mcl_villages = {} mcl_villages.modpath = minetest.get_modpath(minetest.get_current_modname()) local village_chance = tonumber(minetest.settings:get("mcl_villages_village_probability")) or 1 dofile(mcl_villages.modpath.."/const.lua") dofile(mcl_villages.modpath.."/utils.lua") dofile(mcl_villages.modpath.."/buildings.lua") dofile(mcl_villages.modpath.."/paths.lua") dofile(mcl_villages.modpath.."/api.lua") local S = minetest.get_translator(minetest.get_current_modname()) minetest.register_alias("mcl_villages:stonebrickcarved", "mcl_core:stonebrickcarved") minetest.register_node("mcl_villages:structblock", {drawtype="airlike",groups = {not_in_creative_inventory=1},}) -- we currently do not support/use these from MCLA: --minetest.register_alias("mcl_villages:village_block", "air") --minetest.register_alias("mcl_villages:building_block", "air") -- -- on map generation, try to build a settlement -- local function build_a_settlement(minp, maxp, blockseed) if mcl_villages.village_exists(blockseed) then return end local pr = PcgRandom(blockseed) local lvm = VoxelManip(minp, maxp) local settlement = mcl_villages.create_site_plan(lvm, minp, maxp, pr) if not settlement then return false, false end -- all foundations first, then all buildings, to avoid damaging very close buildings mcl_villages.terraform(lvm, settlement, pr) mcl_villages.place_schematics(lvm, settlement, blockseed, pr) mcl_villages.add_village(blockseed, settlement) --lvm:write_to_map(true) -- destory paths as of now --mcl_villages.paths(blockseed) -- TODO: biome for _, on_village_placed_callback in pairs(mcl_villages.on_village_placed) do on_village_placed_callback(settlement, blockseed) end 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) if maxp.y < 0 then return end if village_chance == 0 then return end local pr = PcgRandom(blockseed) if pr:next(0, 100) > village_chance then return end local big_minp = vector.copy(minp) --vector.offset(minp, -16, -16, -16) local big_maxp = vector.copy(maxp) --vector.offset(maxp, 16, 16, 16) minetest.emerge_area(big_minp, big_maxp, ecb_village, { minp = vector.copy(minp), maxp = vector.copy(maxp), blockseed = blockseed } ) end) --[[ did not work, because later structure generation would make holes in our schematics mcl_mapgen_core.register_generator("villages", function(lvm, data, data2, e1, e2, area, minp, maxp, blockseed) if mcl_villages.village_exists(blockseed) then return false, false end lvm:set_data(data) -- FIXME: ugly hack, better directly manipulate the data array lvm:set_param2_data(data2) local pr = PcgRandom(blockseed) if pr:next(0, 100) > village_chance then return end local settlement = mcl_villages.create_site_plan(lvm, minp, maxp, pr) if not settlement then return false, false end -- all foundations first, then all buildings, to avoid damaging very close buildings mcl_villages.terraform(lvm, settlement, pr) mcl_villages.place_schematics(lvm, settlement, pr) -- TODO: replace with MCLA code: mcl_villages.paths(settlement) mcl_villages.add_village(blockseed, settlement) lvm:get_data(data) -- FIXME: ugly hack, better directly manipulate the data array lvm:get_param2_data(data2) return true, true end, function(minp, maxp, blockseed) for _, on_village_placed_callback in pairs(mcl_villages.on_village_placed) do on_village_placed_callback(settlement, blockseed) end end, 15000) ]]-- --[[ causes issues when vertically close to the chunk boundary: mcl_mapgen_core.register_generator("villages", nil, function(minp, maxp, blockseed) if maxp.y < 0 or mcl_villages.village_exists(blockseed) then return end local pr = PcgRandom(blockseed) if pr:next(0, 100) > village_chance then return end --local lvm, emin, emax = minetest.get_mapgen_object("voxelmanip") -- did not get the lighting fixed? local lvm = VoxelManip() lvm:read_from_map(minp, maxp) local settlement = mcl_villages.create_site_plan(lvm, minp, maxp, pr) if not settlement then return false, false end -- all foundations first, then all buildings, to avoid damaging very close buildings mcl_villages.terraform(lvm, settlement, pr) mcl_villages.place_schematics(lvm, settlement, blockseed, pr) mcl_villages.add_village(blockseed, settlement) --lvm:write_to_map(true) --mcl_villages.paths(blockseed) -- TODO: biome end, 15000) ]]-- end -- This is a light source so that lamps don't get placed near it minetest.register_node("mcl_villages:village_block", { drawtype = "airlike", groups = { not_in_creative_inventory = 1 }, light_source = 14, -- Somethings don't work reliably when done in the map building -- so we use a timer to run them later when they work more reliably -- e.g. spawning mobs, running minetest.find_path on_timer = function(pos, elapsed) local meta = minetest.get_meta(pos) local blockseed = meta:get_string("blockseed") local node_type = meta:get_string("node_type") minetest.set_node(pos, { name = node_type }) mcl_villages.post_process_village(blockseed) return false end, }) -- struct to cause a village spawn when it can be fully emerged 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"}) local minp=vector.offset(pos, -40, -40, -40) local maxp=vector.offset(pos, 40, 40, 40) local blockseed = PcgRandom(minetest.hash_node_position(pos)):next() minetest.emerge_area(minp, maxp, ecb_village, {minp=minp, maxp=maxp, blockseed=blockseed}) end }) -- manually place villages if minetest.is_creative_enabled("") then minetest.register_craftitem("mcl_villages:tool", { description = S("mcl_villages build tool"), inventory_image = "default_tool_woodshovel.png", -- build settlement 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 local minp = vector.subtract(pointed_thing.under, mcl_villages.half_map_chunk_size) local maxp = vector.add(pointed_thing.under, mcl_villages.half_map_chunk_size) build_a_settlement(minp, maxp, math.random(0,32767)) end }) mcl_wip.register_experimental_item("mcl_villages:tool") end -- This makes the temporary node invisble unless in creative mode local drawtype = "airlike" if minetest.is_creative_enabled("") then drawtype = "glasslike" end minetest.register_node("mcl_villages:no_paths", { description = S( "Prevent paths from being placed during villager generation. Replaced by air after village path generation" ), paramtype = "light", drawtype = drawtype, inventory_image = "mcl_core_barrier.png", wield_image = "mcl_core_barrier.png", tiles = { "mcl_core_barrier.png" }, is_ground_content = false, groups = { creative_breakable = 1, not_solid = 1, not_in_creative_inventory = 1 }, }) minetest.register_node("mcl_villages:path_endpoint", { description = S("Mark the node as a good place for paths to connect to"), is_ground_content = false, tiles = { "wool_white.png" }, wield_image = "wool_white.png", wield_scale = { x = 1, y = 1, z = 0.5 }, groups = { handy = 1, supported_node = 1, not_in_creative_inventory = 1 }, sounds = mcl_sounds.node_sound_wool_defaults(), paramtype = "light", sunlight_propagates = true, drawtype = "nodebox", node_box = { type = "fixed", fixed = { { -8 / 16, -8 / 16, -8 / 16, 8 / 16, -7 / 16, 8 / 16 }, }, }, _mcl_hardness = 0.1, _mcl_blast_resistance = 0.1, }) local schem_path = mcl_villages.modpath .. "/schematics/" mcl_villages.register_bell({ name = "belltower", mts = schem_path .. "new_villages/belltower.mts", yadjust = 1 }) mcl_villages.register_well({ name = "well", mts = schem_path .. "new_villages/well.mts", yadjust = -1, }) for i = 1, 6 do mcl_villages.register_lamp({ name = "lamp", mts = schem_path .. "new_villages/lamp_" .. i .. ".mts", yadjust = 1, no_ground_turnip = true, no_clearance = true, }) end mcl_villages.register_building({ name = "house_big", mts = schem_path .. "new_villages/house_4_bed.mts", min_jobs = 6, max_jobs = 99, yadjust = 1, }) mcl_villages.register_building({ name = "house_large", mts = schem_path .. "new_villages/house_3_bed.mts", min_jobs = 4, max_jobs = 99, yadjust = 1, }) mcl_villages.register_building({ name = "house_medium", mts = schem_path .. "new_villages/house_2_bed.mts", min_jobs = 2, max_jobs = 99, yadjust = 1, }) mcl_villages.register_building({ name = "house_chimney", mts = schem_path .. "haeuschen2.mts", min_jobs = 2, max_jobs = 99, yadjust = 1, }) mcl_villages.register_building({ name = "house_small", mts = schem_path .. "new_villages/house_1_bed.mts", min_jobs = 1, max_jobs = 99, yadjust = 1, }) mcl_villages.register_building({ name = "blacksmith", mts = schem_path .. "new_villages/blacksmith.mts", num_others = 8, yadjust = 1, }) mcl_villages.register_building({ name = "butcher", mts = schem_path .. "new_villages/butcher.mts", num_others = 8, yadjust = 1, }) mcl_villages.register_building({ name = "farm", mts = schem_path .. "new_villages/farm.mts", num_others = 3, yadjust = 1, }) mcl_villages.register_building({ name = "fish_farm", mts = schem_path .. "new_villages/fishery.mts", num_others = 8, yadjust = -2, }) mcl_villages.register_building({ name = "fletcher", mts = schem_path .. "bogner.mts", num_others = 8, yadjust = 0, }) mcl_villages.register_building({ name = "library", mts = schem_path .. "new_villages/library.mts", min_jobs = 12, max_jobs = 99, num_others = 15, yadjust = 1, }) mcl_villages.register_building({ name = "librarian", mts = schem_path .. "schreiber.mts", min_jobs = 1, max_jobs = 11, yadjust = 0, }) mcl_villages.register_building({ name = "map_shop", mts = schem_path .. "new_villages/cartographer.mts", num_others = 15, yadjust = 1, }) mcl_villages.register_building({ name = "mason", mts = schem_path .. "new_villages/mason.mts", num_others = 8, yadjust = 1, }) mcl_villages.register_building({ name = "mill", mts = schem_path .. "new_villages/mill.mts", num_others = 8, yadjust = 1, }) mcl_villages.register_building({ name = "tannery", mts = schem_path .. "new_villages/leather_worker.mts", num_others = 8, yadjust = 1, }) mcl_villages.register_building({ name = "tool_smith", mts = schem_path .. "new_villages/toolsmith.mts", num_others = 8, yadjust = 1, }) mcl_villages.register_building({ name = "weapon_smith", mts = schem_path .. "new_villages/weaponsmith.mts", num_others = 8, yadjust = 1, }) mcl_villages.register_building({ name = "chapel", mts = schem_path .. "new_villages/chapel.mts", num_others = 8, min_jobs = 1, max_jobs = 9, yadjust = 1, }) mcl_villages.register_building({ name = "church", mts = schem_path .. "kirche.mts", num_others = 20, min_jobs = 10, max_jobs = 99, yadjust = 0, }) mcl_villages.register_building({ name = "farm_small", mts = schem_path .. "new_villages/farm_small_1.mts", num_others = 3, yadjust = 1, }) mcl_villages.register_building({ name = "farm_small2", mts = schem_path .. "new_villages/farm_small_2.mts", num_others = 3, yadjust = 1, }) mcl_villages.register_building({ name = "farm_large", mts = schem_path .. "new_villages/farm_large_1.mts", num_others = 6, yadjust = 1, }) for _, crop_type in pairs(mcl_villages.get_crop_types()) do for count = 1, 8 do local tile = crop_type .. "_" .. count .. ".png" minetest.register_node("mcl_villages:crop_" .. crop_type .. "_" .. count, { description = S("A place to plant @1 crops", crop_type), is_ground_content = false, tiles = { tile }, wield_image = tile, wield_scale = { x = 1, y = 1, z = 0.5 }, groups = { handy = 1, supported_node = 1, not_in_creative_inventory = 1 }, paramtype = "light", sunlight_propagates = true, drawtype = "nodebox", node_box = { type = "fixed", fixed = { { -8 / 16, -8 / 16, -8 / 16, 8 / 16, -7 / 16, 8 / 16 }, }, }, _mcl_hardness = 0.1, _mcl_blast_resistance = 0.1, }) end end mcl_villages.register_crop({ type = "grain", node = "mcl_farming:wheat_1", biomes = { acacia = 10, bamboo = 10, desert = 10, jungle = 10, plains = 10, savanna = 10, spruce = 10, }, }) mcl_villages.register_crop({ type = "root", node = "mcl_farming:carrot_1", biomes = { acacia = 10, bamboo = 6, desert = 10, jungle = 6, plains = 6, spruce = 10, }, }) mcl_villages.register_crop({ type = "root", node = "mcl_farming:potato_1", biomes = { acacia = 6, bamboo = 10, desert = 6, jungle = 10, plains = 10, spruce = 6, }, }) mcl_villages.register_crop({ type = "root", node = "mcl_farming:beetroot_0", biomes = { acacia = 3, bamboo = 3, desert = 3, jungle = 3, plains = 3, spruce = 3, }, }) mcl_villages.register_crop({ type = "gourd", node = "mcl_farming:melontige_1", biomes = { bamboo = 10, jungle = 10, }, }) mcl_villages.register_crop({ type = "gourd", node = "mcl_farming:pumpkin_1", biomes = { acacia = 10, bamboo = 5, desert = 10, jungle = 5, plains = 10, spruce = 10, }, }) for name, def in pairs(minetest.registered_nodes) do if def.groups["flower"] and not def.groups["double_plant"] and name ~= "mcl_flowers:wither_rose" then mcl_villages.register_crop({ type = "flower", node = name, biomes = { acacia = 10, bamboo = 6, desert = 10, jungle = 6, plains = 6, spruce = 10, }, }) end end