MineClone2/mods/MAPGEN/mcl_villages/init.lua

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settlements = {}
settlements.modpath = minetest.get_modpath(minetest.get_current_modname())
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")
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--dofile(settlements.modpath.."/convert_lua_mts.lua")
--
-- load settlements on server
--
settlements.grundstellungen()
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local villagegen={}
--
-- register block for npc spawn
--
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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,
})
minetest.register_node("mcl_villages:structblock", {drawtype="airlike",groups = {not_in_creative_inventory=1},})
--[[ Enable for testing, but use MineClone2's own spawn code if/when merging.
--
-- register inhabitants
--
if minetest.get_modpath("mobs_mc") 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
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end
--]]
local function spawn_villagers(minp,maxp)
local beds=minetest.find_nodes_in_area(minp,maxp,{"mcl_beds:bed_red_bottom"})
for _,bed in pairs(beds) do
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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
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end
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local p = minetest.find_node_near(minp,50,"mcl_core:grass_path")
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if p then
minetest.add_entity(p,"mobs_mc:iron_golem")
end
end
--
-- on map generation, try to build a settlement
--
local function build_a_settlement(minp, maxp, blockseed)
local pr = PseudoRandom(blockseed)
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-- fill settlement_info with buildings and their data
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local settlement_info = settlements.create_site_plan(maxp, minp, pr)
if not settlement_info then return end
-- evaluate settlement_info and prepair terrain
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settlements.terraform(settlement_info, pr)
-- evaluate settlement_info and build paths between buildings
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settlements.paths(settlement_info)
-- evaluate settlement_info and place schematics
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settlements.place_schematics(settlement_info, pr)
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minetest.after(60,function()
spawn_villagers(minp,maxp)
end) --give the village some time to fully generate
end
local function ecb_village(blockpos, action, calls_remaining, param)
if calls_remaining >= 1 then return end
local minp, maxp, blockseed = param.minp, param.maxp, param.blockseed
build_a_settlement(minp, maxp, blockseed)
end
-- Disable natural generation in singlenode.
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name ~= "singlenode" then
mcl_mapgen_core.register_generator("villages", nil, function(minp, maxp, blockseed)
-- don't build settlement underground
if maxp.y < 0 then return end
-- randomly try to build settlements
if blockseed % 77 ~= 17 then return end
-- needed for manual and automated settlement building
-- don't build settlements on (too) uneven terrain
local n=minetest.get_node_or_nil(minp)
if n and n.name == "mcl_villages:structblock" then return end
if villagegen[minetest.pos_to_string(minp)] ~= nil then return end
minetest.set_node(minp,{name="mcl_villages:structblock"})
local height_difference = settlements.evaluate_heightmap()
if height_difference > max_height_difference then return end
villagegen[minetest.pos_to_string(minp)]={minp=vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed}
end)
end
minetest.register_lbm({
name = "mcl_villages:structblock",
run_at_every_load = true,
nodenames = {"mcl_villages:structblock"},
action = function(pos, node)
minetest.set_node(pos, {name = "air"})
if not villagegen[minetest.pos_to_string(pos)] then return end
local minp=villagegen[minetest.pos_to_string(pos)].minp
local maxp=villagegen[minetest.pos_to_string(pos)].maxp
minetest.emerge_area(minp, maxp, ecb_village, villagegen[minetest.pos_to_string(minp)])
villagegen[minetest.pos_to_string(minp)]=nil
end
})
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-- 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(minp, maxp, math.random(0,32767))
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end
})
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mcl_wip.register_experimental_item("mcl_villages:tool")
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end