mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-30 06:21:05 +01:00
ace0dc00c7
The global(!) table settlements_in_world` has no use, but is serialized and saved to a file `settlements.txt` every time during generation of a new village, adding more lag. This commit removes all related code: * Remove all instances of `settlements_in_world`. * Remove `settlements.load()` and `settlements.save()`.
232 lines
8.2 KiB
Lua
232 lines
8.2 KiB
Lua
local get_node = mcl_vars.get_node
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-------------------------------------------------------------------------------
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-- function to copy tables
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-------------------------------------------------------------------------------
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function settlements.shallowCopy(original)
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local copy = {}
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for key, value in pairs(original) do
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copy[key] = value
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end
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return copy
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end
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--
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--
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--
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function settlements.round(num, numDecimalPlaces)
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local mult = 10^(numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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-------------------------------------------------------------------------------
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-- function to find surface block y coordinate
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-- returns surface postion
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-------------------------------------------------------------------------------
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function settlements.find_surface(pos, wait)
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local p6 = vector.new(pos)
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local cnt = 0
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local itter = 1 -- count up or down
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local cnt_max = 200
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-- check, in which direction to look for surface
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local surface_node
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if wait then
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surface_node = get_node(p6, true, 10000000)
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else
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surface_node = get_node(p6)
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end
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if surface_node.name=="air" or surface_node.name=="ignore" then
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itter = -1
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end
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-- go through nodes an find surface
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while cnt < cnt_max do
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-- Check Surface_node and Node above
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--
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if settlements.surface_mat[surface_node.name] then
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local surface_node_plus_1 = get_node({ x=p6.x, y=p6.y+1, z=p6.z})
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if surface_node_plus_1 and surface_node and
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(string.find(surface_node_plus_1.name,"air") or
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string.find(surface_node_plus_1.name,"snow") or
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string.find(surface_node_plus_1.name,"fern") or
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string.find(surface_node_plus_1.name,"flower") or
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string.find(surface_node_plus_1.name,"bush") or
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string.find(surface_node_plus_1.name,"tree") or
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string.find(surface_node_plus_1.name,"grass"))
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then
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settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name)
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return p6, surface_node.name
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else
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settlements.debug("find_surface2: wrong surface+1")
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end
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else
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settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))
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end
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p6.y = p6.y + itter
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if p6.y < 0 then
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settlements.debug("find_surface4: y<0")
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return nil
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end
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cnt = cnt+1
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surface_node = get_node(p6)
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end
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settlements.debug("find_surface5: cnt_max overflow")
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return nil
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end
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-------------------------------------------------------------------------------
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-- check distance for new building
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-------------------------------------------------------------------------------
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function settlements.check_distance(settlement_info, building_pos, building_size)
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local distance
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for i, built_house in ipairs(settlement_info) do
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distance = math.sqrt(
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((building_pos.x - built_house["pos"].x)*(building_pos.x - built_house["pos"].x))+
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((building_pos.z - built_house["pos"].z)*(building_pos.z - built_house["pos"].z)))
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if distance < building_size or distance < built_house["hsize"] then
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return false
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end
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end
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return true
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end
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-------------------------------------------------------------------------------
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-- fill chests
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-------------------------------------------------------------------------------
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function settlements.fill_chest(pos, pr)
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-- initialize chest (mts chests don't have meta)
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local meta = minetest.get_meta(pos)
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if meta:get_string("infotext") ~= "Chest" then
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-- For MineClone2 0.70 or before
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-- minetest.registered_nodes["mcl_chests:chest"].on_construct(pos)
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--
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-- For MineClone2 after commit 09ab1482b5 (the new entity chests)
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minetest.registered_nodes["mcl_chests:chest_small"].on_construct(pos)
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end
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-- fill chest
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local inv = minetest.get_inventory( {type="node", pos=pos} )
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local function get_treasures(prand)
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local loottable = {{
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stacks_min = 3,
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stacks_max = 8,
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items = {
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{ itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:iron_ingot", weight = 10, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_farming:bread", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:apple", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_tools:pick_iron", weight = 5 },
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{ itemstring = "mcl_tools:sword_iron", weight = 5 },
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{ itemstring = "mcl_armor:chestplate_iron", weight = 5 },
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{ itemstring = "mcl_armor:helmet_iron", weight = 5 },
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{ itemstring = "mcl_armor:leggings_iron", weight = 5 },
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{ itemstring = "mcl_armor:boots_iron", weight = 5 },
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{ itemstring = "mcl_core:obsidian", weight = 5, amount_min = 3, amount_max = 7 },
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{ itemstring = "mcl_core:sapling", weight = 5, amount_min = 3, amount_max = 7 },
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{ itemstring = "mcl_mobitems:saddle", weight = 3 },
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{ itemstring = "mobs_mc:iron_horse_armor", weight = 1 },
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{ itemstring = "mobs_mc:gold_horse_armor", weight = 1 },
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{ itemstring = "mobs_mc:diamond_horse_armor", weight = 1 },
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}
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}}
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local items = mcl_loot.get_multi_loot(loottable, prand)
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return items
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end
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local items = get_treasures(pr)
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mcl_loot.fill_inventory(inv, "main", items, pr)
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end
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-------------------------------------------------------------------------------
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-- initialize furnace
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-------------------------------------------------------------------------------
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function settlements.initialize_furnace(pos)
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-- find chests within radius
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local furnacepos = minetest.find_node_near(pos,
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7, --radius
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{"mcl_furnaces:furnace"})
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-- initialize furnacepos (mts furnacepos don't have meta)
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if furnacepos
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then
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local meta = minetest.get_meta(furnacepos)
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if meta:get_string("infotext") ~= "furnace"
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then
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minetest.registered_nodes["mcl_furnaces:furnace"].on_construct(furnacepos)
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end
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end
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end
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-------------------------------------------------------------------------------
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-- initialize anvil
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-------------------------------------------------------------------------------
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function settlements.initialize_anvil(pos)
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-- find chests within radius
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local anvilpos = minetest.find_node_near(pos,
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7, --radius
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{"mcl_anvils:anvil"})
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-- initialize anvilpos (mts anvilpos don't have meta)
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if anvilpos
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then
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local meta = minetest.get_meta(anvilpos)
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if meta:get_string("infotext") ~= "anvil"
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then
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minetest.registered_nodes["mcl_anvils:anvil"].on_construct(anvilpos)
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end
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end
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end
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-------------------------------------------------------------------------------
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-- randomize table
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-------------------------------------------------------------------------------
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function shuffle(tbl, pr)
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local table = settlements.shallowCopy(tbl)
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local size = #table
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for i = size, 1, -1 do
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local rand = pr:next(1, size)
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table[i], table[rand] = table[rand], table[i]
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end
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return table
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end
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-------------------------------------------------------------------------------
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-- evaluate heightmap
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-------------------------------------------------------------------------------
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function settlements.evaluate_heightmap()
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local heightmap = minetest.get_mapgen_object("heightmap")
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-- max height and min height, initialize with impossible values for easier first time setting
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local max_y = -50000
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local min_y = 50000
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-- only evaluate the center square of heightmap 40 x 40
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local square_start = 1621
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local square_end = 1661
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for j = 1 , 40, 1 do
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for i = square_start, square_end, 1 do
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-- skip buggy heightmaps, return high value
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if heightmap[i] == -31000 or heightmap[i] == 31000 then
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return max_height_difference + 1
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end
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if heightmap[i] < min_y then
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min_y = heightmap[i]
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end
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if heightmap[i] > max_y then
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max_y = heightmap[i]
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end
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end
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-- set next line
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square_start = square_start + 80
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square_end = square_end + 80
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end
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-- return the difference between highest and lowest pos in chunk
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local height_diff = max_y - min_y
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-- filter buggy heightmaps
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if height_diff <= 1 then
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return max_height_difference + 1
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end
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-- debug info
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settlements.debug("heightdiff ".. height_diff)
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return height_diff
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end
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-------------------------------------------------------------------------------
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-- Set array to list
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-- https://stackoverflow.com/questions/656199/search-for-an-item-in-a-lua-list
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-------------------------------------------------------------------------------
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function settlements.Set (list)
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local set = {}
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for _, l in ipairs(list) do set[l] = true end
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return set
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end
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