}
}}
local items = mcl_loot.get_multi_loot(loottable, pr)
return items
end
local function fill_chest(pos, pr)
local meta = minetest.get_meta(pos)
minetest.registered_nodes["mcl_chests:chest_small"].on_construct(pos)
local inv = minetest.get_inventory( {type="node", pos=pos} )
local items = get_treasures(pr)
mcl_loot.fill_inventory(inv, "main", items, pr)
end
local possible_rotations = {"0", "90", "180", "270"}
local function get_random_rotation(pr)
return possible_rotations[pr:next(1, #possible_rotations)]
end
local function create_site_plan(minp, maxp, pr)
local plan = {}
local building_all_info
local center = vector.add(minp, mcl_mapgen.HALF_CS_NODES)
local center_surface, surface_material = find_surface(center, minp, maxp)
if not center_surface then return end
local number_of_buildings = pr:next(10, 25)
local shuffle = {}
local count_buildings = {}
for i = 1, #schematic_table do
shuffle[i] = i
count_buildings[i] = 0
end
for i = #shuffle, 2, -1 do
local j = pr:next(1, i)
shuffle[i], shuffle[j] = shuffle[j], shuffle[i]
end
local number_built = 1
local shuffle_index = pr:next(1, #schematic_table)
-- first building is townhall in the center
plan[#plan + 1] = {
pos = center_surface,
building = schematic_table[shuffle_index],
rotation = get_random_rotation(pr),
surface_mat = surface_material,
}
count_buildings[1] = count_buildings[1] + 1
-- now some buildings around in a circle, radius = size of town center
local x, z, r = center_surface.x, center_surface.z, schematic_table[1].hsize
-- draw j circles around center and increase radius by random(2, 5)
for k = 1, 20 do
-- set position on imaginary circle
for j = 0, 360, 15 do
local angle = j * math_pi / 180
local pos_surface, surface_material = find_surface(
{
x = math_round(x + r * math_cos(angle)),
z = math_round(z + r * math_sin(angle))
},
minp,
maxp
)
if pos_surface then
shuffle_index = (shuffle_index % (#schematic_table)) + 1
local schematic_index = shuffle[shuffle_index]
local schematic = schematic_table[schematic_index]
if count_buildings[schematic_index] < schematic.max_num * number_of_buildings then
local hsize2 = schematic.hsize^2
local is_distance_ok = true
for _, built_house in pairs(plan) do
local pos = built_house.pos
local building = built_house.building
local distance2 = (pos_surface.x - pos.x)^2 + (pos_surface.z - pos.z)^2
if distance2 < building.hsize^2 or distance2 < hsize2 then
is_distance_ok = false
break
end
end
if is_distance_ok then
plan[#plan + 1] = {
pos = pos_surface,
building = schematic,
rotation = get_random_rotation(pr),
surface_mat = surface_material,
}
count_buildings[schematic_index] = count_buildings[schematic_index] + 1
number_built = number_built + 1
break
end
end
end
if number_built >= number_of_buildings then
break
end
end
if number_built >= number_of_buildings then
break
end
r = r + pr:next(2, 5)
end
return plan
end
local function ground(pos1, pos2, minp, maxp, pr, mat)
local pos1, pos2 = pos1, pos2
local x1, x2, z1, z2, y = pos1.x, pos2.x, pos1.z, pos2.z, pos1.y - 1
local pos_list_dirt = {}
local pos_list_stone = {}
for x0 = x1, x2 do
for z0 = z1, z2 do
local finish = false
local y1 = y - pr:next(2, 4)
for y0 = y, y1, -1 do
local p0 = {x = x0, y = y0, z = z0}
local node = minetest_get_node(p0)
local node_name = node.name
if node_name ~= "air" and not string_find(node_name, "water") and not string_find(node_name, "flower") then
finish = true
break
end
pos_list_dirt[#pos_list_dirt + 1] = p0
end
if not finish then
for y0 = y1 - 1, math_max(minp.y, y - pr:next(17, 27)), -1 do
local p0 = {x = x0, y = y0, z = z0}
local node = minetest_get_node(p0)
local node_name = node.name
if node_name ~= "air" and not string_find(node_name, "water") and not string_find(node_name, "flower") then
break
end
pos_list_stone[#pos_list_stone + 1] = p0
end
end
end
end
minetest_bulk_set_node(pos_list_dirt, {name = surface_mat[mat].top})
minetest_bulk_set_node(pos_list_stone, {name = surface_mat[mat].bottom})
end
local function terraform(plan, minp, maxp, pr)
local fheight, fwidth, fdepth, schematic_data, pos, rotation, swap_wd, build_material
for _, built_house in pairs(plan) do
schematic_data = built_house.building
pos = built_house.pos
rotation = built_house.rotation
build_material = built_house.surface_mat
swap_wd = rotation == "90" or rotation == "270"
fwidth = swap_wd and schematic_data.hdepth or schematic_data.hwidth
fdepth = swap_wd and schematic_data.hwidth or schematic_data.hdepth
fheight = schematic_data.hheight
local pos2 = {
x = pos.x + fwidth - 1,
y = math_min(pos.y + fheight + 4, maxp.y),
z = pos.z + fdepth - 1
}
ground(pos, {x = pos2.x, y = pos.y + 1, z = pos2.z}, minp, maxp, pr, build_material)
local node_list = {}
for xi = pos.x, pos2.x do
for zi = pos.z, pos2.z do
for yi = pos.y + 1, pos2.y do
node_list[#node_list + 1] = {x = xi, y = yi, z = zi}
end
end
end
minetest_bulk_set_node(node_list, {name = "air"})
end
end
local function paths(plan, minp, maxp)
local starting_point = find_surface({x = plan[1].pos.x + 2, z = plan[1].pos.z + 2}, minp, maxp)
if not starting_point then return end
starting_point.y = starting_point.y + 1
for i = 2, #plan do
local p = plan[i]
local end_point = p.pos
end_point.y = end_point.y + 1
local path = minetest.find_path(starting_point, end_point, mcl_mapgen.CS_NODES, 2, 2, "A*_noprefetch")
if path then
for _, pos in pairs(path) do
pos.y = pos.y - 1
local surface_mat = minetest.get_node(pos).name
if surface_mat == "mcl_core:sand" or surface_mat == "mcl_core:redsand" then
minetest.swap_node(pos, {name = "mcl_core:sandstonesmooth2"})
else
minetest.swap_node(pos, {name = "mcl_core:grass_path"})
end
end
end
end
end
local function init_nodes(p1, rotation, pr, size)
local p2 = vector.subtract(vector.add(p1, size), 1)
local nodes = minetest.find_nodes_in_area(p1, p2, {"mcl_itemframes:item_frame", "mcl_furnaces:furnace", "mcl_anvils:anvil", "mcl_chests:chest", "mcl_villages:stonebrickcarved"})
for _, pos in pairs(nodes) do
local name = minetest_get_node(pos).name
local def = minetest_registered_nodes[minetest_get_node(pos).name]
def.on_construct(pos)
if name == "mcl_chests:chest" then
minetest_swap_node(pos, {name = "mcl_chests:chest_small"})
fill_chest(pos, pr)
end
end
end
local function place_schematics(plan, pr)
for _, built_house in pairs(plan) do
local pos = built_house.pos
local rotation = built_house.rotation
local platform_material = built_house.surface_mat
local replace_wall = built_house.building.rplc
local schem_lua = built_house.building.preloaded_schematic
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")
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_core:brick_block", "mcl_core:redsandstone")
end
end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material)
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")
local schematic = loadstring(schem_lua)()
-- build foundation for the building an make room above
-- place schematic
mcl_structures.place_schematic({
pos = pos,
schematic = schematic,
rotation = rotation,
on_placed = init_nodes,
pr = pr,
})
end
end
--
-- register block for npc spawn
--
local function spawn_villager(pos)
minetest.add_entity({x = pos.x, y = pos.y + 1, z = pos.z}, "mobs_mc:villager")
end
minetest.register_node("mcl_villages:stonebrickcarved", {
description = S("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,
on_construct = spawn_villager,
})
minetest.register_abm({
label = "Spawn villagers",
nodenames = {"mcl_villages:stonebrickcarved"},
interval = 60,
chance = 3,
action = function(pos, node)
-- check the space above
local p = table.copy(pos)
p.y = p.y + 1
if minetest_get_node(p).name ~= "air" then return end
p.y = p.y + 1
if minetest_get_node(p).name ~= "air" then return end
p.y = p.y - 1
local villagers_counter = 0
for _, obj in pairs(minetest.get_objects_inside_radius(p, 40)) do
local lua_entity = obj:get_luaentity()
if luaentity and luaentity.name == "mobs_mc:villager" then
villagers_counter = villagers_counter + 1
if villagers_counter > 7 then return end
end
end
spawn_villager(pos)
end
})
--
-- on map generation, try to build a settlement
--
local function build_a_village(minp, maxp, pr, placer)
minetest.log("action","[mcl_villages] Building village at mapchunk " .. minetest.pos_to_string(minp) .. "..." .. minetest.pos_to_string(maxp))
local pr = pr or PseudoRandom(mcl_mapgen.get_block_seed3(minp))
local plan = create_site_plan(minp, maxp, pr)
if not plan then
if placer then
if placer:is_player() then
minetest.chat_send_player(placer:get_player_name(), S("Map chunk @1 to @2 is not suitable for placing villages.", minetest.pos_to_string(minp), minetest.pos_to_string(maxp)))
end
end
return
end
paths(plan, minp, maxp)
terraform(plan, minp, maxp, pr)
place_schematics(plan, pr)
villages[#villages + 1] = minp
storage:set_string("villages", minetest.serialize(villages))
end
-- Disable natural generation in singlenode.
if not mcl_mapgen.singlenode then
local scan_last_node = mcl_mapgen.LAST_BLOCK * mcl_mapgen.BS - 1
local scan_offset = mcl_mapgen.BS
mcl_mapgen.register_mapgen(function(minp, maxp, chunkseed)
if minp.y < minp_min then return end
local pr = PseudoRandom(chunkseed * random_multiply + random_offset)
local random_number = pr:next(1, chance_per_chunk)
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(minp) * noise_multiplier
if (random_number + noise) < struct_threshold then return end
local min, max = 9999999, -9999999
for i = 1, pr:next(5,10) do
local surface_point = find_surface(
vector.add(
vector.new(
pr:next(scan_offset, scan_last_node),
0,
pr:next(scan_offset, scan_last_node)
),
minp
),
minp,
maxp
)
if not surface_point then return end
local y = surface_point.y
min = math_min(y, min)
max = math_max(y, max)
end
local height_difference = max - min
if height_difference > max_height_difference then return end
build_a_village(minp, maxp, chunkkseed)
end, mcl_mapgen.order.VILLAGES)
end
for k, v in pairs(schematic_table) do
local schem_lua = minetest.serialize_schematic(
v.mts,
"lua",
{
lua_use_comments = false,
lua_num_indent_spaces = 0,
}
):gsub("mcl_core:stonebrickcarved", "mcl_villages:stonebrickcarved") .. " return schematic"
v.preloaded_schematic = schem_lua
local loaded_schematic = loadstring(schem_lua)()
local size = loaded_schematic.size
v.hwidth = size.x
v.hheight = size.y
v.hdepth = size.z
v.hsize = math.ceil(math.sqrt((size.x/2)^2 + (size.y/2)^2) * 2 + 1)
mcl_structures.register_structure({
name = v.name,
place_function = function(pos, rotation, pr, placer)
local minp = mcl_mapgen.get_chunk_beginning(pos)
local maxp = mcl_mapgen.get_chunk_ending(pos)
local surface_pos, surface_material = find_surface(pos, minp, maxp)
local plan = {
[1] = {
pos = pos,
building = schematic_table[k],
rotation = rotation,
surface_mat = surface_material or "mcl_core:snow",
}
}
if surface_material then
terraform(plan, minp, maxp, pr)
end
place_schematics(plan, pr)
end
})
end
mcl_structures.register_structure({
name = "village",
place_function = function(pos, rotation, pr, placer)
local minp = mcl_mapgen.get_chunk_beginning(pos)
local maxp = mcl_mapgen.get_chunk_ending(pos)
build_a_village(minp, maxp, pr, placer)
end
})
function mcl_villages.get_villages()
return villages
end