local floor = math.floor local vector_offset = vector.offset local ROTATIONS = { "0", "90", "180", "270" } --- Parse a rotation value -- @param rotation string: when "random", a rotation is chosen at random -- @param[opt] pr PseudoRandom: random generator -- @return Rotation function vl_structures.parse_rotation(rotation, pr) if rotation == "random" and pr then return ROTATIONS[pr:next(1,#ROTATIONS)] end return rotation end --- Get the size after rotation. -- @param size vector: Size information -- @param rotation string or number: only 0, 90, 180, 270 are allowed -- @return vector: new vector, for safety function vl_structures.size_rotated(size, rotation) if rotation == "90" or rotation == "270" or rotation == 90 or rotation == 270 then return vector.new(size.z, size.y, size.x) end return vector.copy(size) end --- Get top left position after apply centering flags and padding. -- @param pos vector: Placement position -- @param[opt] size vector: Size information -- @param[opt] flags string or table: as in minetest.place_schematic, place_center_x, place_center_y; default none -- @return vector: new vector, for safety function vl_structures.top_left_from_flags(pos, size, flags) local dx, dy, dz = 0, 0, 0 -- must match src/mapgen/mg_schematic.cpp to be consistent if type(flags) == "table" then if flags["place_center_x"] ~= nil then dx = -floor((size.x-1)*0.5) end if flags["place_center_y"] ~= nil then dy = -floor((size.y-1)*0.5) end if flags["place_center_z"] ~= nil then dz = -floor((size.z-1)*0.5) end return vector_offset(pos, dx, dy, dz) elseif type(flags) == "string" then if string.find(flags, "place_center_x") then dx = -floor((size.x-1)*0.5) end if string.find(flags, "place_center_y") then dy = -floor((size.y-1)*0.5) end if string.find(flags, "place_center_z") then dz = -floor((size.z-1)*0.5) end return vector_offset(pos, dx, dy, dz) end return pos end --- Get the extends of a schematic after rotation and flags -- @param pos vector: position of base -- @param size vector: size of structure -- @param[opt] yoffset number: vertical offset -- @param[opt] rotation string: rotation value -- @param[opt] flags string or table: as in minetest.place_schematic, place_center_x, place_center_y; default none -- @return center on base level, area minimum, area maximum, rotated size (=pmax-pmin+1) function vl_structures.get_extends(pos, size, yoffset, rotation, flags) local size = vl_structures.size_rotated(size, rotation) local pmin = vl_structures.top_left_from_flags(pos, size, flags or vl_structures.DEFAULT_FLAGS) local cent = vector_offset(pmin, floor((size.x-1)*0.5), 0, floor((size.z-1)*0.5)) -- center pmin.y = pmin.y + (yoffset or 0) -- to pmin and pmax only local pmax = vector_offset(pmin, size.x - 1, size.y - 1, size.z - 1) return cent, pmin, pmax, size end --- Call all on_construct handlers. Also called from mcl_villages for job sites -- @param pos Node position function vl_structures.init_node_construct(pos) local node = minetest.get_node(pos) local def = node and minetest.registered_nodes[node.name] if def and def.on_construct then return def.on_construct(pos) end end --- Call on_construct handlers for all nodes of given types -- @param p1 vector: Lowest coordinates of range -- @param p2 vector: Highest coordinates of range -- @param nodes string or table: node name or list of node names -- @return nodes found function vl_structures.construct_nodes(p1,p2,nodes) local nn = minetest.find_nodes_in_area(p1,p2,nodes) for _,p in pairs(nn) do vl_structures.init_node_construct(p) end return nn or {} end --- Fill loot chests -- @param p1 vector: Lowest coordinates of range -- @param p2 vector: Highest coordinates of range -- @param loot table: Loot table -- @param pr PseudoRandom: random generator function vl_structures.fill_chests(p1,p2,loot,pr) for it,lt in pairs(loot) do local nodes = minetest.find_nodes_in_area(p1, p2, it) for _,p in pairs(nodes) do local lootitems = mcl_loot.get_multi_loot(lt, pr) vl_structures.init_node_construct(p) local meta = minetest.get_meta(p) local inv = meta:get_inventory() mcl_loot.fill_inventory(inv, "main", lootitems, pr) end end end