VoxeLibre/mods/MAPGEN/mcl_villages/init.lua

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-- eclipse debugging lines
--require("debugger")(idehost, ideport, idekey)
--zerobrane debugging lines
--package.cpath = package.cpath .. ";/usr/share/lua/5.2/?.so"
--package.path = package.path .. ";/usr/share/zbstudio/lualibs/mobdebug/?.lua"
--require('mobdebug').start()
settlements = {}
settlements.modpath = minetest.get_modpath("mcl_villages");
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")
dofile(settlements.modpath.."/convert_lua_mts.lua")
--
-- load settlements on server
--
settlements_in_world = settlements.load()
settlements.grundstellungen()
--[[ Disable custom node spawning.
--
-- register block for npc spawn
--
minetest.register_node("settlements:junglewood", {
description = "special junglewood floor",
tiles = {"default_junglewood.png"},
groups = {choppy=3, wood=2},
sounds = default.node_sound_wood_defaults(),
})
--]]
--[[ Enable for testing, but use MineClone2's own spawn code if/when merging.
--
-- register inhabitants
--
if minetest.get_modpath("mobs_mc") ~= nil 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
end
--]]
--
-- on map generation, try to build a settlement
--
local function build_a_settlement_no_delay(minp, maxp, blockseed)
local settlement_info
local pr = PseudoRandom(blockseed)
--
-- fill settlement_info with buildings and their data
--
if settlements.lvm == true then
-- get LVM of current chunk
local vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
settlement_info = settlements.create_site_plan_lvm(maxp, minp, pr)
else
settlement_info = settlements.create_site_plan(maxp, minp, pr)
end
if not settlement_info then return end
-- evaluate settlement_info and prepair terrain
if settlements.lvm == true then
settlements.terraform_lvm(settlement_info, pr)
else
settlements.terraform(settlement_info, pr)
end
-- evaluate settlement_info and build paths between buildings
if settlements.lvm == true then
settlements.paths_lvm(settlement_info, minp)
else
settlements.paths(settlement_info)
end
-- evaluate settlement_info and place schematics
if settlements.lvm == true then
vm:set_data(data)
settlements.place_schematics_lvm(settlement_info, pr)
vm:write_to_map(true)
else
settlements.place_schematics(settlement_info, pr)
end
-- evaluate settlement_info and initialize furnaces and chests
settlements.initialize_nodes(settlement_info, pr)
end
local function ecb_build_a_settlement(blockpos, action, calls_remaining, param)
if calls_remaining <= 0 then
build_a_settlement_no_delay(param.minp, param.maxp, param.blockseed)
end
end
minetest.register_on_generated(function(minp, maxp, blockseed)
-- needed for manual and automated settlement building
local heightmap = minetest.get_mapgen_object("heightmap")
-- randomly try to build settlements
if blockseed % 77 ~= 17 then return end
-- don't build settlement underground
if maxp.y < 0 then return end
-- don't build settlements too close to each other
local center_of_chunk = {
x=maxp.x-half_map_chunk_size,
y=maxp.y-half_map_chunk_size,
z=maxp.z-half_map_chunk_size
}
local dist_ok = settlements.check_distance_other_settlements(center_of_chunk)
if dist_ok == false then return end
-- don't build settlements on (too) uneven terrain
local height_difference = settlements.evaluate_heightmap(minp, maxp)
if height_difference > max_height_difference then return end
minetest.emerge_area(vector.subtract(minp,24), vector.add(maxp,24), ecb_build_a_settlement, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
-- old way - wait 3 seconds:
-- minetest.after(3, ecb_build_a_settlement, nil, 1, 0, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
end)
--
-- manually place buildings, for debugging only
--
minetest.register_craftitem("mcl_villages:tool", {
description = "mcl_villages build tool",
inventory_image = "default_tool_woodshovel.png",
--[[ Disable on_use for now.
-- build single house
--
on_use = function(itemstack, placer, pointed_thing)
local center_surface = pointed_thing.under
if center_surface then
local building_all_info = {name = "blacksmith",
mts = schem_path.."blacksmith.mts",
hsize = 13,
max_num = 0.9,
rplc = "n"}
settlements.build_schematic(center_surface,
building_all_info["mts"],
building_all_info["rplc"],
building_all_info["name"])
-- settlements.convert_mts_to_lua()
-- settlements.mts_save()
end
end,
--]]
--
-- build ssettlement
--
on_place = function(itemstack, placer, pointed_thing)
local pr = PseudoRandom(math.rand(0,32767))
-- enable debug routines
local center_surface = pointed_thing.under
if center_surface then
local minp = {
x=center_surface.x-half_map_chunk_size,
y=center_surface.y-half_map_chunk_size,
z=center_surface.z-half_map_chunk_size
}
local maxp = {
x=center_surface.x+half_map_chunk_size,
y=center_surface.y+half_map_chunk_size,
z=center_surface.z+half_map_chunk_size
}
--
-- get LVM of current chunk
--
local vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
--
-- fill settlement_info with buildings and their data
--
local start_time = os.time()
local settlement_info
if settlements.lvm == true then
settlement_info = settlements.create_site_plan_lvm(maxp, minp, pr)
else
settlement_info = settlements.create_site_plan(maxp, minp, pr)
end
if not settlement_info then return end
--
-- evaluate settlement_info and prepair terrain
--
if settlements.lvm == true then
settlements.terraform_lvm(settlement_info, pr)
else
settlements.terraform(settlement_info, pr)
end
--
-- evaluate settlement_info and build paths between buildings
--
if settlements.lvm == true then
settlements.paths_lvm(settlement_info, minp)
else
settlements.paths(settlement_info)
end
--
-- evaluate settlement_info and place schematics
--
if settlements.lvm == true then
vm:set_data(data)
settlements.place_schematics_lvm(pr)
vm:write_to_map(true)
else
settlements.place_schematics()
end
--
-- evaluate settlement_info and initialize furnaces and chests
--
settlements.initialize_nodes(settlement_info, pr)
local end_time = os.time()
minetest.chat_send_all("Time ".. end_time - start_time)
--
--settlements.convert_mts_to_lua()
--settlements.mts_save()
end
end
})