------------------------------------------------------------------------------- -- generate paths between buildings ------------------------------------------------------------------------------- local light_threshold = tonumber(minetest.settings:get("mcl_villages_light_threshold")) or 5 -- This ends up being a nested table. -- 1st level is the blockseed which is the village -- 2nd is the distance of the building from the bell -- 3rd is the pos of the end points local path_ends = {} -- note: not using LVM here, as this runs after the pathfinder -- simple function to increase "no_paths" walls function mcl_villages.clean_no_paths(minp, maxp) local no_paths_nodes = minetest.find_nodes_in_area(minp, maxp, { "mcl_villages:no_paths" }) if #no_paths_nodes > 0 then minetest.bulk_swap_node(no_paths_nodes, { name = "air" }) end end -- this can still run in LVM -- simple function to increase "no_paths" walls function mcl_villages.increase_no_paths(vm, minp, maxp) local p = vector.zero() for z = minp.z, maxp.z do p.z = z for x = minp.x, maxp.x do p.x = x for y = minp.y, maxp.y - 1 do p.y = y local n = vm:get_node_at(p) if n and n.name == "mcl_villages:no_paths" then p.y = y + 1 n = vm:get_node_at(p) if n and n.name == "air" then vm:set_node_at(p, {name = "mcl_villages:no_paths" }) end end end end end end -- Insert end points in to the nested tables function mcl_villages.store_path_ends(vm, minp, maxp, pos, blockseed, bell_pos) -- We store by distance because we create paths far away from the bell first local dist = vector.distance(bell_pos, pos) local id = "block_" .. blockseed -- cannot use integers as keys local tab = path_ends[id] if not tab then tab = {} path_ends[id] = tab end if tab[dist] == nil then tab[dist] = {} end -- TODO: use LVM data instead of nodes? But we only process a subset of the area local v = vector.zero() for zi = minp.z, maxp.z do v.z = zi for yi = minp.y, maxp.y do v.y = yi for xi = minp.x, maxp.x do v.x = xi local n = vm:get_node_at(v) if n and n.name == "mcl_villages:path_endpoint" then table.insert(tab[dist], minetest.pos_to_string(v)) vm:set_node_at(v, { name = "air" }) end end end end end local function place_lamp(pos, pr) local lamp_index = pr:next(1, #mcl_villages.schematic_lamps) local schema = mcl_villages.schematic_lamps[lamp_index] local schem_lua = mcl_villages.substitute_materials(pos, schema.schem_lua, pr) local schematic = loadstring(schem_lua)() minetest.place_schematic(vector.offset(pos, 0, schema.yadjust or 0, 0), schematic, "0", {["air"] = "ignore"}, -- avoid destroying stairs etc. true, { place_center_x = true, place_center_y = false, place_center_z = true } ) end -- TODO: port this to lvm. local function smooth_path(path) -- Smooth out bumps in path or stairs can look naf for pass = 1, 3 do for i = 2, #path - 1 do local prev_y = path[i - 1].y local y = path[i].y local next_y = path[i + 1].y local bump = minetest.get_node(path[i]).name -- TODO: also replace bamboo underneath with dirt here? if minetest.get_item_group(bump, "water") ~= 0 then -- ignore in this pass elseif y >= next_y + 2 and y <= prev_y then minetest.swap_node(vector.offset(path[i], 0, -1, 0), { name = "air" }) path[i].y = path[i].y - 1 elseif y <= next_y - 2 and y >= prev_y then minetest.swap_node(path[i], { name = "mcl_core:dirt" }) path[i].y = path[i].y + 1 elseif y >= prev_y + 2 and y <= next_y then minetest.swap_node(vector.offset(path[i], 0, -1, 0), { name = "air" }) path[i].y = path[i].y - 1 elseif y <= prev_y - 2 and y >= prev_y then minetest.swap_node(path[i], { name = "mcl_core:dirt" }) path[i].y = path[i].y + 1 elseif y < prev_y and y < next_y then -- Fill in dip to flatten path minetest.swap_node(path[i], { name = "mcl_core:dirt" }) path[i].y = path[i].y + 1 elseif y > prev_y and y > next_y then -- Remove peak to flatten path minetest.swap_node(vector.offset(path[i], 0, -1, 0), { name = "air" }) path[i].y = path[i].y - 1 end end end end -- TODO: port this to lvm. local function place_path(path, pr, stair, slab) -- Smooth out bumps in path or stairs can look naf for i = 2, #path - 1 do local prev_y = path[i - 1].y local y = path[i].y local next_y = path[i + 1].y local bump = minetest.get_node(path[i]).name if minetest.get_item_group(bump, "water") ~= 0 then -- Find air local up_pos = vector.copy(path[i]) while true do up_pos.y = up_pos.y + 1 local up_node = minetest.get_node(up_pos).name if minetest.get_item_group(up_node, "water") == 0 then minetest.swap_node(up_pos, { name = "air" }) path[i] = up_pos break end end elseif y < prev_y and y < next_y then -- Fill in dip to flatten path -- TODO: do not break other path/stairs minetest.swap_node(path[i], { name = "mcl_core:dirt" }) path[i] = vector.offset(path[i], 0, 1, 0) elseif y > prev_y and y > next_y then -- TODO: do not break other path/stairs -- Remove peak to flatten path minetest.swap_node(vector.offset(path[i], 0, -1, 0), { name = "air" }) path[i].y = path[i].y - 1 end end for i, pos in ipairs(path) do local n0 = minetest.get_node(pos).name if n0 ~= "air" then minetest.swap_node(pos, { name = "air" }) end local under_pos = vector.offset(pos, 0, -1, 0) local n = minetest.get_node(under_pos).name local ndef = minetest.registered_nodes[n] local groups = ndef and ndef.groups or {} local done = false if i > 1 and pos.y > path[i - 1].y then -- stairs up if not groups.stair then done = true local param2 = minetest.dir_to_facedir(vector.subtract(pos, path[i - 1])) minetest.swap_node(under_pos, { name = stair, param2 = param2 }) end elseif i < #path-1 and pos.y > path[i + 1].y then -- stairs down if not groups.stair then done = true local param2 = minetest.dir_to_facedir(vector.subtract(pos, path[i + 1])) minetest.swap_node(under_pos, { name = stair, param2 = param2 }) end elseif not groups.stair and i > 1 and pos.y < path[i - 1].y then -- stairs down local n2 = minetest.get_node(vector.offset(path[i - 1], 0, -1, 0)).name if not minetest.get_item_group(n2, "stair") then done = true local param2 = minetest.dir_to_facedir(vector.subtract(path[i - 1], pos)) if i < #path - 1 then -- uglier, but easier to walk up? param2 = minetest.dir_to_facedir(vector.subtract(pos, path[i + 1])) end minetest.add_node(pos, { name = stair, param2 = param2 }) pos.y = pos.y + 1 end elseif not groups.stair and i < #path-1 and pos.y < path[i + 1].y then -- stairs up local n2 = minetest.get_node(vector.offset(path[i + 1], 0, -1, 0)).name if not minetest.get_item_group(n2, "stair") then done = true local param2 = minetest.dir_to_facedir(vector.subtract(path[i + 1], pos)) if i > 1 then -- uglier, but easier to walk up? param2 = minetest.dir_to_facedir(vector.subtract(pos, path[i - 1])) end minetest.add_node(pos, { name = stair, param2 = param2 }) pos.y = pos.y + 1 end end -- flat if not done then if groups.water then minetest.add_node(under_pos, { name = slab }) elseif groups.sand then minetest.swap_node(under_pos, { name = "mcl_core:sandstonesmooth2" }) elseif groups.soil and not groups.dirtifies_below_solid then minetest.swap_node(under_pos, { name = "mcl_core:grass_path" }) end end -- Clear space for villagers to walk for j = 1, 2 do local over_pos = vector.offset(pos, 0, j, 0) if minetest.get_node(over_pos).name ~= "air" then minetest.swap_node(over_pos, { name = "air" }) end end end -- Do lamps afterwards so we don't put them where a path will be laid for _, pos in ipairs(path) do if minetest.get_node_light(pos, 0) < light_threshold then local nn = minetest.find_nodes_in_area_under_air(vector.offset(pos, -1, -1, -1), vector.offset(pos, 1, 1, 1), { "group:material_sand", "group:material_stone", "group:grass_block", "group:wood_slab" } ) -- todo: shuffle nn? for _, npos in ipairs(nn) do local node = minetest.get_node(npos).name if node ~= "mcl_core:grass_path" and minetest.get_item_group(node, "stair") == 0 then if minetest.get_item_group(node, "wood_slab") ~= 0 then minetest.add_node(vector.offset(npos, 0, 1, 0), { name = "mcl_torches:torch", param2 = 1 }) else place_lamp(npos, pr) end break end end end end end -- FIXME: ugly function get_biome_stair_slab(biome_name) -- Use the same stair and slab throughout the entire village -- The quotes are necessary to be matched as JSON strings local stair, slab = '"mcl_stairs:stair_oak"', '"mcl_stairs:slab_oak_top"' -- Change stair and slab for biome if mcl_villages.biome_map[biome_name] and mcl_villages.material_substitions[mcl_villages.biome_map[biome_name]] then for _, sub in pairs(mcl_villages.material_substitions[mcl_villages.biome_map[biome_name]]) do stair = stair:gsub(sub[1], sub[2]) slab = slab:gsub(sub[1], sub[2]) end end -- translate MCLA values to VL for _, sub in pairs(mcl_villages.mcla_to_vl) do stair = stair:gsub(sub[1], sub[2]) slab = slab:gsub(sub[1], sub[2]) end -- The quotes are to match what is in JSON schemas, but we don't want them now return stair:gsub('"', ""), slab:gsub('"', "") end -- Work out which end points should be connected -- works from the outside of the village in function mcl_villages.paths(blockseed, biome_name) local pr = PcgRandom(blockseed) local pathends = path_ends["block_" .. blockseed] if pathends == nil then minetest.log("warning", string.format("[mcl_villages] Tried to set paths for block seed that doesn't exist %d", blockseed)) return end -- Stair and slab style of the village local stair, slab = get_biome_stair_slab(biome_name) -- Keep track of connections local connected = {} -- get a list of reverse sorted keys, which are distances local dist_keys = {} for k in pairs(pathends) do table.insert(dist_keys, k) end table.sort(dist_keys, function(a, b) return a > b end) --minetest.log("Planning paths with "..#dist_keys.." nodes") for i, from in ipairs(dist_keys) do -- ep == end_point for _, from_ep in ipairs(pathends[from]) do local from_ep_pos = minetest.string_to_pos(from_ep) local closest_pos, closest_bld, best = nil, nil, 10000000 -- Most buildings only do other buildings that are closer to the bell -- for the bell do any end points that don't have paths near them local j = from == 0 and 1 or (i + 1) for j = j, #dist_keys do local to = dist_keys[j] if from ~= to and connected[from .. "-" .. to] == nil and connected[to .. "-" .. from] == nil then for _, to_ep in ipairs(pathends[to]) do local to_ep_pos = minetest.string_to_pos(to_ep) local dist = vector.distance(from_ep_pos, to_ep_pos) if dist < best then best = dist closest_pos = to_ep_pos closest_bld = to end end end end if closest_pos then local path = minetest.find_path(from_ep_pos, closest_pos, 64, 2, 2) if path then smooth_path(path) end if not path then path = minetest.find_path(from_ep_pos, closest_pos, 64, 3, 3) if path then smooth_path(path) end end path = minetest.find_path(from_ep_pos, closest_pos, 64, 1, 1) if path and #path > 0 then place_path(path, pr, stair, slab) connected[from .. "-" .. closest_bld] = 1 else minetest.log("warning", string.format( "[mcl_villages] No good path from %s to %s, distance %d", minetest.pos_to_string(from_ep_pos), minetest.pos_to_string(closest_pos), vector.distance(from_ep_pos, closest_pos) ) ) end end end end path_ends["block_" .. blockseed] = nil end