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") --dofile(settlements.modpath.."/convert_lua_mts.lua") -- -- load settlements on server -- settlements.grundstellungen() -- -- register block for npc spawn -- 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, }) --[[ 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 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 minetest.get_meta(bed):set_string("villagebed","true") local v=minetest.add_entity(bed,"mobs_mc:villager") if v then v:get_luaentity().bed = bed end end end -- -- on map generation, try to build a settlement -- local function build_a_settlement(minp, maxp, blockseed) local pr = PseudoRandom(blockseed) -- fill settlement_info with buildings and their data local settlement_info = settlements.create_site_plan(maxp, minp, pr) if not settlement_info then return end -- evaluate settlement_info and prepair terrain settlements.terraform(settlement_info, pr) -- evaluate settlement_info and build paths between buildings settlements.paths(settlement_info) -- evaluate settlement_info and place schematics settlements.place_schematics(settlement_info, pr) 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 heightmap = minetest.get_mapgen_object("heightmap") local height_difference = settlements.evaluate_heightmap() if height_difference > max_height_difference then return end local param={minp=vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed} minetest.emerge_area(minp, maxp, ecb_village, param) end) end -- 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)) end }) mcl_wip.register_experimental_item("mcl_villages:tool") end