VoxeLibre/mods/MAPGEN/mcl_villages/paths.lua

348 lines
11 KiB
Lua

-------------------------------------------------------------------------------
-- 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 = {}
-- Insert end points in to the nested tables
function mcl_villages.store_path_ends(lvm, 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: improve, use LVM data instead of nodes
local v = vector.zero()
local i = 0
for zi = minp.z-2, maxp.z+2 do
v.z = zi
for yi = minp.y-2, maxp.y+2 do
v.y = yi
for xi = minp.x-2, maxp.x+2 do
v.x = xi
local n = lvm:get_node_at(v)
if n and n.name == "mcl_villages:path_endpoint" then
i = i + 1
table.insert(tab[dist], minetest.pos_to_string(v))
lvm: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
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_node = minetest.get_node(path[i])
-- TODO: replace bamboo underneath with dirt here?
if minetest.get_item_group(bump_node.name, "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
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_node = minetest.get_node(path[i])
if minetest.get_item_group(bump_node.name, "water") ~= 0 then
-- Find air
local found_surface = false
local up_pos = path[i]
while not found_surface do
up_pos = vector.offset(up_pos, 0, 1, 0)
local up_node = minetest.get_node(up_pos)
if up_node and minetest.get_item_group(up_node.name, "water") == 0 then
found_surface = true
minetest.swap_node(up_pos, { name = "air" })
path[i] = up_pos
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
-- replace decorations, grass and flowers, with air
local n0 = minetest.get_node(pos)
if n0.name ~= "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)
local done = false
local is_stair = minetest.get_item_group(n.name, "stair") ~= 0
if i > 1 and pos.y > path[i - 1].y then
-- stairs up
if not is_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 is_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 is_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))
is_stair = minetest.get_item_group(n2.name, "stair") ~= 0
if not is_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 is_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))
is_stair = minetest.get_item_group(n2.name, "stair") ~= 0
if not is_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 minetest.get_item_group(n.name, "water") ~= 0 then
minetest.add_node(under_pos, { name = slab })
elseif n.name == "mcl_core:sand" or n.name == "mcl_core:redsand" then
minetest.swap_node(under_pos, { name = "mcl_core:sandstonesmooth2" })
elseif minetest.get_item_group(n.name, "soil") > 0
and minetest.get_item_group(n.name, "dirtifies_below_solid") == 0
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)
local m = minetest.get_node(over_pos)
if m.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" }
)
for _, npos in ipairs(nn) do
local node = minetest.get_node(npos)
if node.name ~= "mcl_core:grass_path" and minetest.get_item_group(node.name, "stair") == 0 then
if minetest.get_item_group(node.name, "wood_slab") ~= 0 then
local over_pos = vector.offset(npos, 0, 1, 0)
minetest.add_node(over_pos, { name = "mcl_torches:torch", param2 = 1 })
else
place_lamp(npos, pr)
end
break
end
end
end
end
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 = PseudoRandom(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
-- Use the same stair and slab throughout the entire village
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 schemas, but we don't want them now
stair = stair:gsub('"', "")
slab = slab:gsub('"', "")
-- 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
local closest_bld
local best = 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 lindex = i + 1
if i == 0 then
lindex = 1
end
for j = lindex, #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 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
-- Loop again to blow away no path nodes
for _, from in ipairs(dist_keys) do
for _, from_ep in ipairs(pathends[from]) do
local from_ep_pos = minetest.string_to_pos(from_ep)
local no_paths_nodes = minetest.find_nodes_in_area(
vector.offset(from_ep_pos, -32, -32, -32),
vector.offset(from_ep_pos, 32, 32, 32),
{ "mcl_villages:no_paths" }
)
if #no_paths_nodes > 0 then
minetest.bulk_set_node(no_paths_nodes, { name = "air" })
end
end
end
path_ends["block_" .. blockseed] = nil
end