VoxeLibre/mods/MAPGEN/mcl_villages/buildings.lua

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-------------------------------------------------------------------------------
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-- initialize settlement_info
-------------------------------------------------------------------------------
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function mcl_villages.initialize_settlement_info(pr)
local count_buildings = {}
-- count_buildings table reset
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for k,v in pairs(mcl_villages.schematic_table) do
count_buildings[v["name"]] = 0
end
-- randomize number of buildings
local number_of_buildings = pr:next(10, 25)
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local number_built = 0
mcl_villages.debug("Village ".. number_of_buildings)
return count_buildings, number_of_buildings, number_built
end
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-------------------------------------------------------------------------------
-- check ground for a single building
-------------------------------------------------------------------------------
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local function try_place_building(minp, maxp, pos_surface, building_all_info, rotation, settlement_info, pr)
local fwidth, fdepth = building_all_info["hwidth"] or 5, building_all_info["hdepth"] or 5
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if rotation == "90" or rotation == "270" then fwidth, fdepth = fdepth, fwidth end
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local fheight = building_all_info["hheight"] or 5
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-- use building centers for better placement
pos_surface.x = pos_surface.x - math.ceil(fwidth / 2)
pos_surface.z = pos_surface.z - math.ceil(fdepth / 2)
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-- ensure we have 3 space for terraforming
if pos_surface.x - 3 < minp.x or pos_surface.z + 3 < minp.z or pos_surface.x + fwidth + 3 > maxp.x or pos_surface.z + fheight + 3 > maxp.z then return nil end
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-- to find the y position, also check the corners
local ys = {pos_surface.y}
local pos_c
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pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x, pos_surface.y+fheight, pos_surface.z))
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if pos_c then table.insert(ys, pos_c.y) end
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pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x+fwidth-1, pos_surface.y+fheight, pos_surface.z))
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if pos_c then table.insert(ys, pos_c.y) end
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pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x, pos_surface.y+fheight, pos_surface.z+fdepth-1))
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if pos_c then table.insert(ys, pos_c.y) end
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pos_c = mcl_villages.find_surface_down(vector.new(pos_surface.x+fwidth-1, pos_surface.y+fheight, pos_surface.z+fdepth-1))
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if pos_c then table.insert(ys, pos_c.y) end
table.sort(ys)
-- well supported base, not too uneven?
if #ys < 5 or ys[#ys]-ys[1] > fheight + 3 then return nil end
pos_surface.y = ys[math.ceil(#ys/2)]
-- check distance to other buildings
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if not mcl_villages.check_distance(settlement_info, pos_surface, math.max(fheight, fdepth)) then return nil end
return pos_surface
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end
-------------------------------------------------------------------------------
-- fill settlement_info
--------------------------------------------------------------------------------
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function mcl_villages.create_site_plan(minp, maxp, pr)
local center = vector.new(math.floor((minp.x+maxp.x)/2),maxp.y,math.floor((minp.z+maxp.z)/2))
minetest.log("action", "sudo make me a village at: " .. minetest.pos_to_string(center))
local possible_rotations = {"0", "90", "180", "270"}
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local center_surface
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local count_buildings, number_of_buildings, number_built = mcl_villages.initialize_settlement_info(pr)
local settlement_info = {}
-- now some buildings around in a circle, radius = size of town center
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local x, y, z, r = center.x, maxp.y, center.z, 0
-- draw j circles around center and increase radius by math.random(2,5)
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for j = 1,10 do
for angle = 0, math.pi*2, 0.262 do -- 24 attempts on a circle
local pos1 = vector.new(math.floor(x + r * math.cos(angle) + 0.5), y, math.floor(z - r * math.sin(angle) + 0.5))
local pos_surface, surface_material = mcl_villages.find_surface(pos1, false)
if pos_surface then
local randomized_schematic_table = mcl_villages.shuffle(mcl_villages.schematic_table, pr)
if #settlement_info == 0 then randomized_schematic_table = { mcl_villages.schematic_table[1] } end -- place town bell first
-- pick schematic
local size = #randomized_schematic_table
for i = 1, #randomized_schematic_table do
local building_all_info = randomized_schematic_table[i]
-- already enough buildings of that type?
if count_buildings[building_all_info["name"]] < building_all_info["max_num"]*number_of_buildings then
local rotation = possible_rotations[pr:next(1, #possible_rotations)]
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local pos = try_place_building(minp, maxp, pos_surface, building_all_info, rotation, settlement_info, pr)
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if pos then
if #settlement_info == 0 then -- town bell
center_surface, y = pos, pos.y + max_height_difference
end
-- limit height differences to town center
if math.abs(pos.y - center_surface.y) > max_height_difference * 0.7 then
break -- other buildings likely will not fit either
end
count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1
number_built = number_built + 1
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pos.y = pos.y + (building_all_info["yadjust"] or 0)
table.insert(settlement_info, {
pos = pos,
name = building_all_info["name"],
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hsize = math.max(building_all_info["hwidth"], building_all_info["hdepth"]), -- ,building_all_info["hsize"],
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rotat = rotation,
surface_mat = surface_material
})
-- minetest.log("action", "Placing "..building_all_info["name"].." at "..minetest.pos_to_string(pos))
break
end
end
end
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if number_of_buildings == number_built then
break
end
end
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if r == 0 then break end -- no angles in the very center
end
if number_built >= number_of_buildings then
break
end
r = r + pr:next(2,5)
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if r > 35 then break end -- avoid touching neighboring blocks
end
mcl_villages.debug("really ".. number_built)
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if number_built < 8 then
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minetest.log("action", "Bad village location, could only place "..number_built.." buildings.")
return
end
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minetest.log("action", "Village completed at " .. minetest.pos_to_string(center))
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--minetest.log("Village completed at " .. minetest.pos_to_string(center)) -- for debugging only
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
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p.y = p.y + 1
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]
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mcl_villages.fill_chest(pos, pr)
end
end
end
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function mcl_villages.place_schematics(settlement_info, pr)
local building_all_info
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local lvm = VoxelManip()
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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(mcl_villages.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 surface_material = settlement_info[i]["surface_mat"] or "mcl_core:stone"
local platform_material = surface_material
local schem_lua = building_all_info["schem_lua"]
if not schem_lua then
schem_lua = minetest.serialize_schematic(building_all_info["mts"], "lua", { lua_use_comments = false, lua_num_indent_spaces = 0 }) .. " return schematic"
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-- MCLA node names to VL for import
for _, sub in pairs(mcl_villages.mcla_to_vl) do
schem_lua = schem_lua:gsub(sub[1], sub[2])
end
local schematic = loadstring(schem_lua)()
if schematic.size["x"] ~= building_all_info["hwidth"] or schematic.size["y"] ~= building_all_info["hheight"] or schematic.size["z"] ~= building_all_info["hdepth"] then
minetest.log(building_all_info["name"].." width "..schematic.size["x"].." height "..schematic.size["y"].." depth "..schematic.size["z"])
end
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building_all_info["schem_lua"] = schem_lua
end
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schem_lua = schem_lua:gsub('"mcl_core:dirt"', '"'..platform_material..'"')
schem_lua = schem_lua:gsub('"mcl_core:dirt_with_grass"', '"'..surface_material..'"')
local schematic = loadstring(mcl_villages.substitute_materials(pos, schem_lua, pr))()
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-- already built the foundation for the building and made room above
local sx, sy, sz = schematic.size.x, schematic.size.y, schematic.size.z
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if rotation == "90" or rotation == "270" then sx, sz = sz, sx end
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local p2 = vector.new(pos.x+sx-1,pos.y+sy-1,pos.z+sz-1)
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lvm:read_from_map(vector.new(pos.x-3, pos.y-40, pos.z-3), vector.new(pos.x+sx+3, pos.y+sy+40, pos.z+sz+3)) -- safety margins for foundation
lvm:get_data()
-- TODO: make configurable as in MCLA
mcl_villages.foundation(lvm, pos, sx, sy, sz, surface_material, pr)
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minetest.place_schematic_on_vmanip(
lvm,
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pos,
schematic,
rotation,
nil,
true,
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{ place_center_x = false, place_center_y = false, place_center_z = false }
)
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lvm:write_to_map(true) -- FIXME: postpone
init_nodes(pos, p2, schematic.size, rotation, pr)
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if building_all_info["name"] == "belltower" then
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spawn_iron_golem(pos)
end
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spawn_villagers(pos,p2)
fix_village_water(pos,p2)
end
end