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301 lines
8.9 KiB
Markdown
301 lines
8.9 KiB
Markdown
# mcl_villages
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When creating buildings or farms for use with this mod, you can prevent paths
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from crossing areas by using the `mcl_villages:no_paths` block. You may need to
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stack them 2 high to prevent all paths. After the village paths have be laid
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this block will be replaced by air.
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## Building Interfaces
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### Parameter
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All of the following functions take a table with the following keys.
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#### Mandatory
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name
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: The name to use for the object.
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mts
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: The path to the mts format schema file.
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#### Optional
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yadjust
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: Y axis adjustment when placing the schema. This can be positive to raise the
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placement, or negative to lower it.
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If your schema does not contain a ground layer then set this to 1.
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no_ground_turnip
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: If you don't want the foundation under the building modified, you can disable
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the ground turnip by setting this to true.
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Mainly useful for small thing such as lamps, planters, etc.
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no_clearance
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: If you don't want the area around and above the building modified, you can
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disable the overground clearance by setting this to true.
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Mainly useful for small thing such as lamps, planters, etc.
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### mcl_villages.register_lamp(table)
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Register a structure to use as a lamp. These will be added to the table used when
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adding lamps to paths during village creation.
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### mcl_villages.register_bell(table)
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Register a structure to use as a bell. These will be added to the table used when
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adding the bell during village creation.
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There is 1 bell per village.
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### mcl_villages.register_well(table)
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Register a structure to use as a well. These will be added to the table used when
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adding the wells during village creation.
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The number of wells is calculated randomly based on the number of beds in the
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village. Every 10 beds add 1 to the maximum number.
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e.g. 8 beds == 1 well, 15 beds == 1 or 2 wells, 22 beds == 1 to 3 wells, etc.
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### mcl_villages.register_building(table)
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Register a building used for jobs, houses, or other uses.
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The schema is parsed to work out how many jobs and beds are in it.
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If you are adding a job site for a custom profession then ensure you call
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```mobs_mc.register_villager_profession``` before you register a building using it.
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If a building doesn't have any job sites or beds then it may get added during
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the house placement phase. This will simply add another building to
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the village and will not affect the number of jobs or beds.
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#### Additional options
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The ```mcl_villages.register_building``` call accepts the following optional
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parameters in the table.
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min_jobs
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: A village will need at least this many jobs to have one of these buildings.
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This is used to restrict buildings to bigger villages.
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max_jobs
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: A village will need less that or equal to (<=) this many jobs to have one of
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these buildings.
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This is used to restrict buildings to smaller villages.
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num_others
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: A village will need this many other job sites before you can have another of
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these jobs sites.
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This is used to influence the ratio of buildings in a village.
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is_mandatory
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: This ensures that each village will have at least one of these buildings.
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### mobs_mc.register_villager_profession(title, table)
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**TODO** this should be somewhere else.
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This API call allows you to register professions for villagers.
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It takes 2 arguments.
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1. title - The title to use for the profession.
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This mus be unique; the profession will be rejected if this title is already
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used.
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1. Record - a table containing the details of the profession, it contains the
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following fields.
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1. name: The name displayed for the profession in the UI.
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1. texture: The texture to use for the profession
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1. jobsite: the node or group name sued to flag blocks as job sites for this
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profession
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1. trades: a table containing trades with 1 entry for each trade level.
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You can access the current profession and job site data in
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```mobs_mc.professions``` and ```mobs_mc.jobsites```.
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### mcl_villages.register_on_village_placed(func)
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This function allows registering functions to be called after a village is
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laid out.
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Note that the village may not be completed as the building post processing is
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non-deterministic to avoid overloading the server.
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`settlement_info` is a table containing data for all the buildings in the
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village. The bell is always the first entry in the table.
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`blockseed` is the block seed for the chunk the village was generated for.
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Villages can extend outside of this chunk.
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```lua
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local function my_village_hook(settlement_info, blockseed)
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minetest.log("The village has " .. #settlement_info .. " buildings in it!")
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end
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mcl_villages.register_on_village_placed(my_village_hook)
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```
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### mcl_villages.register_on_villager_spawned(func)
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This function allows registering functions to be called after a villager is
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placed as part of village generation.
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`villager_ent` is the entity created by `minetest.add_entity`.
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`blockseed` is the block seed for the chunk the village was generated for.
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Villages can extend outside of this chunk.
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```lua
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local function my_villager_hook(villager_ent, blockseed)
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local l = villager_ent:get_luaentity()
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minetest.log("The villager's id is " .. l._id)
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end
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mcl_villages.register_on_villager_spawned(my_villager_hook)
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```
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## Farm Interface
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These functions aid creating crops for use use in farms placed during village
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generation.
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### mcl_villages.get_crop_types()
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This allows checking what crop types are supported.
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Currently they are: grain, root, gourd, flower, bush, tree.
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Placement of gourds should take in to consideration the way they fruit.
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### mcl_villages.get_crops()
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Returns a table containing all registered crops.
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### mcl_villages.get_weighted_crop(biome, crop_type, pr)
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Gets a random crop for the biome and crop type.
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### mcl_villages.register_crop(crop_def)
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Registers a crop for use on farms.
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crop_def is a table with the following fields:
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* `node` the name of the crop node to place. e.g. `mcl_farming:wheat_1`.
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* `crop_type` the type crop. e.g. `grain`
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* `biomes` a table containing the weighting to give the crop.
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* Supported biome values are:
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* acacia
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* bamboo
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* desert
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* jungle
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* plains
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* savanna
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* spruce
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* If you leave a biome out ot he definition then the crop will not be available in that biome.
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e.g.
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```lua
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mcl_villages.register_crop({
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type = "grain",
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node = "mcl_farming:wheat_1",
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biomes = {
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acacia = 10,
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bamboo = 10,
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desert = 10,
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jungle = 10,
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plains = 10,
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savanna = 10,
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spruce = 10,
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},
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})
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```
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### Creating farms with replaceable crops
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To create a farm that will utilize registered crops you follow the basic process
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for creating a farm, but you leave out the crops.
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Once you have your farm constructed then instead of placing crops you place blocks named `mcl_villages:crop_*` over the dirt in the farm.
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Each crop type has 8 blocks that can be used for it. This allows, but does not
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guarantee, variety of crops in a farm.
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Each of the crop tiles has an image of a entity that it represents. This image
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is representative, not explicit.
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i.e. The root crop tiles have an image of a carrot on them, but they will be
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swapped for a random root crop, not always carrots.
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Each specific node will be replaced by a single item.
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e.g. if you use `mcl_villages:crop_root_1` and `mcl_villages:crop_root_2` in your farm then all there will be at most 2 types of root crops on the farm.
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It is random, so both types may get replaced by the same crop.
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Remember that gourds affect 5 nodes when they crop; a good farmer won't plant
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anything on the 4 nodes a fruit wil form and your farm should not do that
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either.
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Once you have saved the schema for your farm you register it with the building interface.
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e.g.
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```lua
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mcl_villages.register_building({
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name = "my_farm",
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mts = schem_path .. "/my_farm.mts",
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num_others = 3,
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})
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```
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When a village is generated there will be a chance your farm will be placed, any
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crop blocks will be replaced by biome appropriate crops.
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If a crop cannot be found for a crop type in a biome, then a default will be
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used. This ensure all farming blocks are full, ven if it's al the same crop.
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The default is wheat.
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## Village Layout
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There are two methods for layout out villages, circle layout is more likely to be
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used for small villages and grid for large villages.
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The circle layout uses circles (surprise) to calculate if buildings overlap. It
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creates fairly widely spaced layouts.
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The grid layout uses a predetermined grid layout to positions buildings and uses
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AreaStore to adjust building position if there are collisions.
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The predetermined grid is below, position 0 is the bell, the other numbers are the order of placement.
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| -- | -- | -- | -- | -- | -- | -- |
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|48|41|33|25|29|37|45|
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|40|17|13| 9|11|15|43|
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|32|19| 5| 1| 3|22|35|
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|28|23| 7| 0| 8|24|27|
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|36|21| 4| 2| 6|20|31|
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|44|16|12|10|14|18|39|
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|46|38|30|26|34|42|47|
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