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This spawns a villager per bed on village gen and saves the bed position in the entity. If it moves too far from the village it gets teleported (for now) back.
125 lines
3.9 KiB
Lua
125 lines
3.9 KiB
Lua
settlements = {}
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settlements.modpath = minetest.get_modpath(minetest.get_current_modname())
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dofile(settlements.modpath.."/const.lua")
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dofile(settlements.modpath.."/utils.lua")
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dofile(settlements.modpath.."/foundation.lua")
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dofile(settlements.modpath.."/buildings.lua")
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dofile(settlements.modpath.."/paths.lua")
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--dofile(settlements.modpath.."/convert_lua_mts.lua")
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--
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-- load settlements on server
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--
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settlements.grundstellungen()
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--
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-- register block for npc spawn
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--
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minetest.register_node("mcl_villages:stonebrickcarved", {
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description = ("Chiseled Stone Village Bricks"),
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_doc_items_longdesc = doc.sub.items.temp.build,
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tiles = {"mcl_core_stonebrick_carved.png"},
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stack_max = 64,
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drop = "mcl_core:stonebrickcarved",
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groups = {pickaxey=1, stone=1, stonebrick=1, building_block=1, material_stone=1},
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sounds = mcl_sounds.node_sound_stone_defaults(),
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is_ground_content = false,
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_mcl_blast_resistance = 6,
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_mcl_hardness = 1.5,
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})
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--[[ Enable for testing, but use MineClone2's own spawn code if/when merging.
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--
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-- register inhabitants
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--
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if minetest.get_modpath("mobs_mc") then
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mobs:register_spawn("mobs_mc:villager", --name
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{"mcl_core:stonebrickcarved"}, --nodes
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15, --max_light
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0, --min_light
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20, --chance
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7, --active_object_count
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31000, --max_height
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nil) --day_toggle
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end
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--]]
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local function spawn_villagers(minp,maxp)
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local beds=minetest.find_nodes_in_area(minp,maxp,{"mcl_beds:bed_red_bottom"})
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for _,bed in pairs(beds) do
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minetest.get_meta(bed):set_string("villagebed","true")
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local v=minetest.add_entity(bed,"mobs_mc:villager")
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if v then
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v:get_luaentity().bed = bed
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end
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end
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end
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--
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-- on map generation, try to build a settlement
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--
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local function build_a_settlement(minp, maxp, blockseed)
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local pr = PseudoRandom(blockseed)
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-- fill settlement_info with buildings and their data
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local settlement_info = settlements.create_site_plan(maxp, minp, pr)
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if not settlement_info then return end
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-- evaluate settlement_info and prepair terrain
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settlements.terraform(settlement_info, pr)
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-- evaluate settlement_info and build paths between buildings
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settlements.paths(settlement_info)
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-- evaluate settlement_info and place schematics
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settlements.place_schematics(settlement_info, pr)
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minetest.after(20,function()
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spawn_villagers(minp,maxp)
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end) --give the village some time to fully generate
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end
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local function ecb_village(blockpos, action, calls_remaining, param)
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if calls_remaining >= 1 then return end
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local minp, maxp, blockseed = param.minp, param.maxp, param.blockseed
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build_a_settlement(minp, maxp, blockseed)
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end
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-- Disable natural generation in singlenode.
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name ~= "singlenode" then
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mcl_mapgen_core.register_generator("villages", nil, function(minp, maxp, blockseed)
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-- don't build settlement underground
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if maxp.y < 0 then return end
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-- randomly try to build settlements
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if blockseed % 77 ~= 17 then return end
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-- needed for manual and automated settlement building
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-- don't build settlements on (too) uneven terrain
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--local heightmap = minetest.get_mapgen_object("heightmap")
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local height_difference = settlements.evaluate_heightmap()
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if height_difference > max_height_difference then return end
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local param={minp=vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed}
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minetest.emerge_area(minp, maxp, ecb_village, param)
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end)
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end
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-- manually place villages
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if minetest.is_creative_enabled("") then
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minetest.register_craftitem("mcl_villages:tool", {
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description = "mcl_villages build tool",
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inventory_image = "default_tool_woodshovel.png",
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-- build ssettlement
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on_place = function(itemstack, placer, pointed_thing)
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if not pointed_thing.under then return end
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local minp = vector.subtract( pointed_thing.under, half_map_chunk_size)
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local maxp = vector.add( pointed_thing.under, half_map_chunk_size)
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build_a_settlement(minp, maxp, math.random(0,32767))
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end
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})
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mcl_wip.register_experimental_item("mcl_villages:tool")
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end
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