Add mcl_villages; with support for seed-based, and multithreaded village generation by kay27.

This commit is contained in:
MysticTempest 2021-01-27 02:56:53 -06:00
parent 9feee980f8
commit 0c23406531
21 changed files with 1510 additions and 0 deletions

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MCL_Villages:
============================
A fork of Rochambeau's "Settlements" mod converted for use in MineClone2.
--------------
Using the mod:
--------------
This mod adds settlements on world generation.
And, in Creative Mode; also comes with a debug tool for spawning in villages.
-------------
MCL2 Credits:
-------------
Code forked from: https://github.com/MysticTempest/settlements/tree/mcl_villages
Commit: e24b4be
================================================================================
Basic conversion of Settlements mod for compatibility with MineClone2, plus new schematics: MysticTempest
Seed-based Village Generation, multi-threading, bugfixes: kay27
=========================
version: 0.1 alpha
License of source code: WTFPL
-----------------------------
(c) Copyright Rochambeau (2018)
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.
Credits:
--------------
This mod is based on "ruins" by BlockMen
Completely new schematics for MineClone2:
MysticTempest - CC-BY-SA 4.0

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--[[
-------------------------------------------------------------------------------
-- build schematic, replace material, rotation
-------------------------------------------------------------------------------
function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
-- get building node material for better integration to surrounding
local platform_material = minetest.get_node_or_nil(pos)
if not platform_material then
return
end
platform_material = platform_material.name
-- pick random material
local material = wallmaterial[math.random(1,#wallmaterial)]
-- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building,
"lua",
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
-- replace material
if replace_wall == "y" then
schem_lua = schem_lua:gsub("mcl_core:cobble", material)
end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass",
platform_material)
-- Disable special junglewood for now.
-- special material for spawning npcs
-- schem_lua = schem_lua:gsub("mcl_core:junglewood",
-- "settlements:junglewood")
--
-- format schematic string
local schematic = loadstring(schem_lua)()
-- build foundation for the building an make room above
local width = schematic["size"]["x"]
local depth = schematic["size"]["z"]
local height = schematic["size"]["y"]
local possible_rotations = {"0", "90", "180", "270"}
local rotation = possible_rotations[ math.random( #possible_rotations ) ]
settlements.foundation(
pos,
width,
depth,
height,
rotation)
vm:set_data(data)
-- place schematic
minetest.place_schematic_on_vmanip(
vm,
pos,
schematic,
rotation,
nil,
true)
vm:write_to_map(true)
end]]
-------------------------------------------------------------------------------
-- initialize settlement_info
-------------------------------------------------------------------------------
function settlements.initialize_settlement_info(pr)
local count_buildings = {}
-- count_buildings table reset
for k,v in pairs(schematic_table) do
-- local name = schematic_table[v]["name"]
count_buildings[v["name"]] = 0
end
-- randomize number of buildings
local number_of_buildings = pr:next(10, 25)
local number_built = 1
settlements.debug("Village ".. number_of_buildings)
return count_buildings, number_of_buildings, number_built
end
-------------------------------------------------------------------------------
-- fill settlement_info with LVM
--------------------------------------------------------------------------------
function settlements.create_site_plan_lvm(maxp, minp, pr)
local settlement_info = {}
local building_all_info
local possible_rotations = {"0", "90", "180", "270"}
-- find center of chunk
local center = {
x=maxp.x-half_map_chunk_size,
y=maxp.y,
z=maxp.z-half_map_chunk_size
}
-- find center_surface of chunk
local center_surface, surface_material = settlements.find_surface_lvm(center, minp)
-- go build settlement around center
if not center_surface then return false end
-- add settlement to list
table.insert(settlements_in_world, center_surface)
-- save list to file
settlements.save()
-- initialize all settlement_info table
local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr)
-- first building is townhall in the center
building_all_info = schematic_table[1]
local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
-- add to settlement info table
local index = 1
settlement_info[index] = {
pos = center_surface,
name = building_all_info["name"],
hsize = building_all_info["hsize"],
rotat = rotation,
surface_mat = surface_material
}
-- increase index for following buildings
index = index + 1
-- now some buildings around in a circle, radius = size of town center
local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
-- draw j circles around center and increase radius by math.random(2,5)
for j = 1,20 do
if number_built < number_of_buildings then
-- set position on imaginary circle
for j = 0, 360, 15 do
local angle = j * math.pi / 180
local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
ptx = settlements.round(ptx, 0)
ptz = settlements.round(ptz, 0)
local pos1 = { x=ptx, y=center_surface.y+50, z=ptz}
local pos_surface, surface_material = settlements.find_surface_lvm(pos1, minp)
if not pos_surface then break end
local randomized_schematic_table = shuffle(schematic_table, pr)
-- pick schematic
local size = #randomized_schematic_table
for i = size, 1, -1 do
-- already enough buildings of that type?
if count_buildings[randomized_schematic_table[i]["name"]] < randomized_schematic_table[i]["max_num"]*number_of_buildings then
building_all_info = randomized_schematic_table[i]
-- check distance to other buildings
local distance_to_other_buildings_ok = settlements.check_distance(settlement_info, pos_surface, building_all_info["hsize"])
if distance_to_other_buildings_ok then
-- count built houses
count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1
rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
number_built = number_built + 1
settlement_info[index] = {
pos = pos_surface,
name = building_all_info["name"],
hsize = building_all_info["hsize"],
rotat = rotation,
surface_mat = surface_material
}
index = index + 1
break
end
end
end
if number_of_buildings == number_built then
break
end
end
r = r + pr:next(2,5)
end
end
settlements.debug("really ".. number_built)
return settlement_info
end
-------------------------------------------------------------------------------
-- fill settlement_info
--------------------------------------------------------------------------------
function settlements.create_site_plan(maxp, minp, pr)
local settlement_info = {}
local building_all_info
local possible_rotations = {"0", "90", "180", "270"}
-- find center of chunk
local center = {
x=maxp.x-half_map_chunk_size,
y=maxp.y,
z=maxp.z-half_map_chunk_size
}
-- find center_surface of chunk
local center_surface , surface_material = settlements.find_surface(center)
-- go build settlement around center
if not center_surface then return false end
-- add settlement to list
table.insert(settlements_in_world, center_surface)
-- save list to file
settlements.save()
-- initialize all settlement_info table
local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr)
-- first building is townhall in the center
building_all_info = schematic_table[1]
local rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
-- add to settlement info table
local index = 1
settlement_info[index] = {
pos = center_surface,
name = building_all_info["name"],
hsize = building_all_info["hsize"],
rotat = rotation,
surface_mat = surface_material
}
--increase index for following buildings
index = index + 1
-- now some buildings around in a circle, radius = size of town center
local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
-- draw j circles around center and increase radius by math.random(2,5)
for j = 1,20 do
if number_built < number_of_buildings then
-- set position on imaginary circle
for j = 0, 360, 15 do
local angle = j * math.pi / 180
local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
ptx = settlements.round(ptx, 0)
ptz = settlements.round(ptz, 0)
local pos1 = { x=ptx, y=center_surface.y+50, z=ptz}
local pos_surface, surface_material = settlements.find_surface(pos1)
if not pos_surface then break end
local randomized_schematic_table = shuffle(schematic_table, pr)
-- pick schematic
local size = #randomized_schematic_table
for i = size, 1, -1 do
-- already enough buildings of that type?
if count_buildings[randomized_schematic_table[i]["name"]] < randomized_schematic_table[i]["max_num"]*number_of_buildings then
building_all_info = randomized_schematic_table[i]
-- check distance to other buildings
local distance_to_other_buildings_ok = settlements.check_distance(settlement_info, pos_surface, building_all_info["hsize"])
if distance_to_other_buildings_ok then
-- count built houses
count_buildings[building_all_info["name"]] = count_buildings[building_all_info["name"]] +1
rotation = possible_rotations[ pr:next(1, #possible_rotations ) ]
number_built = number_built + 1
settlement_info[index] = {
pos = pos_surface,
name = building_all_info["name"],
hsize = building_all_info["hsize"],
rotat = rotation,
surface_mat = surface_material
}
index = index + 1
break
end
end
end
if number_of_buildings == number_built then
break
end
end
r = r + pr:next(2,5)
end
end
settlements.debug("really ".. number_built)
return settlement_info
end
-------------------------------------------------------------------------------
-- evaluate settlement_info and place schematics
-------------------------------------------------------------------------------
function settlements.place_schematics_lvm(settlement_info, pr)
for i, built_house in ipairs(settlement_info) do
for j, schem in ipairs(schematic_table) do
if settlement_info[i]["name"] == schem["name"] then
building_all_info = schem
break
end
end
local pos = settlement_info[i]["pos"]
local rotation = settlement_info[i]["rotat"]
-- get building node material for better integration to surrounding
local platform_material = settlement_info[i]["surface_mat"]
platform_material_name = minetest.get_name_from_content_id(platform_material)
-- pick random material
local material = wallmaterial[pr:next(1,#wallmaterial)]
--
local building = building_all_info["mts"]
local replace_wall = building_all_info["rplc"]
-- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building,
"lua",
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
-- replace material
if replace_wall == "y" then
schem_lua = schem_lua:gsub("mcl_core:cobble", material)
end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material_name)
--[[ Disable special junglewood for now.
-- special material for spawning npcs
schem_lua = schem_lua:gsub("mcl_core:junglewood", "settlements:junglewood")
--]]
-- format schematic string
local schematic = loadstring(schem_lua)()
-- build foundation for the building an make room above
-- place schematic
minetest.place_schematic_on_vmanip(
vm,
pos,
schematic,
rotation,
nil,
true)
end
end
-------------------------------------------------------------------------------
-- evaluate settlement_info and place schematics
-------------------------------------------------------------------------------
function settlements.place_schematics(settlement_info, pr)
local building_all_info
for i, built_house in ipairs(settlement_info) do
for j, schem in ipairs(schematic_table) do
if settlement_info[i]["name"] == schem["name"] then
building_all_info = schem
break
end
end
local pos = settlement_info[i]["pos"]
local rotation = settlement_info[i]["rotat"]
-- get building node material for better integration to surrounding
local platform_material = settlement_info[i]["surface_mat"]
--platform_material_name = minetest.get_name_from_content_id(platform_material)
-- pick random material
local material = wallmaterial[pr:next(1,#wallmaterial)]
--
local building = building_all_info["mts"]
local replace_wall = building_all_info["rplc"]
-- schematic conversion to lua
local schem_lua = minetest.serialize_schematic(building,
"lua",
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
-- replace material
if replace_wall == "y" then
schem_lua = schem_lua:gsub("mcl_core:cobble", material)
end
schem_lua = schem_lua:gsub("mcl_core:dirt_with_grass", platform_material)
--[[ Disable special junglewood for now.
-- special material for spawning npcs
schem_lua = schem_lua:gsub("mcl_core:junglewood", "settlements:junglewood")
--]]
schem_lua = schem_lua:gsub("mcl_stairs:stair_wood_outer", "mcl_stairs:slab_wood")
schem_lua = schem_lua:gsub("mcl_stairs:stair_stone_rough_outer", "air")
-- format schematic string
local schematic = loadstring(schem_lua)()
-- build foundation for the building an make room above
-- place schematic
minetest.place_schematic(
pos,
schematic,
rotation,
nil,
true)
end
end

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-- switch for debugging
settlements.debug = function(message)
-- minetest.chat_send_all(message)
-- minetest.log("warning", "[mcl_villages] "..message)
minetest.log("verbose", "[mcl_villages] "..message)
end
-- switch for lvm
settlements.lvm = false
settlements.last_settlement = os.time()
-- material to replace cobblestone with
wallmaterial = {
"mcl_core:junglewood",
"mcl_core:sprucewood",
"mcl_core:wood",
"mcl_core:birchwood",
"mcl_core:acaciawood",
"mcl_core:stonebrick",
"mcl_core:cobble",
"mcl_core:sandstonecarved",
"mcl_core:sandstone",
"mcl_core:sandstonesmooth2"
}
settlements.surface_mat = {}
-------------------------------------------------------------------------------
-- Set array to list
-- https://stackoverflow.com/questions/656199/search-for-an-item-in-a-lua-list
-------------------------------------------------------------------------------
function settlements.grundstellungen()
settlements.surface_mat = settlements.Set {
"mcl_core:dirt_with_grass",
--"mcl_core:dry_dirt_with_grass",
"mcl_core:dirt_with_grass_snow",
--"mcl_core:dirt_with_dry_grass",
"mcl_core:podzol",
"mcl_core:sand",
"mcl_core:redsand",
--"mcl_core:silver_sand",
"mcl_core:snowblock"
}
end
--
-- possible surfaces where buildings can be built
--
--
-- path to schematics
--
schem_path = settlements.modpath.."/schematics/"
--
-- list of schematics
--
schematic_table = {
{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08, rplc = "n"},
{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.050, rplc = "n"},
{name = "church", mts = schem_path.."church.mts", hwidth = 13, hdepth = 13, hheight = 14, hsize = 15, max_num = 0.04, rplc = "n"},
{name = "farm", mts = schem_path.."farm.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 13, max_num = 0.1, rplc = "n"},
{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 3, hheight = 13, hsize = 10, max_num = 0.1, rplc = "n"},
{name = "library", mts = schem_path.."library.mts", hwidth = 12, hdepth = 12, hheight = 8, hsize = 13, max_num = 0.04, rplc = "n"},
{name = "medium_house", mts = schem_path.."medium_house.mts", hwidth = 8, hdepth = 12, hheight = 8, hsize = 14, max_num = 0.09, rplc = "n"},
{name = "small_house", mts = schem_path.."small_house.mts", hwidth = 9, hdepth = 7, hheight = 8, hsize = 13, max_num = 0.7, rplc = "n"},
{name = "tavern", mts = schem_path.."tavern.mts", hwidth = 11, hdepth = 10, hheight = 10, hsize = 13, max_num = 0.050, rplc = "n"},
{name = "well", mts = schem_path.."well.mts", hwidth = 6, hdepth = 8, hheight = 6, hsize = 10, max_num = 0.045, rplc = "n"},
}
--
-- list of settlements, load on server start up
--
settlements_in_world = {}
--
-- min_distance between settlements
--
settlements.min_dist_settlements = 64
--
-- maximum allowed difference in height for building a sttlement
--
max_height_difference = 56
--
--
--
half_map_chunk_size = 40
quarter_map_chunk_size = 20

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--
function settlements.convert_mts_to_lua()
local building = schem_path.."townhall.mts"
local str = minetest.serialize_schematic(building, "lua", {lua_use_comments = true, lua_num_indent_spaces = 0}).." return(schematic)"
local schematic = loadstring(str)()
local file = io.open(schem_path.."church"..".lua", "w")
file:write(dump(schematic))
file:close()
print(dump(schematic))
end
function settlements.mts_save()
local f = assert(io.open(schem_path.."hut.lua", "r"))
local content = f:read("*all").." return(schematic2)"
f:close()
local schematic2 = loadstring("schematic2 = "..content)()
local seb = minetest.serialize_schematic(schematic2, "mts", {})
local filename = schem_path .. "hut2" .. ".mts"
filename = filename:gsub("\"", "\\\""):gsub("\\", "\\\\")
local file, err = io.open(filename, "wb")
if err == nil and seb then
file:write(seb)
file:flush()
file:close()
end
print("Wrote: " .. filename)
end

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mcl_core
mcl_farming?
mobs_mc?

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-------------------------------------------------------------------------------
-- function to fill empty space below baseplate when building on a hill
-------------------------------------------------------------------------------
function settlements.ground_lvm(pos, pr) -- role model: Wendelsteinkircherl, Brannenburg
local c_dirt = minetest.get_content_id("mcl_core:dirt")
local c_stone = minetest.get_content_id("mcl_core:stone")
--
local p2 = vector.new(pos)
local cnt = 0
local mat = c_dirt
p2.y = p2.y-1
while true do
cnt = cnt+1
if cnt > 20 then break end
if cnt>pr:next(2,4) then mat = c_stone end
--minetest.swap_node(p2, {name="mcl_core:"..mat})
local vi = va:index(p2.x, p2.y, p2.z)
data[vi] = mat
p2.y = p2.y-1
end
-- return data
end
-------------------------------------------------------------------------------
-- function to fill empty space below baseplate when building on a hill
-------------------------------------------------------------------------------
function settlements.ground(pos, pr) -- role model: Wendelsteinkircherl, Brannenburg
local p2 = vector.new(pos)
local cnt = 0
local mat = "mcl_core:dirt"
p2.y = p2.y-1
while true do
cnt = cnt+1
if cnt > 20 then break end
if cnt>pr:next(2,4) then
mat = "mcl_core:stone"
end
minetest.swap_node(p2, {name=mat})
p2.y = p2.y-1
end
end
-------------------------------------------------------------------------------
-- function clear space above baseplate
-------------------------------------------------------------------------------
function settlements.terraform_lvm(settlement_info, pr)
local c_air = minetest.get_content_id("air")
local fheight
local fwidth
local fdepth
for i, built_house in ipairs(settlement_info) do
-- pick right schematic_info to current built_house
for j, schem in ipairs(schematic_table) do
if settlement_info[i]["name"] == schem["name"]
then
schematic_data = schem
break
end
end
local pos = settlement_info[i]["pos"]
if settlement_info[i]["rotat"] == "0" or settlement_info[i]["rotat"] == "180"
then
fwidth = schematic_data["hwidth"]
fdepth = schematic_data["hdepth"]
else
fwidth = schematic_data["hdepth"]
fdepth = schematic_data["hwidth"]
end
fheight = schematic_data["hheight"] * 3 -- remove trees and leaves above
--
-- now that every info is available -> create platform and clear space above
--
for zi = 0,fdepth-1 do
for yi = 0,fheight do
for xi = 0,fwidth-1 do
if yi == 0 then
local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
settlements.ground_lvm(p, pr)
else
--break --todo
-- write ground
local vi = va:index(pos.x+xi, pos.y+yi, pos.z+zi)
if data[vi] ~= c_air
--local node = minetest.get_node_or_nil({x=p5.x+xi, y=p5.y+yi, z=p5.z+zi})
--if node then
--if node.name ~= "air"
then
--minetest.swap_node({x=pos.x+xi, y=pos.y+yi, z=pos.z+zi},{name="air"})
data[vi] = c_air
end
end
end
end
end
end
end
-------------------------------------------------------------------------------
-- function clear space above baseplate
-------------------------------------------------------------------------------
function settlements.terraform(settlement_info, pr)
local fheight
local fwidth
local fdepth
local schematic_data
for i, built_house in ipairs(settlement_info) do
-- pick right schematic_info to current built_house
for j, schem in ipairs(schematic_table) do
if settlement_info[i]["name"] == schem["name"]
then
schematic_data = schem
break
end
end
local pos = settlement_info[i]["pos"]
if settlement_info[i]["rotat"] == "0" or settlement_info[i]["rotat"] == "180"
then
fwidth = schematic_data["hwidth"]
fdepth = schematic_data["hdepth"]
else
fwidth = schematic_data["hdepth"]
fdepth = schematic_data["hwidth"]
end
--fheight = schematic_data["hheight"] * 3 -- remove trees and leaves above
fheight = schematic_data["hheight"] -- remove trees and leaves above
--
-- now that every info is available -> create platform and clear space above
--
for xi = 0,fwidth-1 do
for zi = 0,fdepth-1 do
for yi = 0,fheight *3 do
if yi == 0 then
local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
settlements.ground(p, pr)
else
-- write ground
local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi}
minetest.forceload_block(p)
local node = minetest.get_node_or_nil(p)
if node then
if node.name ~= "air"
then
minetest.swap_node(p,{name="air"})
end
end
end
end
end
end
end
end

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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
})

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-------------------------------------------------------------------------------
-- generate paths between buildings
-------------------------------------------------------------------------------
function settlements.paths_lvm(settlement_info, minp)
local c_grasspath = minetest.get_content_id("mcl_core:grass_path")
local starting_point
local end_point
local distance
--for k,v in pairs(settlement_info) do
starting_point = settlement_info[1]["pos"]
for o,p in pairs(settlement_info) do
end_point = settlement_info[o]["pos"]
if starting_point ~= end_point
then
-- loop until end_point is reched (distance == 0)
while true do
-- define surrounding pos to starting_point
local north_p = {x=starting_point.x+1, y=starting_point.y, z=starting_point.z}
local south_p = {x=starting_point.x-1, y=starting_point.y, z=starting_point.z}
local west_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z+1}
local east_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z-1}
-- measure distance to end_point
local dist_north_p_to_end = math.sqrt(
((north_p.x - end_point.x)*(north_p.x - end_point.x))+
((north_p.z - end_point.z)*(north_p.z - end_point.z))
)
local dist_south_p_to_end = math.sqrt(
((south_p.x - end_point.x)*(south_p.x - end_point.x))+
((south_p.z - end_point.z)*(south_p.z - end_point.z))
)
local dist_west_p_to_end = math.sqrt(
((west_p.x - end_point.x)*(west_p.x - end_point.x))+
((west_p.z - end_point.z)*(west_p.z - end_point.z))
)
local dist_east_p_to_end = math.sqrt(
((east_p.x - end_point.x)*(east_p.x - end_point.x))+
((east_p.z - end_point.z)*(east_p.z - end_point.z))
)
-- evaluate which pos is closer to the end_point
if dist_north_p_to_end <= dist_south_p_to_end and
dist_north_p_to_end <= dist_west_p_to_end and
dist_north_p_to_end <= dist_east_p_to_end
then
starting_point = north_p
distance = dist_north_p_to_end
elseif dist_south_p_to_end <= dist_north_p_to_end and
dist_south_p_to_end <= dist_west_p_to_end and
dist_south_p_to_end <= dist_east_p_to_end
then
starting_point = south_p
distance = dist_south_p_to_end
elseif dist_west_p_to_end <= dist_north_p_to_end and
dist_west_p_to_end <= dist_south_p_to_end and
dist_west_p_to_end <= dist_east_p_to_end
then
starting_point = west_p
distance = dist_west_p_to_end
elseif dist_east_p_to_end <= dist_north_p_to_end and
dist_east_p_to_end <= dist_south_p_to_end and
dist_east_p_to_end <= dist_west_p_to_end
then
starting_point = east_p
distance = dist_east_p_to_end
end
-- find surface of new starting point
local surface_point, surface_mat = settlements.find_surface_lvm(starting_point, minp)
-- replace surface node with mcl_core:grass_path
if surface_point
then
local vi = va:index(surface_point.x, surface_point.y, surface_point.z)
data[vi] = c_grasspath
--minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
-- don't set y coordinate, surface might be too low or high
starting_point.x = surface_point.x
starting_point.z = surface_point.z
end
if distance <= 1 or
starting_point == end_point
then
break
end
end
end
end
--end
--return data
end
-------------------------------------------------------------------------------
-- generate paths between buildings
-------------------------------------------------------------------------------
function settlements.paths(settlement_info)
local starting_point
local end_point
local distance
--for k,v in pairs(settlement_info) do
starting_point = settlement_info[1]["pos"]
for o,p in pairs(settlement_info) do
end_point = settlement_info[o]["pos"]
if starting_point ~= end_point
then
-- loop until end_point is reched (distance == 0)
while true do
-- define surrounding pos to starting_point
local north_p = {x=starting_point.x+1, y=starting_point.y, z=starting_point.z}
local south_p = {x=starting_point.x-1, y=starting_point.y, z=starting_point.z}
local west_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z+1}
local east_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z-1}
-- measure distance to end_point
local dist_north_p_to_end = math.sqrt(
((north_p.x - end_point.x)*(north_p.x - end_point.x))+
((north_p.z - end_point.z)*(north_p.z - end_point.z))
)
local dist_south_p_to_end = math.sqrt(
((south_p.x - end_point.x)*(south_p.x - end_point.x))+
((south_p.z - end_point.z)*(south_p.z - end_point.z))
)
local dist_west_p_to_end = math.sqrt(
((west_p.x - end_point.x)*(west_p.x - end_point.x))+
((west_p.z - end_point.z)*(west_p.z - end_point.z))
)
local dist_east_p_to_end = math.sqrt(
((east_p.x - end_point.x)*(east_p.x - end_point.x))+
((east_p.z - end_point.z)*(east_p.z - end_point.z))
)
-- evaluate which pos is closer to the end_point
if dist_north_p_to_end <= dist_south_p_to_end and
dist_north_p_to_end <= dist_west_p_to_end and
dist_north_p_to_end <= dist_east_p_to_end
then
starting_point = north_p
distance = dist_north_p_to_end
elseif dist_south_p_to_end <= dist_north_p_to_end and
dist_south_p_to_end <= dist_west_p_to_end and
dist_south_p_to_end <= dist_east_p_to_end
then
starting_point = south_p
distance = dist_south_p_to_end
elseif dist_west_p_to_end <= dist_north_p_to_end and
dist_west_p_to_end <= dist_south_p_to_end and
dist_west_p_to_end <= dist_east_p_to_end
then
starting_point = west_p
distance = dist_west_p_to_end
elseif dist_east_p_to_end <= dist_north_p_to_end and
dist_east_p_to_end <= dist_south_p_to_end and
dist_east_p_to_end <= dist_west_p_to_end
then
starting_point = east_p
distance = dist_east_p_to_end
end
-- find surface of new starting point
local surface_point, surface_mat = settlements.find_surface(starting_point)
-- replace surface node with mcl_core:grass_path
if surface_point
then
minetest.swap_node(surface_point,{name="mcl_core:grass_path"})
-- don't set y coordinate, surface might be too low or high
starting_point.x = surface_point.x
starting_point.z = surface_point.z
end
if distance <= 1 or
starting_point == end_point
then
break
end
end
end
end
end

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local c_dirt_with_grass = minetest.get_content_id("mcl_core:dirt_with_grass")
local c_dirt_with_snow = minetest.get_content_id("mcl_core:dirt_with_grass_snow")
--local c_dirt_with_dry_grass = minetest.get_content_id("mcl_core:dirt_with_dry_grass")
local c_podzol = minetest.get_content_id("mcl_core:podzol")
local c_sand = minetest.get_content_id("mcl_core:sand")
local c_desert_sand = minetest.get_content_id("mcl_core:redsand")
--local c_silver_sand = minetest.get_content_id("mcl_core:silver_sand")
--
local c_air = minetest.get_content_id("air")
local c_snow = minetest.get_content_id("mcl_core:snowblock")
local c_fern_1 = minetest.get_content_id("mcl_flowers:fern")
local c_fern_2 = minetest.get_content_id("mcl_flowers:fern")
local c_fern_3 = minetest.get_content_id("mcl_flowers:fern")
local c_rose = minetest.get_content_id("mcl_flowers:poppy")
local c_viola = minetest.get_content_id("mcl_flowers:blue_orchid")
local c_geranium = minetest.get_content_id("mcl_flowers:allium")
local c_tulip = minetest.get_content_id("mcl_flowers:tulip_orange")
local c_dandelion_y = minetest.get_content_id("mcl_flowers:dandelion")
local c_dandelion_w = minetest.get_content_id("mcl_flowers:oxeye_daisy")
local c_bush_leaves = minetest.get_content_id("mcl_core:leaves")
local c_bush_stem = minetest.get_content_id("mcl_core:tree")
local c_a_bush_leaves = minetest.get_content_id("mcl_core:acacialeaves")
local c_a_bush_stem = minetest.get_content_id("mcl_core:acaciatree")
local c_water_source = minetest.get_content_id("mcl_core:water_source")
local c_water_flowing = minetest.get_content_id("mcl_core:water_flowing")
-------------------------------------------------------------------------------
-- function to copy tables
-------------------------------------------------------------------------------
function settlements.shallowCopy(original)
local copy = {}
for key, value in pairs(original) do
copy[key] = value
end
return copy
end
--
--
--
function settlements.round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
-------------------------------------------------------------------------------
-- function to find surface block y coordinate
-------------------------------------------------------------------------------
function settlements.find_surface_lvm(pos, minp)
--ab hier altes verfahren
local p6 = vector.new(pos)
local surface_mat = {
c_dirt_with_grass,
c_dirt_with_snow,
--c_dirt_with_dry_grass,
c_podzol,
c_sand,
c_desert_sand
}
local cnt = 0
local itter -- count up or down
local cnt_max = 200
-- starting point for looking for surface
local vi = va:index(p6.x, p6.y, p6.z)
if data[vi] == nil then return nil end
local tmp = minetest.get_name_from_content_id(data[vi])
if data[vi] == c_air then
itter = -1
else
itter = 1
end
while cnt < cnt_max do
cnt = cnt+1
local vi = va:index(p6.x, p6.y, p6.z)
-- local tmp = minetest.get_name_from_content_id(data[vi])
-- if vi == nil
-- then
-- return nil
-- end
for i, mats in ipairs(surface_mat) do
local node_check = va:index(p6.x, p6.y+1, p6.z)
if node_check and vi and data[vi] == mats and
(data[node_check] ~= c_water_source and
data[node_check] ~= c_water_flowing
)
then
local tmp = minetest.get_name_from_content_id(data[node_check])
return p6, mats
end
end
p6.y = p6.y + itter
if p6.y < 0 then return nil end
end
return nil --]]
end
-------------------------------------------------------------------------------
-- function to find surface block y coordinate
-- returns surface postion
-------------------------------------------------------------------------------
function settlements.find_surface(pos)
local p6 = vector.new(pos)
local cnt = 0
local itter -- count up or down
local cnt_max = 200
-- check, in which direction to look for surface
local surface_node = minetest.get_node_or_nil(p6)
if surface_node and string.find(surface_node.name,"air") then
itter = -1
else
itter = 1
end
-- go through nodes an find surface
while cnt < cnt_max do
cnt = cnt+1
minetest.forceload_block(p6)
surface_node = minetest.get_node_or_nil(p6)
if not surface_node then
-- Load the map at pos and try again
minetest.get_voxel_manip():read_from_map(p6, p6)
surface_node = minetest.get_node(p6)
if surface_node.name == "ignore" then
settlements.debug("find_surface1: nil or ignore")
return nil
end
end
-- if surface_node == nil or surface_node.name == "ignore" then
-- --return nil
-- local fl = minetest.forceload_block(p6)
-- if not fl then
--
-- return nil
-- end
-- end
--
-- Check Surface_node and Node above
--
if settlements.surface_mat[surface_node.name] then
local surface_node_plus_1 = minetest.get_node_or_nil({ x=p6.x, y=p6.y+1, z=p6.z})
if surface_node_plus_1 and surface_node and
(string.find(surface_node_plus_1.name,"air") or
string.find(surface_node_plus_1.name,"snow") or
string.find(surface_node_plus_1.name,"fern") or
string.find(surface_node_plus_1.name,"flower") or
string.find(surface_node_plus_1.name,"bush") or
string.find(surface_node_plus_1.name,"tree") or
string.find(surface_node_plus_1.name,"grass"))
then
settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name)
return p6, surface_node.name
else
settlements.debug("find_surface2: wrong surface+1")
end
else
settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))
end
p6.y = p6.y + itter
if p6.y < 0 then
settlements.debug("find_surface4: y<0")
return nil
end
end
settlements.debug("find_surface5: cnt_max overflow")
return nil
end
-------------------------------------------------------------------------------
-- check distance for new building
-------------------------------------------------------------------------------
function settlements.check_distance(settlement_info, building_pos, building_size)
local distance
for i, built_house in ipairs(settlement_info) do
distance = math.sqrt(
((building_pos.x - built_house["pos"].x)*(building_pos.x - built_house["pos"].x))+
((building_pos.z - built_house["pos"].z)*(building_pos.z - built_house["pos"].z)))
if distance < building_size or
distance < built_house["hsize"]
then
return false
end
end
return true
end
-------------------------------------------------------------------------------
-- save list of generated settlements
-------------------------------------------------------------------------------
function settlements.save()
local file = io.open(minetest.get_worldpath().."/settlements.txt", "w")
if file then
file:write(minetest.serialize(settlements_in_world))
file:close()
end
end
-------------------------------------------------------------------------------
-- load list of generated settlements
-------------------------------------------------------------------------------
function settlements.load()
local file = io.open(minetest.get_worldpath().."/settlements.txt", "r")
if file then
local table = minetest.deserialize(file:read("*all"))
if type(table) == "table" then
return table
end
end
return {}
end
-------------------------------------------------------------------------------
-- check distance to other settlements
-------------------------------------------------------------------------------
function settlements.check_distance_other_settlements(center_new_chunk)
-- local min_dist_settlements = 300
for i, pos in ipairs(settlements_in_world) do
local distance = vector.distance(center_new_chunk, pos)
-- minetest.chat_send_all("dist ".. distance)
if distance < settlements.min_dist_settlements then
return false
end
end
return true
end
-------------------------------------------------------------------------------
-- fill chests
-------------------------------------------------------------------------------
function settlements.fill_chest(pos, pr)
-- find chests within radius
--local chestpos = minetest.find_node_near(pos, 6, {"mcl_core:chest"})
local chestpos = pos
-- initialize chest (mts chests don't have meta)
local meta = minetest.get_meta(chestpos)
if meta:get_string("infotext") ~= "Chest" then
-- For MineClone2 0.70 or before
-- minetest.registered_nodes["mcl_chests:chest"].on_construct(chestpos)
--
-- For MineClone2 after commit 09ab1482b5 (the new entity chests)
minetest.registered_nodes["mcl_chests:chest_small"].on_construct(chestpos)
end
-- fill chest
local inv = minetest.get_inventory( {type="node", pos=chestpos} )
-- always
inv:add_item("main", "mcl_core:apple "..pr:next(1,3))
-- low value items
if pr:next(0,1) < 1 then
inv:add_item("main", "mcl_farming:bread "..pr:next(0,3))
inv:add_item("main", "mcl_core:iron_ingot "..pr:next(0,3))
inv:add_item("main", "mcl_farming:melon_item "..pr:next(0,3))
inv:add_item("main", "mcl_farming:carrot_item "..pr:next(0,3))
--[[
-- additional fillings when farmin mod enabled
if minetest.get_modpath("farming") ~= nil and farming.mod == "redo" then
if pr:next(0,1) < 1 then
inv:add_item("main", "mcl_farming:melon_item "..pr:next(0,3))
inv:add_item("main", "mcl_farming:carrot_item "..pr:next(0,3))
inv:add_item("main", "farming:corn "..pr:next(0,3))
end
end
--]]
end
-- medium value items
if pr:next(0,3) < 1 then
inv:add_item("main", "mcl_tools:pick_iron "..pr:next(0,1))
inv:add_item("main", "mcl_tools:pick_stone "..pr:next(0,1))
inv:add_item("main", "mcl_fire:flint_and_steel "..pr:next(0,1))
inv:add_item("main", "mcl_buckets:bucket_empty "..pr:next(0,1))
inv:add_item("main", "mcl_tools:sword_iron "..pr:next(0,1))
end
end
-------------------------------------------------------------------------------
-- initialize furnace
-------------------------------------------------------------------------------
function settlements.initialize_furnace(pos)
-- find chests within radius
local furnacepos = minetest.find_node_near(pos,
7, --radius
{"mcl_furnaces:furnace"})
-- initialize furnacepos (mts furnacepos don't have meta)
if furnacepos
then
local meta = minetest.get_meta(furnacepos)
if meta:get_string("infotext") ~= "furnace"
then
minetest.registered_nodes["mcl_furnaces:furnace"].on_construct(furnacepos)
end
end
end
-------------------------------------------------------------------------------
-- initialize anvil
-------------------------------------------------------------------------------
function settlements.initialize_anvil(pos)
-- find chests within radius
local anvilpos = minetest.find_node_near(pos,
7, --radius
{"mcl_anvils:anvil"})
-- initialize anvilpos (mts anvilpos don't have meta)
if anvilpos
then
local meta = minetest.get_meta(anvilpos)
if meta:get_string("infotext") ~= "anvil"
then
minetest.registered_nodes["mcl_anvils:anvil"].on_construct(anvilpos)
end
end
end
-------------------------------------------------------------------------------
-- initialize furnace, chests, anvil
-------------------------------------------------------------------------------
local building_all_info
function settlements.initialize_nodes(settlement_info, pr)
for i, built_house in ipairs(settlement_info) do
for j, schem in ipairs(schematic_table) do
if settlement_info[i]["name"] == schem["name"] then
building_all_info = schem
break
end
end
local width = building_all_info["hwidth"]
local depth = building_all_info["hdepth"]
local height = building_all_info["hheight"]
local p = settlement_info[i]["pos"]
for yi = 1,height do
for xi = 0,width do
for zi = 0,depth do
local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi}
local node = minetest.get_node(ptemp)
if node.name == "mcl_furnaces:furnace" or
node.name == "mcl_chests:chest" or
node.name == "mcl_anvils:anvil" then
minetest.registered_nodes[node.name].on_construct(ptemp)
end
-- when chest is found -> fill with stuff
if node.name == "mcl_chests:chest" then
minetest.after(3, settlements.fill_chest, ptemp, pr)
end
end
end
end
end
end
-------------------------------------------------------------------------------
-- randomize table
-------------------------------------------------------------------------------
function shuffle(tbl, pr)
local table = settlements.shallowCopy(tbl)
local size = #table
for i = size, 1, -1 do
local rand = pr:next(1, size)
table[i], table[rand] = table[rand], table[i]
end
return table
end
-------------------------------------------------------------------------------
-- evaluate heightmap
-------------------------------------------------------------------------------
function settlements.evaluate_heightmap()
local heightmap = minetest.get_mapgen_object("heightmap")
-- max height and min height, initialize with impossible values for easier first time setting
local max_y = -50000
local min_y = 50000
-- only evaluate the center square of heightmap 40 x 40
local square_start = 1621
local square_end = 1661
for j = 1 , 40, 1 do
for i = square_start, square_end, 1 do
-- skip buggy heightmaps, return high value
if heightmap[i] == -31000 or
heightmap[i] == 31000
then
return max_height_difference + 1
end
if heightmap[i] < min_y
then
min_y = heightmap[i]
end
if heightmap[i] > max_y
then
max_y = heightmap[i]
end
end
-- set next line
square_start = square_start + 80
square_end = square_end + 80
end
-- return the difference between highest and lowest pos in chunk
local height_diff = max_y - min_y
-- filter buggy heightmaps
if height_diff <= 1
then
return max_height_difference + 1
end
-- debug info
settlements.debug("heightdiff ".. height_diff)
return height_diff
end
-------------------------------------------------------------------------------
-- get LVM of current chunk
-------------------------------------------------------------------------------
function settlements.getlvm(minp, maxp)
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(minp, maxp)
local va = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax
}
local data = vm:get_data()
return vm, data, va, emin, emax
end
-------------------------------------------------------------------------------
-- get LVM of current chunk
-------------------------------------------------------------------------------
function settlements.setlvm(vm, data)
-- Write data
vm:set_data(data)
vm:write_to_map(true)
end
-------------------------------------------------------------------------------
-- Set array to list
-- https://stackoverflow.com/questions/656199/search-for-an-item-in-a-lua-list
-------------------------------------------------------------------------------
function settlements.Set (list)
local set = {}
for _, l in ipairs(list) do set[l] = true end
return set
end