VoxeLibre/mods/MAPGEN/mcl_villages/init.lua

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mcl_villages = {}
mcl_villages.modpath = minetest.get_modpath(minetest.get_current_modname())
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local village_chance = tonumber(minetest.settings:get("mcl_villages_village_chance")) or 5
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dofile(mcl_villages.modpath.."/const.lua")
dofile(mcl_villages.modpath.."/utils.lua")
dofile(mcl_villages.modpath.."/foundation.lua")
dofile(mcl_villages.modpath.."/buildings.lua")
dofile(mcl_villages.modpath.."/paths.lua")
local S = minetest.get_translator(minetest.get_current_modname())
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--
-- register block for npc spawn
--
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minetest.register_node("mcl_villages:stonebrickcarved", {
description = S("Chiseled Stone Village Bricks"),
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_doc_items_longdesc = doc.sub.items.temp.build,
tiles = {"mcl_core_stonebrick_carved.png"},
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},})
--
-- on map generation, try to build a settlement
--
local function build_a_settlement(minp, maxp, blockseed)
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if mcl_villages.village_exists(blockseed) then return end
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local pr = PseudoRandom(blockseed)
local settlement_info = mcl_villages.create_site_plan(minp, maxp, pr)
if not settlement_info then return end
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--mcl_villages.terraform(settlement_info, pr)
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mcl_villages.place_schematics(settlement_info, pr)
mcl_villages.paths(settlement_info)
mcl_villages.add_village(blockseed, settlement_info)
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
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local villagegen={}
-- 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)
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if maxp.y < 0 or village_chance == 0 then return end
local pr = PseudoRandom(blockseed)
if pr:next(0, 100) > village_chance then return end
local n=minetest.get_node_or_nil(minp)
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--if n and n.name == "mcl_villages:structblock" then return end
if n and n.name ~= "air" then return end
minetest.set_node(minp,{name="mcl_villages:structblock"})
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--[[minetest.emerge_area(
minp, maxp, --vector.offset(minp, -16, -16, -16), vector.offset(maxp, 16, 16, 16),
ecb_village,
{ minp = vector.copy(minp), maxp = vector.copy(maxp), blockseed = blockseed }
)]]--
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 = S("mcl_villages build tool"),
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inventory_image = "default_tool_woodshovel.png",
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-- build settlement
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on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing.under then return end
if not minetest.check_player_privs(placer, "server") then
minetest.chat_send_player(placer:get_player_name(), S("Placement denied. You need the “server” privilege to place villages."))
return
end
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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