forked from VoxeLibre/VoxeLibre
Add Belltower to villages
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@ -200,7 +200,7 @@ local function spawn_iron_golem(pos)
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end
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end
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local function spawn_villagers(minp,maxp)
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local function spawn_villagers(minp,maxp)
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local beds=minetest.find_nodes_in_area(minp,maxp,{"mcl_beds:bed_red_bottom"})
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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"})
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for _,bed in pairs(beds) do
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for _,bed in pairs(beds) do
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local m = minetest.get_meta(bed)
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local m = minetest.get_meta(bed)
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if m:get_string("villager") == "" then
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if m:get_string("villager") == "" then
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@ -234,6 +234,22 @@ end
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function settlements.place_schematics(settlement_info, pr)
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function settlements.place_schematics(settlement_info, pr)
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local building_all_info
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local building_all_info
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--attempt to place one belltower in the center of the village - this doesn't always work out great but it's a lot better than doing it first or last.
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local belltower = table.remove(settlement_info,math.floor(#settlement_info/2))
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mcl_structures.place_schematic(
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vector.offset(belltower["pos"],0,1,0),
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settlements.modpath.."/schematics/belltower.mts",
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belltower["rotation"],
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nil,
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true,
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nil,
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function(p1, p2, size, rotation, pr)
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spawn_iron_golem(p1)
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end,
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pr
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)
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for i, built_house in ipairs(settlement_info) do
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for i, built_house in ipairs(settlement_info) do
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local is_last = i == #settlement_info
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local is_last = i == #settlement_info
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@ -307,9 +323,6 @@ function settlements.place_schematics(settlement_info, pr)
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function(p1, p2, size, rotation, pr)
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function(p1, p2, size, rotation, pr)
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init_nodes(p1, p2, size, rotation, pr)
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init_nodes(p1, p2, size, rotation, pr)
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spawn_villagers(p1,p2)
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spawn_villagers(p1,p2)
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if is_last then
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spawn_iron_golem(p1)
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end
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end,
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end,
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pr
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pr
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)
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)
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