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mg_villages.wseed = 0 ;
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minetest.register_on_mapgen_init ( function ( mgparams )
mg_villages.wseed = math.floor ( mgparams.seed / 10000000000 )
end )
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function mg_villages . get_bseed ( minp )
return mg_villages.wseed + math.floor ( 5 * minp.x / 47 ) + math.floor ( 873 * minp.z / 91 )
end
function mg_villages . get_bseed2 ( minp )
return mg_villages.wseed + math.floor ( 87 * minp.x / 47 ) + math.floor ( 73 * minp.z / 91 ) + math.floor ( 31 * minp.y / 12 )
end
mg_villages.inside_village = function ( x , z , village , vnoise )
return mg_villages.get_vn ( x , z , vnoise : get2d ( { x = x , y = z } ) , village ) <= 40
end
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mg_villages.inside_village_area = function ( x , z , village , vnoise )
return mg_villages.get_vn ( x , z , vnoise : get2d ( { x = x , y = z } ) , village ) <= 80
end
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mg_villages.get_vnoise = function ( x , z , village , vnoise ) -- PM v
return mg_villages.get_vn ( x , z , vnoise : get2d ( { x = x , y = z } ) , village )
end -- PM ^
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mg_villages.get_vn = function ( x , z , noise , village )
local vx , vz , vs = village.vx , village.vz , village.vs
return ( noise - 2 ) * 20 +
( 40 / ( vs * vs ) ) * ( ( x - vx ) * ( x - vx ) + ( z - vz ) * ( z - vz ) )
end
mg_villages.villages_in_mapchunk = function ( minp )
local noise1raw = minetest.get_perlin ( 12345 , 6 , 0.5 , 256 )
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local vcr = mg_villages.VILLAGE_CHECK_RADIUS
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local villages = { }
local generate_new_villages = true ;
for xi = - vcr , vcr do
for zi = - vcr , vcr do
for _ , village in ipairs ( mg_villages.villages_at_point ( { x = minp.x + xi * 80 , z = minp.z + zi * 80 } , noise1raw ) ) do
village.to_grow = { }
villages [ # villages + 1 ] = village
end
-- check if the village exists already
local v_nr = 1 ;
for v_nr , village in ipairs ( villages ) do
local village_id = tostring ( village.vx ) .. ' : ' .. tostring ( village.vz ) ;
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if ( not ( village.name ) or village.name == ' ' ) then
village.name = ' unknown ' ;
end
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if ( mg_villages.all_villages and mg_villages.all_villages [ village_id ] ) then
villages [ v_nr ] = mg_villages.all_villages [ village_id ] ;
generate_new_villages = false ;
end
end
end
end
return villages ;
end
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mg_villages.node_is_ground = { } ; -- store nodes which have previously been identified as ground
mg_villages.check_if_ground = function ( ci )
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-- pre-generate a list of no-ground-nodes for caching
if ( # mg_villages.node_is_ground < 1 ) then
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local no_ground_nodes = { ' air ' , ' ignore ' , ' default:sandstonebrick ' , ' default:cactus ' , ' default:wood ' , ' default:junglewood ' ,
' ethereal:mushroom_pore ' , ' ethereal:mushroom_trunk ' , ' ethereal:bamboo ' } ;
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for _ , name in ipairs ( no_ground_nodes ) do
mg_villages.node_is_ground [ minetest.get_content_id ( name ) ] = false ;
end
end
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if ( not ( ci ) ) then
return false ;
end
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if ( mg_villages.node_is_ground [ ci ] ~= nil ) then
return mg_villages.node_is_ground [ ci ] ;
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end
-- analyze the node
-- only nodes on which walking is possible may be counted as ground
local node_name = minetest.get_name_from_content_id ( ci ) ;
local def = minetest.registered_nodes [ node_name ] ;
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-- store information about this node type for later use
if ( not ( def ) ) then
mg_villages.node_is_ground [ ci ] = false ;
elseif ( def.groups and def.groups . tree ) then
mg_villages.node_is_ground [ ci ] = false ;
elseif ( def.drop and def.drop == ' default:dirt ' ) then
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mg_villages.node_is_ground [ ci ] = true ;
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elseif ( def.walkable == true and def.is_ground_content == true ) then
mg_villages.node_is_ground [ ci ] = true ;
else
mg_villages.node_is_ground [ ci ] = false ;
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end
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return mg_villages.node_is_ground [ ci ] ;
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end
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-- sets evrything at x,z and above height target_height to air;
-- the area below gets filled up in a suitable way (i.e. dirt with grss - dirt - stone)
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mg_villages.lower_or_raise_terrain_at_point = function ( x , z , target_height , minp , maxp , vm , data , param2_data , a , cid , village_noise , vh , n_village , treepos )
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local surface_node = nil ;
local has_snow = false ;
local tree = false ;
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local jtree = false ;
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local old_height = maxp.y ;
y = maxp.y ;
-- search for a surface and set everything above target_height to air
while ( y > minp.y ) do
local ci = data [ a : index ( x , y , z ) ] ;
if ( ci == cid.c_snow ) then
has_snow = true ;
elseif ( ci == cid.c_tree ) then
tree = true ;
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-- no jungletrees for branches
elseif ( ci == cid.c_jtree and data [ a : index ( x , y - 1 , z ) ] == cid.c_jtree ) then
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jtree = true ;
elseif ( not ( surface_node ) and ci ~= cid.c_air and ci ~= cid.c_ignore and mg_villages.check_if_ground ( ci ) == true ) then
-- we have found a surface of some kind
surface_node = ci ;
old_height = y ;
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if ( surface_node == cid.c_dirt_with_snow ) then
has_snow = true ;
end
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end
-- make sure there is air for the village
if ( y > target_height ) then
data [ a : index ( x , y , z ) ] = cid.c_air ;
-- abort search once we've reached village ground level and found a surface node
elseif ( y <= target_height and surface_node ) then
y = minp.y - 1 ;
end
y = y - 1 ;
end
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if ( not ( surface_node ) and old_height == maxp.y and data [ a : index ( x , minp.y , z ) ] == c_air ) then
old_height = vh - 2 ;
end
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if ( not ( surface_node ) or surface_node == cid.c_dirt ) then
surface_node = cid.c_dirt_with_grass ;
end
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if ( has_snow and surface_node == cid.c_dirt_with_grass and target_height > 1 ) then
surface_node = cid.c_dirt_with_snow ;
end
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local below_1 = cid.c_dirt ;
local below_2 = cid.c_stone ;
if ( surface_node == cid.c_desert_sand ) then
below_1 = cid.c_desert_sand ;
below_2 = cid.c_desert_stone ;
elseif ( surface_node == cid.c_sand ) then
below_1 = cid.c_sand ;
below_2 = cid.c_stone ;
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elseif ( cid.c_ethereal_clay_read
and ( surface_node == cid.c_ethereal_clay_red
or surface_node == cid.c_ethereal_clay_orange ) ) then
below_1 = cid.c_ethereal_clay_orange ;
below_2 = cid.c_ethereal_clay_orange ;
elseif ( surface_node == cid.c_sandstone ) then
below_1 = cid.c_sandstone ;
below_2 = cid.c_sandstone ;
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else
below_1 = cid.c_dirt ;
below_2 = cid.c_stone ;
end
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-- do terrain blending; target_height has to be calculated based on old_height
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if ( target_height == maxp.y ) then
local n_rawnoise = village_noise : get2d ( { x = x , y = z } ) -- create new blended terrain
local yblend = old_height ;
local blend = ( ( n_village - 80 ) / 80 ) ^ 2 -- 0 at village edge, 1 at normal terrain
if n_rawnoise > 0 then -- leave some cliffs unblended
yblend = math.floor ( vh + blend * ( old_height - vh ) )
target_height = yblend + 1 ;
else
target_height = old_height ;
end
for y = yblend , maxp.y do
if ( y <= 1 ) then
data [ a : index ( x , y , z ) ] = cid.c_water ;
else
data [ a : index ( x , y , z ) ] = cid.c_air ;
end
end
end
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if ( target_height < 1 ) then
-- no trees or snow below water level
elseif ( has_snow ) then
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data [ a : index ( x , target_height + 1 , z ) ] = cid.c_snow ;
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elseif ( tree and not ( mg_villages.ethereal_trees ) and treepos ) then
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data [ a : index ( x , target_height + 1 , z ) ] = cid.c_sapling
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table.insert ( treepos , { x = x , y = target_height + 1 , z = z , typ = 0 } ) ;
elseif ( jtree and not ( mg_villages.ethereal_trees ) and treepos ) then
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data [ a : index ( x , target_height + 1 , z ) ] = cid.c_jsapling
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table.insert ( treepos , { x = x , y = target_height + 1 , z = z , typ = 1 } ) ;
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end
data [ a : index ( x , target_height , z ) ] = surface_node ;
if ( target_height - 1 >= minp.y ) then
data [ a : index ( x , target_height - 1 , z ) ] = below_1 ;
end
-- not every column will get a coal block; some may get two
local coal_height1 = math.random ( minp.y , maxp.y ) ;
local coal_height2 = math.random ( minp.y , maxp.y ) ;
y = target_height - 2 ;
while ( y > minp.y and y > target_height - 40 ) do
local old_node = data [ a : index ( x , y , z ) ] ;
-- abort as soon as we hit anything other than air
if ( old_node == cid.c_air or old_node == cid.c_water ) then
-- the occasional coal makes large stone cliffs slightly less boring
if ( y == coal_height1 or y == coal_height2 ) then
data [ a : index ( x , y , z ) ] = cid.c_stone_with_coal ;
else
data [ a : index ( x , y , z ) ] = below_2 ;
end
y = y - 1 ;
else
y = minp.y - 1 ;
end
end
end
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-- adjust the terrain level to the respective height of the village
mg_villages.flatten_village_area = function ( villages , village_noise , minp , maxp , vm , data , param2_data , a , village_area , cid )
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local treepos = { } ;
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for z = minp.z , maxp.z do
for x = minp.x , maxp.x do
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for village_nr , village in ipairs ( villages ) do
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local n_village = mg_villages.get_vnoise ( x , z , village , village_noise ) -- PM
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if ( village_area [ x ] [ z ] [ 1 ] > 0 and village_area [ x ] [ z ] [ 1 ] == village_nr and data [ a : index ( x , village.vh , z ) ] ~= cid.c_ignore ) then -- inside a village
mg_villages.lower_or_raise_terrain_at_point ( x , z , village.vh , minp , maxp , vm , data , param2_data , a , cid , village_noise , village.vh , n_village , nil ) ;
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elseif ( mg_villages.ENABLE_TERRAIN_BLEND and n_village <= 160 ) then -- PM v
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mg_villages.lower_or_raise_terrain_at_point ( x , z , maxp.y , minp , maxp , vm , data , param2_data , a , cid , village_noise , village.vh , n_village , treepos ) ;
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end -- PM ^
end
end
end
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-- grow normal trees and jungletrees in those parts of the terrain where height blending occours
for _ , tree in ipairs ( treepos ) do
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local plant_id = cid.c_jsapling ;
if ( tree.typ == 0 ) then
plant_id = cid.c_sapling ;
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end
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mg_villages.grow_a_tree ( { x = tree.x , y = tree.y , z = tree.z } , plant_id , minp , maxp , data , a , cid , nil ) -- no pseudorandom present
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end
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end
-- TODO: limit this function to the shell in order to speed things up
-- repair mapgen griefings
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mg_villages.repair_outer_shell = function ( villages , village_noise , minp , maxp , vm , data , param2_data , a , village_area , cid )
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for z = minp.z , maxp.z do
for x = minp.x , maxp.x do
-- inside a village
if ( village_area [ x ] [ z ] [ 2 ] > 0 ) then
local village = villages [ village_area [ x ] [ z ] [ 1 ] ] ;
-- the current node at the ground
local node = data [ a : index ( x , village.vh , z ) ] ;
-- there ought to be something - but there is air
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if ( village and village.vh and ( node == cid.c_air or node == cid.c_water ) ) then
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y = village.vh - 1 ;
-- search from village height downards for holes generated by cavegen and fill them up
while ( y > minp.y ) do
local ci = data [ a : index ( x , y , z ) ] ;
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if ( ci == cid.c_desert_stone or ci == cid.c_desert_sand ) then
data [ a : index ( x , village.vh , z ) ] = cid.c_desert_sand ;
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y = minp.y - 1 ;
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elseif ( ci == cid.c_sand ) then
data [ a : index ( x , village.vh , z ) ] = cid.c_sand ;
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y = minp.y - 1 ;
-- use dirt_with_grass as a fallback
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elseif ( ci ~= cid.c_air and ci ~= cid.c_ignore and ci ~= cid.c_water and mg_villages.check_if_ground ( ci ) == true ) then
data [ a : index ( x , village.vh , z ) ] = cid.c_dirt_with_grass ;
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y = minp.y - 1 ;
-- abort the search - there is no data available yet
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elseif ( ci == cid.c_ignore ) then
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y = minp.y - 1 ;
end
y = y - 1 ;
end
end
-- remove mudflow
y = village.vh + 1 ;
while ( y < village.vh + 40 and y < maxp.y ) do
local ci = data [ a : index ( x , y , z ) ] ;
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if ( ci ~= cid.c_ignore and ( ci == cid.c_dirt or ci == cid.c_dirt_with_grass or ci == cid.c_sand or ci == cid.c_desert_sand ) ) then
data [ a : index ( x , y , z ) ] = cid.c_air ;
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-- if there was a moresnow cover, add a snow on top of the new floor node
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elseif ( moresnow and ci ~= cid.c_ignore
and ( ci == cid.c_msnow_1 or ci == cid.c_msnow_2 or ci == cid.c_msnow_3 or ci == cid.c_msnow_4 or
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ci == cid.c_msnow_5 or ci == cid.c_msnow_6 or ci == cid.c_msnow_7 or ci == cid.c_msnow_8 or
ci == cid.c_msnow_9 or ci == cid.c_msnow_10 or ci == cid.c_msnow_11 ) ) then
data [ a : index ( x , village.vh + 1 , z ) ] = cid.c_snow ;
data [ a : index ( x , village.vh , z ) ] = cid.c_dirt_with_snow ;
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end
y = y + 1 ;
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end
end
end
end
end
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-- helper functions for mg_villages.place_villages_via_voxelmanip
-- this one marks the positions of buildings plus a frame around them
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mg_villages.village_area_mark_buildings = function ( village_area , village_nr , bpos )
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-- mark the roads and buildings and the area between buildings in the village_area table
-- 2: road
-- 3: border around a road
-- 4: building
-- 5: border around a building
for _ , pos in ipairs ( bpos ) do
local reserved_for = 4 ; -- a building will be placed here
if ( pos.btype and pos.btype == ' road ' ) then
reserved_for = 2 ; -- the building will be a road
end
-- the building + a border of 1 around it
for x = - 1 , pos.bsizex do
for z = - 1 , pos.bsizez do
local p = { x = pos.x + x , z = pos.z + z } ;
if ( not ( village_area [ p.x ] ) ) then
village_area [ p.x ] = { } ;
end
if ( x ==- 1 or z ==- 1 or x == pos.bsizex or z == pos.bsizez ) then
village_area [ p.x ] [ p.z ] = { village_nr , reserved_for + 1 } ; -- border around a building
else
village_area [ p.x ] [ p.z ] = { village_nr , reserved_for } ; -- the actual building
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end
end
end
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end
end
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mg_villages.village_area_mark_dirt_roads = function ( village_area , village_nr , dirt_roads )
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-- mark the dirt roads
-- 8: dirt road
for _ , pos in ipairs ( dirt_roads ) do
-- the building + a border of 1 around it
for x = 0 , pos.bsizex - 1 do
for z = 0 , pos.bsizez - 1 do
local p = { x = pos.x + x , z = pos.z + z } ;
if ( not ( village_area [ p.x ] ) ) then
village_area [ p.x ] = { } ;
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end
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village_area [ p.x ] [ p.z ] = { village_nr , 8 } ; -- the actual dirt road
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end
end
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end
end
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mg_villages.village_area_mark_inside_village_area = function ( village_area , villages , village_noise , minp , maxp )
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-- mark the rest ( inside_village but not part of an actual building) as well
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for x = minp.x , maxp.x do
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if ( not ( village_area [ x ] ) ) then
village_area [ x ] = { } ;
end
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for z = minp.z , maxp.z do
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if ( not ( village_area [ x ] [ z ] ) ) then
village_area [ x ] [ z ] = { 0 , 0 } ;
for village_nr , village in ipairs ( villages ) do
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if ( mg_villages.inside_village_area ( x , z , village , village_noise ) ) then
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village_area [ x ] [ z ] = { village_nr , 1 } ;
end
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end
end
end
end
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end
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-- analyzes optimal height for villages which have their center inside this mapchunk
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mg_villages.village_area_get_height = function ( village_area , villages , minp , maxp , data , param2_data , a , cid )
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-- figuring out the height this way hardly works - because only a tiny part of the village may be contained in this chunk
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local height_sum = { } ;
local height_count = { } ;
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local height_statistic = { } ;
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-- initialize the variables for counting
for village_nr , village in ipairs ( villages ) do
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height_sum [ village_nr ] = 0 ;
height_count [ village_nr ] = 0 ;
height_statistic [ village_nr ] = { } ;
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end
-- try to find the optimal village height by looking at the borders defined by inside_village
for x = minp.x + 1 , maxp.x - 1 do
for z = minp.z + 1 , maxp.z - 1 do
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if ( village_area [ x ] [ z ] [ 1 ] ~= 0
and village_area [ x ] [ z ] [ 2 ] ~= 0
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and ( village_area [ x + 1 ] [ z ] [ 2 ] == 0
or village_area [ x - 1 ] [ z ] [ 2 ] == 0
or village_area [ x ] [ z + 1 ] [ 2 ] == 0
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or village_area [ x ] [ z - 1 ] [ 2 ] == 0 )
-- if the corners of the mapblock are inside the village area, they may count as borders here as well
or ( x == minp.x + 1 and village_area [ x - 1 ] [ z ] [ 1 ] ~= 0 )
or ( x == maxp.x - 1 and village_area [ x + 1 ] [ z ] [ 1 ] ~= 0 )
or ( z == minp.z - 1 and village_area [ x ] [ z - 1 ] [ 1 ] ~= 0 )
or ( z == maxp.z + 1 and village_area [ x ] [ z + 1 ] [ 1 ] ~= 0 ) ) then
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y = maxp.y ;
while ( y > minp.y and y >= 0 ) do
local ci = data [ a : index ( x , y , z ) ] ;
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if ( ci ~= cid.c_air and ci ~= cid.c_ignore and mg_villages.check_if_ground ( ci ) == true ) then
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local village_nr = village_area [ x ] [ z ] [ 1 ] ;
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if ( village_nr > 0 and height_sum [ village_nr ] ) then
height_sum [ village_nr ] = height_sum [ village_nr ] + y ;
height_count [ village_nr ] = height_count [ village_nr ] + 1 ;
if ( not ( height_statistic [ village_nr ] [ y ] ) ) then
height_statistic [ village_nr ] [ y ] = 1 ;
else
height_statistic [ village_nr ] [ y ] = height_statistic [ village_nr ] [ y ] + 1 ;
end
end
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y = minp.y - 1 ;
end
y = y - 1 ;
end
end
end
end
for village_nr , village in ipairs ( villages ) do
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if ( village.optimal_height ) then
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-- villages above a size of 40 are *always* place at a convenient height of 1
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elseif ( village.vs >= 40 ) then
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village.optimal_height = 2 ;
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elseif ( village.vs >= 30 ) then
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village.optimal_height = 41 - village.vs ;
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elseif ( village.vs >= 25 ) then
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village.optimal_height = 36 - village.vs ;
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-- if no border height was found, there'd be no point in calculating anything;
-- also, this is done only if the village has its center inside this mapchunk
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elseif ( height_count [ village_nr ] > 0 ) then
-- and village.vx >= minp.x and village.vx <= maxp.x
---- and village.vh >= minp.y and village.vh <= maxp.y -- the height is what we're actually looking for here
-- and village.vz >= minp.z and village.vz <= maxp.z ) then
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local ideal_height = math.floor ( height_sum [ village_nr ] / height_count [ village_nr ] ) ;
print ( ' For village_nr ' .. tostring ( village_nr ) .. ' , a height of ' .. tostring ( ideal_height ) .. ' would be optimal. Sum: ' .. tostring ( height_sum [ village_nr ] ) .. ' Count: ' .. tostring ( height_count [ village_nr ] ) .. ' . VS: ' .. tostring ( village.vs ) ) ; -- TODO
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local max = 0 ;
local target = village.vh ;
local qmw = 0 ;
for k , v in pairs ( height_statistic [ village_nr ] ) do
qmw = qmw + v * ( k * k ) ;
if ( v > max ) then
target = k ;
max = v ;
end
end
if ( height_count [ village_nr ] > 5 ) then
qmw = math.floor ( math.sqrt ( qmw / height_count [ village_nr ] ) + 0.5 ) ; -- round the value
else
qmw = 0 ; -- if in doubt, a height of 0 usually works well
end
village.optimal_height = qmw ;
print ( ' Majority vote for ' .. tostring ( village_nr ) .. ' is: ' .. tostring ( target ) .. ' with ' .. tostring ( max ) .. ' counts. Details: ' .. minetest.serialize ( height_statistic [ village_nr ] ) .. " QMW: " .. tostring ( qmw ) ) ;
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end
end
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end
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mg_villages.change_village_height = function ( village , new_height )
print ( ' CHANGING HEIGHT from ' .. tostring ( village.vh ) .. ' to ' .. tostring ( new_height ) ) ;
for _ , pos in ipairs ( village.to_add_data . bpos ) do
pos.y = new_height ;
end
for _ , pos in ipairs ( village.to_add_data . dirt_roads ) do
pos.y = new_height ;
end
village.vh = new_height ;
end
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mg_villages.grow_a_tree = function ( pos , plant_id , minp , maxp , data , a , cid , pr )
-- a normal tree; sometimes comes with apples
if ( plant_id == cid.c_sapling and default.grow_tree ) then
default.grow_tree ( data , a , pos , math.random ( 1 , 4 ) == 1 , math.random ( 1 , 100000 ) )
return true ;
-- a normal jungletree
elseif ( plant_id == cid.c_jsapling and default.grow_jungletree ) then
default.grow_jungletree ( data , a , pos , math.random ( 1 , 100000 ) )
return true ;
-- a savannatree from the mg mod
elseif ( plant_id == cid.c_savannasapling and add_savannatree ) then
add_savannatree ( data , a , pos.x , pos.y , pos.z , minp , maxp , pr )
return true ;
-- a pine tree from the mg mod
elseif ( plant_id == cid.c_pinesapling and add_pinetree ) then
add_pinetree ( data , a , pos.x , pos.y , pos.z , minp , maxp , pr )
return true ;
end
return false ;
end
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-- places trees and plants at empty spaces
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mg_villages.village_area_fill_with_plants = function ( village_area , villages , minp , maxp , data , param2_data , a , cid )
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-- trees which require grow functions to be called
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cid.c_savannasapling = minetest.get_content_id ( ' mg:savannasapling ' ) ;
cid.c_pinesapling = minetest.get_content_id ( ' mg:pinesapling ' ) ;
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-- add farmland
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cid.c_wheat = minetest.get_content_id ( ' farming:wheat_8 ' ) ;
cid.c_cotton = minetest.get_content_id ( ' farming:cotton_8 ' ) ;
cid.c_shrub = minetest.get_content_id ( ' default:dry_shrub ' ) ;
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-- these extra nodes are used in order to avoid abms on the huge fields around the villages
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cid.c_soil_wet = minetest.get_content_id ( ' mg_villages:soil ' ) ; --'farming:soil_wet' );
cid.c_soil_sand = minetest.get_content_id ( ' mg_villages:desert_sand_soil ' ) ; --'farming:desert_sand_soil_wet' );
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-- desert sand soil is only available in minetest_next
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if ( not ( cid.c_soil_sand ) ) then
cid.c_soil_sand = cid.c_soil_wet ;
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end
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local c_water_source = minetest.get_content_id ( ' default:water_source ' ) ;
local c_clay = minetest.get_content_id ( ' default:clay ' ) ;
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local c_feldweg = minetest.get_content_id ( ' cottages:feldweg ' ) ;
if ( not ( c_feldweg ) ) then
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c_feldweg = cid.c_dirt_with_grass ;
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end
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if ( mg_villages.realtest_trees ) then
cid.c_soil_wet = minetest.get_content_id ( ' farming:soil ' ) ; -- TODO: the one from mg_villages would be better...but that one lacks textures
cid.c_soil_sand = minetest.get_content_id ( ' farming:soil ' ) ; -- TODO: the one from mg_villages would be better...but that one lacks textures
cid.c_wheat = minetest.get_content_id ( ' farming:spelt_4 ' ) ;
cid.c_cotton = minetest.get_content_id ( ' farming:flax_4 ' ) ;
-- cid.c_shrub = minetest.get_content_id( 'default:dry_shrub');
end
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local pr = PseudoRandom ( mg_villages.get_bseed ( minp ) ) ;
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for x = minp.x , maxp.x do
for z = minp.z , maxp.z do
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-- turn unused land (which is either dirt or desert sand) into a field that grows wheat
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if ( village_area [ x ] [ z ] [ 2 ] == 1 ) then
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local village_nr = village_area [ x ] [ z ] [ 1 ] ;
local village = villages [ village_nr ] ;
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local h = village.vh ;
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local g = data [ a : index ( x , h , z ) ] ;
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-- choose a plant/tree with a certain chance
-- Note: There are no checks weather the tree/plant will actually grow there or not;
-- Tree type is derived from wood type used in the village
local plant_id = data [ a : index ( x , h + 1 , z ) ] ;
local on_soil = false ;
for _ , v in ipairs ( village.to_add_data . plantlist ) do
-- select the first plant that fits; if the node is not air, keep what is currently inside
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if ( ( plant_id == cid.c_air or plant_id == cid.c_snow ) and ( ( v.p == 1 or pr : next ( 1 , v.p ) == 1 ) ) ) then
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-- TODO: check if the plant grows on that soil
plant_id = v.id ;
-- wheat and cotton require soil
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if ( plant_id == cid.c_wheat or plant_id == cid.c_cotton ) then
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on_soil = true ;
end
end
end
local pos = { x = x , y = h + 1 , z = z } ;
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if ( mg_villages.grow_a_tree ( pos , plant_id , minp , maxp , data , a , cid , pr ) ) then
-- nothing to do; the function has grown the tree already
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-- grow wheat and cotton on normal wet soil (and re-plant if it had been removed by mudslide)
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elseif ( on_soil and ( g == cid.c_dirt_with_grass or g == cid.c_soil_wet or g == cid.c_dirt_with_snow ) ) then
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param2_data [ a : index ( x , h + 1 , z ) ] = math.random ( 1 , 179 ) ;
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data [ a : index ( x , h + 1 , z ) ] = plant_id ;
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data [ a : index ( x , h , z ) ] = cid.c_soil_wet ;
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-- put a snow cover on plants where needed
if ( g == cid.c_dirt_with_snow and moresnow ) then
data [ a : index ( x , h + 2 , z ) ] = cid.c_msnow_1 ;
end
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--[[
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-- avoid water spills if the neighbour nodes are not part of the field
if ( x < maxp.x and village_area [ x + 1 ] [ z ] [ 2 ] == 1 and village_area [ x + 1 ] [ z ] [ 1 ] == village_nr
and z < maxp.z and village_area [ x ] [ z + 1 ] [ 2 ] == 1 and village_area [ x ] [ z + 1 ] [ 1 ] == village_nr
and x > minp.x and village_area [ x - 1 ] [ z ] [ 2 ] == 1 and village_area [ x - 1 ] [ z ] [ 1 ] == village_nr
and z > minp.z and village_area [ x ] [ z - 1 ] [ 2 ] == 1 and village_area [ x ] [ z - 1 ] [ 1 ] == village_nr ) then
data [ a : index ( x , h - 1 , z ) ] = c_water_source ;
data [ a : index ( x , h - 2 , z ) ] = c_clay ;
else
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data [ a : index ( x , h - 1 , z ) ] = cid.c_dirt ;
data [ a : index ( x , h - 2 , z ) ] = cid.c_dirt ;
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end
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--]]
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-- grow wheat and cotton on desert sand soil - or on soil previously placed (before mudslide overflew it; same as above)
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elseif ( on_soil and ( g == cid.c_desert_sand or g == cid.c_soil_sand ) and cid.c_soil_sand and cid.c_soil_sand > 0 ) then
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param2_data [ a : index ( x , h + 1 , z ) ] = math.random ( 1 , 179 ) ;
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data [ a : index ( x , h + 1 , z ) ] = plant_id ;
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data [ a : index ( x , h , z ) ] = cid.c_soil_sand ;
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--[[
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-- avoid water spills if the neighbour nodes are not part of the field
if ( x < maxp.x and village_area [ x + 1 ] [ z ] [ 2 ] == 1 and village_area [ x + 1 ] [ z ] [ 1 ] == village_nr
and z < maxp.z and village_area [ x ] [ z + 1 ] [ 2 ] == 1 and village_area [ x ] [ z + 1 ] [ 1 ] == village_nr
and x > minp.x and village_area [ x - 1 ] [ z ] [ 2 ] == 1 and village_area [ x - 1 ] [ z ] [ 1 ] == village_nr
and z > minp.z and village_area [ x ] [ z - 1 ] [ 2 ] == 1 and village_area [ x ] [ z - 1 ] [ 1 ] == village_nr ) then
data [ a : index ( x , h - 1 , z ) ] = c_clay ; -- so that desert sand soil does not fall down
data [ a : index ( x , h - 2 , z ) ] = c_water_source ;
data [ a : index ( x , h - 3 , z ) ] = c_clay ;
else
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data [ a : index ( x , h - 1 , z ) ] = cid.c_desert_stone ;
data [ a : index ( x , h - 2 , z ) ] = cid.c_desert_stone ;
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end
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--]]
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elseif ( on_soil ) then
if ( math.random ( 1 , 5 ) == 1 ) then
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data [ a : index ( pos.x , pos.y , pos.z ) ] = cid.c_shrub ;
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end
elseif ( plant_id ) then -- place the sapling or plant (moretrees uses spawn_tree)
data [ a : index ( pos.x , pos.y , pos.z ) ] = plant_id ;
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end
end
end
end
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end
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time_elapsed = function ( t_last , msg )
t_now = minetest.get_us_time ( ) ;
print ( ' TIME ELAPSED: ' .. tostring ( t_now - t_last ) .. ' ' .. msg ) ;
return t_now ;
end
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mg_villages.place_villages_via_voxelmanip = function ( villages , minp , maxp , vm , data , param2_data , a , top )
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local t1 = minetest.get_us_time ( ) ;
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local cid = { }
cid.c_air = minetest.get_content_id ( ' air ' ) ;
cid.c_ignore = minetest.get_content_id ( ' ignore ' ) ;
cid.c_stone = minetest.get_content_id ( ' default:stone ' ) ;
cid.c_dirt = minetest.get_content_id ( ' default:dirt ' ) ;
cid.c_snow = minetest.get_content_id ( ' default:snow ' ) ;
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cid.c_dirt_with_snow = minetest.get_content_id ( ' default:dirt_with_snow ' ) ;
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cid.c_dirt_with_grass = minetest.get_content_id ( ' default:dirt_with_grass ' ) ;
cid.c_desert_sand = minetest.get_content_id ( ' default:desert_sand ' ) ; -- PM v
cid.c_desert_stone = minetest.get_content_id ( ' default:desert_stone ' ) ;
cid.c_sand = minetest.get_content_id ( ' default:sand ' ) ;
cid.c_tree = minetest.get_content_id ( ' default:tree ' ) ;
cid.c_sapling = minetest.get_content_id ( ' default:sapling ' ) ;
cid.c_jtree = minetest.get_content_id ( ' default:jungletree ' ) ;
cid.c_jsapling = minetest.get_content_id ( ' default:junglesapling ' ) ;
cid.c_water = minetest.get_content_id ( ' default:water_source ' ) ; -- PM ^
cid.c_stone_with_coal = minetest.get_content_id ( ' default:stone_with_coal ' ) ;
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cid.c_sandstone = minetest.get_content_id ( ' default:sandstone ' ) ;
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cid.c_msnow_1 = minetest.get_content_id ( ' moresnow:snow_top ' ) ;
cid.c_msnow_2 = minetest.get_content_id ( ' moresnow:snow_fence_top ' ) ;
cid.c_msnow_3 = minetest.get_content_id ( ' moresnow:snow_stair_top ' ) ;
cid.c_msnow_4 = minetest.get_content_id ( ' moresnow:snow_slab_top ' ) ;
cid.c_msnow_5 = minetest.get_content_id ( ' moresnow:snow_panel_top ' ) ;
cid.c_msnow_6 = minetest.get_content_id ( ' moresnow:snow_micro_top ' ) ;
cid.c_msnow_7 = minetest.get_content_id ( ' moresnow:snow_outer_stair_top ' ) ;
cid.c_msnow_8 = minetest.get_content_id ( ' moresnow:snow_inner_stair_top ' ) ;
cid.c_msnow_9 = minetest.get_content_id ( ' moresnow:snow_ramp_top ' ) ;
cid.c_msnow_10 = minetest.get_content_id ( ' moresnow:snow_ramp_outer_top ' ) ;
cid.c_msnow_11 = minetest.get_content_id ( ' moresnow:snow_ramp_inner_top ' ) ;
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2014-08-28 16:16:32 +02:00
if ( minetest.get_modpath ( ' ethereal ' ) ) then
cid.c_ethereal_clay_red = minetest.get_content_id ( ' bakedclay:red ' ) ;
cid.c_ethereal_clay_orange = minetest.get_content_id ( ' bakedclay:orange ' ) ;
end
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t1 = time_elapsed ( t1 , ' defines ' ) ;
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--[[
local centered_here = 0 ;
for _ , village in ipairs ( villages ) do
if ( village.vx >= minp.x and village.vx <= maxp.x
and village.vh >= minp.y and village.vh <= maxp.y
and village.vz >= minp.z and village.vz <= maxp.z ) then
village.center_in_this_mapchunk = true ;
centered_here = centered_here + 1 ;
else
village.center_in_this_mapchunk = false ;
end
end
if ( centered_here < 1 ) then
return ; -- TODO
end
--]]
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local village_noise = minetest.get_perlin ( 7635 , 3 , 0.5 , 16 ) ;
-- determine which coordinates are inside the village and which are not
local village_area = { } ;
for village_nr , village in ipairs ( villages ) do
-- generate the village structure: determine positions of buildings and roads
mg_villages.generate_village ( village , village_noise ) ;
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t1 = time_elapsed ( t1 , ' generate_village ' ) ;
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mg_villages.village_area_mark_buildings ( village_area , village_nr , village.to_add_data . bpos ) ;
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t1 = time_elapsed ( t1 , ' mark_buildings ' ) ;
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mg_villages.village_area_mark_dirt_roads ( village_area , village_nr , village.to_add_data . dirt_roads ) ;
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t1 = time_elapsed ( t1 , ' mark_dirt_roads ' ) ;
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end
-- if no voxelmanip data was passed on, read the data here
if ( not ( vm ) or not ( a ) or not ( data ) or not ( param2_data ) ) then
vm , emin , emax = minetest.get_mapgen_object ( " voxelmanip " )
if ( not ( vm ) ) then
return ;
end
a = VoxelArea : new {
MinEdge = { x = emin.x , y = emin.y , z = emin.z } ,
MaxEdge = { x = emax.x , y = emax.y , z = emax.z } ,
}
data = vm : get_data ( )
param2_data = vm : get_param2_data ( )
end
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t1 = time_elapsed ( t1 , ' get_vmap_data ' ) ;
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2014-08-25 17:34:16 +02:00
-- all vm manipulation functions write their content to the *entire* volume/area - including those 16 nodes that
-- extend into neighbouring mapchunks; thus, cavegen griefing and mudflow can be repaired by placing everythiing again
local tmin = emin ;
local tmax = emax ;
-- if set to true, cavegen eating through houses and mudflow on roofs will NOT be repaired
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if ( not ( mg_villages.UNDO_CAVEGEN_AND_MUDFLOW ) ) then
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tmin = minp ;
tmax = maxp ;
end
mg_villages.village_area_mark_inside_village_area ( village_area , villages , village_noise , tmin , tmax ) ;
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t1 = time_elapsed ( t1 , ' mark_inside_village_area ' ) ;
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-- determine optimal height for all villages that have their center in this mapchunk; sets village.optimal_height
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mg_villages.village_area_get_height ( village_area , villages , tmin , tmax , data , param2_data , a , cid ) ;
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t1 = time_elapsed ( t1 , ' get_height ' ) ;
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-- change height of those villages where an optimal_height could be determined
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local village_data_updated = false ;
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for _ , village in ipairs ( villages ) do
if ( village.optimal_height and village.optimal_height >= 0 and village.optimal_height ~= village.vh ) then
mg_villages.change_village_height ( village , village.optimal_height ) ;
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village_data_updated = true ;
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end
end
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t1 = time_elapsed ( t1 , ' change_height ' ) ;
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mg_villages.flatten_village_area ( villages , village_noise , minp , maxp , vm , data , param2_data , a , village_area , cid ) ;
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t1 = time_elapsed ( t1 , ' flatten_village_area ' ) ;
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-- repair cavegen griefings and mudflow which may have happened in the outer shell (which is part of other mapnodes)
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mg_villages.repair_outer_shell ( villages , village_noise , tmin , tmax , vm , data , param2_data , a , village_area , cid ) ;
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t1 = time_elapsed ( t1 , ' repair_outer_shell ' ) ;
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local c_feldweg = minetest.get_content_id ( ' cottages:feldweg ' ) ;
if ( not ( c_feldweg ) ) then
c_feldweg = minetest.get_content_id ( ' default:cobble ' ) ;
end
for _ , village in ipairs ( villages ) do
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village.to_add_data = mg_villages.place_buildings ( village , tmin , tmax , data , param2_data , a , village_noise , cid ) ;
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t1 = time_elapsed ( t1 , ' place_buildings ' ) ;
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mg_villages.place_dirt_roads ( village , tmin , tmax , data , param2_data , a , village_noise , c_feldweg ) ;
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t1 = time_elapsed ( t1 , ' place_dirt_roads ' ) ;
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-- grow trees which are part of buildings into saplings
for _ , v in ipairs ( village.to_add_data . extra_calls.trees ) do
mg_villages.grow_a_tree ( v , v.typ , minp , maxp , data , a , cid , pr ) ;
end
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end
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mg_villages.village_area_fill_with_plants ( village_area , villages , tmin , tmax , data , param2_data , a , cid ) ;
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t1 = time_elapsed ( t1 , ' fill_with_plants ' ) ;
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vm : set_data ( data )
vm : set_param2_data ( param2_data )
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t1 = time_elapsed ( t1 , ' vm data set ' ) ;
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vm : calc_lighting (
{ x = minp.x - 16 , y = minp.y , z = minp.z - 16 } ,
{ x = maxp.x + 16 , y = maxp.y , z = maxp.z + 16 }
)
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t1 = time_elapsed ( t1 , ' vm calc lighting ' ) ;
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vm : write_to_map ( data )
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t1 = time_elapsed ( t1 , ' vm data written ' ) ;
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-- do on_construct calls AFTER the map data has been written - else i.e. realtest fences can not update themshevles
for _ , village in ipairs ( villages ) do
for k , v in pairs ( village.to_add_data . extra_calls.on_constr ) do
local node_name = minetest.get_name_from_content_id ( k ) ;
if ( minetest.registered_nodes [ node_name ] . on_construct ) then
for _ , pos in ipairs ( v ) do
minetest.registered_nodes [ node_name ] . on_construct ( pos ) ;
end
end
end
end
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local pr = PseudoRandom ( mg_villages.get_bseed ( minp ) ) ;
for _ , village in ipairs ( villages ) do
for _ , v in ipairs ( village.to_add_data . extra_calls.chests ) do
local building_nr = village.to_add_data . bpos [ v.bpos_i ] ;
local building_typ = mg_villages.BUILDINGS [ building_nr.btype ] . scm ;
mg_villages.fill_chest_random ( v , pr , building_nr , building_typ ) ;
end
end
-- TODO: extra_calls.signs
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-- initialize the pseudo random generator so that the chests will be filled in a reproducable pattern
local meta
for _ , village in ipairs ( villages ) do
for _ , n in pairs ( village.to_add_data . extranodes ) do
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-- minetest.set_node(n.pos, n.node)
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if n.meta ~= nil then
meta = minetest.get_meta ( n.pos )
meta : from_table ( n.meta )
if n.node . name == " default:chest " then
local inv = meta : get_inventory ( )
local items = inv : get_list ( " main " )
for i = 1 , inv : get_size ( " main " ) do
inv : set_stack ( " main " , i , ItemStack ( " " ) )
end
local numitems = pr : next ( 3 , 20 )
for i = 1 , numitems do
local ii = pr : next ( 1 , # items )
local prob = items [ ii ] : get_count ( ) % 2 ^ 8
local stacksz = math.floor ( items [ ii ] : get_count ( ) / 2 ^ 8 )
if pr : next ( 0 , prob ) == 0 and stacksz > 0 then
stk = ItemStack ( { name = items [ ii ] : get_name ( ) , count = pr : next ( 1 , stacksz ) , wear = items [ ii ] : get_wear ( ) , metadata = items [ ii ] : get_metadata ( ) } )
local ind = pr : next ( 1 , inv : get_size ( " main " ) )
while not inv : get_stack ( " main " , ind ) : is_empty ( ) do
ind = pr : next ( 1 , inv : get_size ( " main " ) )
end
inv : set_stack ( " main " , ind , stk )
end
end
end
end
end
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t1 = time_elapsed ( t1 , ' metadata.. ' ) ;
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-- now add those buildings which are .mts files and need to be placed by minetest.place_schematic(...)
mg_villages.place_schematics ( village.to_add_data . bpos , village.to_add_data . replacements , a , pr ) ;
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t1 = time_elapsed ( t1 , ' place_schematics ' ) ;
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if ( not ( mg_villages.all_villages ) ) then
mg_villages.all_villages = { } ;
end
-- unique id - there can only be one village at a given pair of x,z coordinates
local village_id = tostring ( village.vx ) .. ' : ' .. tostring ( village.vz ) ;
-- the village data is saved only once per village - and not whenever part of the village is generated
if ( not ( mg_villages.all_villages [ village_id ] ) ) then
-- count how many villages we already have and assign each village a uniq number
local count = 1 ;
for _ , v in pairs ( mg_villages.all_villages ) do
count = count + 1 ;
end
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village.extra_calls = { } ; -- do not save these values
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village.nr = count ;
mg_villages.anz_villages = count ;
mg_villages.all_villages [ village_id ] = minetest.deserialize ( minetest.serialize ( village ) ) ;
print ( " Village No. " .. tostring ( count ) .. " of type \' " .. tostring ( village.village_type ) .. " \' of size " .. tostring ( village.vs ) .. " spawned at: x = " .. village.vx .. " , z = " .. village.vz )
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village_data_updated = true ;
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end
end
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if ( village_data_updated ) then
save_restore.save_data ( ' mg_all_villages.data ' , mg_villages.all_villages ) ;
end
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t1 = time_elapsed ( t1 , ' save village data ' ) ;
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end
local function spawnplayer ( player )
local noise1 = minetest.get_perlin ( 12345 , 6 , 0.5 , 256 )
local min_dist = math.huge
local min_pos = { x = 0 , y = 3 , z = 0 }
for bx = - 20 , 20 do
for bz = - 20 , 20 do
local minp = { x = - 32 + 80 * bx , y = - 32 , z = - 32 + 80 * bz }
for _ , village in ipairs ( mg_villages.villages_at_point ( minp , noise1 ) ) do
if math.abs ( village.vx ) + math.abs ( village.vz ) < min_dist then
min_pos = { x = village.vx , y = village.vh + 2 , z = village.vz }
min_dist = math.abs ( village.vx ) + math.abs ( village.vz )
end
end
end
end
player : setpos ( min_pos )
end
minetest.register_on_newplayer ( function ( player )
spawnplayer ( player )
end )
minetest.register_on_respawnplayer ( function ( player )
spawnplayer ( player )
return true
end )
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-- the actual mapgen
-- It only does changes if there is at least one village in the area that is to be generated.
minetest.register_on_generated ( function ( minp , maxp , seed )
-- only generate village on the surface chunks
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if ( minp.y ~= - 32 or minp.y < - 32 or minp.y > 64 ) then
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return ;
end
local villages = mg_villages.villages_in_mapchunk ( minp ) ;
if ( villages and # villages > 0 ) then
mg_villages.place_villages_via_voxelmanip ( villages , minp , maxp , nil , nil , nil , nil , nil ) ;
end
end )