mcl_villages = {} 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} ) function mcl_villages.get_treasures(pr) local loottable = { { stacks_min = 3, stacks_max = 8, items = { { itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_core:iron_ingot", weight = 10, amount_min = 1, amount_max = 5 }, { itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_farming:bread", weight = 15, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_core:apple", weight = 15, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_tools:pick_iron", weight = 5 }, { itemstring = "mcl_tools:sword_iron", weight = 5 }, { itemstring = "mcl_armor:chestplate_iron", weight = 5 }, { itemstring = "mcl_armor:helmet_iron", weight = 5 }, { itemstring = "mcl_armor:leggings_iron", weight = 5 }, { itemstring = "mcl_armor:boots_iron", weight = 5 }, { itemstring = "mcl_core:obsidian", weight = 5, amount_min = 3, amount_max = 7 }, { itemstring = "mcl_core:sapling", weight = 5, amount_min = 3, amount_max = 7 }, { itemstring = "mcl_mobitems:saddle", weight = 3 }, { itemstring = "mobs_mc:iron_horse_armor", weight = 1 }, { itemstring = "mobs_mc:gold_horse_armor", weight = 1 }, { itemstring = "mobs_mc:diamond_horse_armor", weight = 1 }, } }, } local items = mcl_loot.get_multi_loot(loottable, pr) return items end local items = mcl_villages.get_treasures(pr) mcl_loot.fill_inventory(inv, "main", items) 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