470 lines
19 KiB
Lua
470 lines
19 KiB
Lua
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-- only the function mg_villages.get_replacement_table(..) is called from outside this file
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mg_villages.replace_materials = function( replacements, pr, original_materials, prefixes, materials, old_material )
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local known_materials = {};
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local wood_found = false;
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-- for all alternate materials
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for i,m in ipairs( materials ) do
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-- check if that material exists for each supplied prefix
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for j,p in ipairs( prefixes ) do
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if( minetest.registered_nodes[ p..m ] ) then
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table.insert( known_materials, m );
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-- if wood is present, later on try moretrees wood as well
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if( 'default:wood' == m ) then
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wood_found = true;
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end
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end
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end
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end
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-- nothing found which could be used
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if( #known_materials < 1 ) then
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return;
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end
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-- support wooden planks from moretrees
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if( wood_found and moretrees and moretrees.treelist ) then
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for _,v in ipairs( moretrees.treelist ) do
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if( minetest.registered_nodes[ "moretrees:"..v[1].."_planks"] ) then
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table.insert( known_materials, "moretrees:"..v[1].."_planks" );
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end
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end
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end
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local new_material = known_materials[ pr:next( 1, #known_materials )];
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-- no replacement necessary if we did choose the same material as before
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if( new_material == old_material or old_material == (prefixes[1]..new_material)) then
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return old_material;
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end
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for i,v in ipairs( prefixes ) do
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table.insert( replacements, { original_materials[ i ], v..new_material } );
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end
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return new_material;
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end
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-- replace the tree trunk as well so that it fits to the wood type
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mg_villages.replace_tree_trunk = function( replacements, wood_type )
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if( wood_type == 'default:junglewood' ) then
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table.insert( replacements, {'default:tree', 'default:jungletree'});
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elseif( wood_type == 'mg:savannawood' ) then
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table.insert( replacements, {'default:tree', 'mg:savannatree'});
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elseif( wood_type == 'mg:pinewood' ) then
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table.insert( replacements, {'default:tree', 'mg:pinetree'});
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elseif( moretrees and moretrees.treelist ) then
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for _,v in ipairs( moretrees.treelist ) do
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if( wood_type == "moretrees:"..v[1].."_planks" ) then
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table.insert( replacements, {'default:tree', "moretrees:"..v[1].."_trunk"});
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end
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end
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else
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return nil;
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end
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return wood_type;
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-- TODO if minetest.get_modpath("moreblocks") and moretrees.enable_stairsplus the
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end
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-- if buildings are made out of a certain wood type, people might expect trees of that type nearby
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mg_villages.replace_saplings = function( replacements, wood_type )
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if( wood_type == 'default:junglewood' ) then
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table.insert( replacements, {'default:sapling', 'default:junglesapling'});
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elseif( wood_type == 'mg:savannawood' ) then
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table.insert( replacements, {'default:sapling', 'mg:savannasapling'});
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elseif( wood_type == 'mg:pinewood' ) then
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table.insert( replacements, {'default:sapling', 'mg:pinesapling'});
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elseif( moretrees and moretrees.treelist ) then
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for _,v in ipairs( moretrees.treelist ) do
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if( wood_type == "moretrees:"..v[1].."_planks" ) then
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table.insert( replacements, {'default:sapling', "moretrees:"..v[1].."_sapling_ongen"});
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end
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end
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end
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end
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-- Note: This function is taken from the villages mod (by Sokomine)
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-- at least the cottages may come in a variety of building materials
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-- IMPORTANT: don't add any nodes which have on_construct here UNLESS they where in the original file already
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-- on_construct will only be called for known nodes that need that treatment (see villages.analyze_mts_file and on_constr)
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mg_villages.get_replacement_list = function( housetype, pr )
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local replacements = {};
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-- else some grass would never (re)grow (if it's below a roof)
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-- table.insert( replacements, {'default:dirt', dirt_with_grass_replacement });
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-- table.insert( replacements, {'default:dirt_with_grass', dirt_with_grass_replacement });
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table.insert( replacements, {'default:dirt', 'default:dirt_with_grass' });
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-- Taokis houses from structure i/o
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if( housetype == 'taoki' ) then
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-- the main body of the houses in the .mts files is made out of wood
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{'default:wood', 'default:junglewood', 'mg:pinewood', 'mg:savannawood',
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'default:clay', 'default:brick', 'default:sandstone',
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'default:stonebrick', 'default:desert_stonebrick','default:sandstonebrick', 'default:sandstone','default:stone','default:desert_stone',
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'default:coalblock','default:steelblock','default:goldblock', 'default:bronzeblock', 'default:copperblock', 'wool:white'},
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'default:wood');
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-- tree trunks are seldom used in these houses; let's change them anyway
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mg_villages.replace_tree_trunk( replacements, wood_type );
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-- all this comes in variants for stairs and slabs as well
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mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_stonebrick', 'stairs:slab_stonebrick', 'default:stonebrick'},
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{'stairs:stair_', 'stairs:slab_', 'default:' },
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{ 'stonebrick', 'stone', 'sandstone', 'cobble'},
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'stonebrick');
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-- decorative slabs above doors etc.
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mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_wood'},
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{'stairs:stair_'},
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{'stonebrick', 'stone', 'sandstone', 'cobble', 'wood', 'junglewood' },
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'wood');
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-- brick roofs are a bit odd; but then...
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-- all three shapes of roof parts have to fit together
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mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_brick', 'stairs:slab_brick', 'default:brick'},
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{'stairs:stair_', 'stairs:slab_', 'default:' },
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{ 'brick', 'stone', 'cobble', 'stonebrick', 'wood', 'junglewood', 'sandstone' },
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'brick' );
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return replacements;
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end
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if( housetype == 'nore' ) then
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mg_villages.replace_materials( replacements, pr,
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{'stonebrick'},
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{'default:'},
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{'stonebrick', 'desert_stonebrick','sandstonebrick', 'sandstone','stone','desert_stone'},
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'stonebrick');
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-- replace the wood as well
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{ 'default:wood', 'default:junglewood', 'mg:savannawood', 'mg:pinewood' },
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'default:wood');
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mg_villages.replace_tree_trunk( replacements, wood_type );
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mg_villages.replace_saplings( replacements, wood_type );
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if( pr:next(1,3)==1 ) then
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table.insert( replacements, {'default:glass', 'default:obsidian_glass'});
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end
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return replacements;
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end
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if( housetype == 'lumberjack' ) then
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-- replace the wood - those are lumberjacks after all
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{ 'default:wood', 'default:junglewood', 'mg:savannawood', 'mg:pinewood' },
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'default:wood');
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mg_villages.replace_tree_trunk( replacements, wood_type );
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mg_villages.replace_saplings( replacements, wood_type );
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return replacements;
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end
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if( housetype == 'canadian' ) then
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table.insert( replacements, {'4seasons:slimtree_wood', 'default:fence_wood'});
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if( true) then return replacements; end -- TODO
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-- remove inner corners, wallpapers etc.
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local to_air = { 38, 36, 68, 66, 69, 67, 77, 47, 44, 43, 37, 75, 45, 65, 71, 76, 46 };
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for _,v in ipairs( to_air ) do
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table.insert( replacements, {'hdb:'..tostring( v )..'_ic', 'air' });
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end
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to_air = { 49, 50, 52, 72, 73, 74 };
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for _,v in ipairs( to_air ) do
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table.insert( replacements, {'hdb:'..tostring( v )..'_edge', 'air' });
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end
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to_air = { 49, 50, 52, 72, 73, 74 };
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for _,v in ipairs( to_air ) do
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table.insert( replacements, {'hdb:'..tostring( v )..'_edgeic', 'air' });
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end
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-- thin slabs for covering walls
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to_air = { 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 65, 66, 67, 68, 69, 71, 72, 73, 74, 75, 76, 77 };
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for _,v in ipairs( to_air ) do
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table.insert( replacements, {'hdb:'..tostring( v ), 'air' });
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end
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-- these contain the majority of nodes used (junglewood is too dark)
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local materials = {'default:wood', 'mg:pinewood', 'mg:savannawood',
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'default:clay', 'default:brick', 'default:sandstone',
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'default:stonebrick', 'default:desert_stonebrick','default:sandstonebrick', 'default:sandstone','default:stone','default:desert_stone',
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'default:coalblock','default:steelblock'};
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-- local change_groups = { {49, 16, 29, 33, 82, 8}, {19, 4, 83, 2}, { 5, 80, 35, 36, 3}, {10, 31}, {28, 78}, { 6, 52, 1}, {7}};
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local change_groups = { {16, 29, 33, 82, 8}, {19, 4, 83, 2}, { 5, 80, 35, 3}, {10, 31}, {28, 78, 27}, { 6, 1}, {7}, {30,25,81,79},{64}};
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for _,cg in ipairs( change_groups ) do
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local m1 = materials[ pr:next( 1, #materials )];
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for j,v in ipairs( cg ) do
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table.insert( replacements, {'hdb:'..tostring( v ), m1 });
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end
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end
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-- hdb:9_lh and hdb:86_lh are slabs
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local materials_slab = {'stonebrick', 'stone', 'sandstone', 'cobble' };
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local slab_group = {33,58};
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for _, c in ipairs( slab_group ) do
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local ms = materials_slab[ pr:next( 1, #materials_slab )];
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table.insert( replacements, { 'hdb:'..tostring(c)..'_lh', 'stairs:slab_'..ms });
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table.insert( replacements, { 'hdb:'..tostring(c), 'default:'..ms });
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end
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return replacements;
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end
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if( housetype == 'logcabin' ) then
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-- for logcabins, wood is the most likely type of roof material
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local roof_type = mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_cobble', 'stairs:slab_cobble' },
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{'cottages:roof_connector_', 'cottages:roof_flat_' },
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{'straw', 'wood', 'wood', 'wood', 'reet', 'slate', 'red', 'brown', 'black'},
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'' );
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-- some houses have junglewood roofs
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if( roof_type ) then
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table.insert( replacements, {'stairs:stair_junglewood', 'cottages:roof_connector_'..roof_type });
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table.insert( replacements, {'stairs:slab_junglewood', 'cottages:roof_flat_'..roof_type });
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table.insert( replacements, {'cottages:roof_connector_wood', 'cottages:roof_connector_'..roof_type });
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table.insert( replacements, {'cottages:roof_flat_wood', 'cottages:roof_flat_'..roof_type });
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end
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return replacements;
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end
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if( housetype == 'grasshut' ) then
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table.insert( replacements, {'moreblocks:fence_jungle_wood', 'default:fence' });
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if( pr:next( 1, 4) == 1 ) then
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table.insert( replacements, {'dryplants:reed_roof', 'cottages:roof_straw'});
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table.insert( replacements, {'dryplants:reed_slab', 'cottages:roof_flat_straw' });
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table.insert( replacements, {'dryplants:wetreed_roof', 'cottages:roof_reet' });
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table.insert( replacements, {'dryplants:wetreed_slab', 'cottages:roof_flat_reet' });
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else -- replace the straw and cobble one of the huts uses
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table.insert( replacements, {'cottages:straw', 'dryplants:wetreed' });
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table.insert( replacements, {'stairs:slab_cobble', 'dryplants:reed_slab' });
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end
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if( pr:next( 1, 4) == 1 ) then
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table.insert( replacements, {'dryplants:wetreed_roof_corner', 'default:wood' });
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table.insert( replacements, {'dryplants:wetreed_roof_corner_2', 'default:junglewood' });
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end
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if( not( minetest.get_modpath( 'cavestuff' ))) then
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table.insert( replacements, {'cavestuff:desert_pebble_2', 'default:slab_cobble' });
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end
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table.insert( replacements, {'default:desert_sand', 'default:dirt_with_grass' });
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return replacements;
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end
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if( housetype == 'claytrader' ) then
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-- the walls of the clay trader houses are made out of brick
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mg_villages.replace_materials( replacements, pr,
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{ 'stairs:stair_brick', 'stairs:slab_brick', 'default:brick' }, -- default_materials
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{ 'stairs:stair_', 'stairs:slab_', 'default:' }, -- prefixes (for new materials)
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{ 'brick', 'stone', 'sandstone', 'sandstonebrick', 'desert_stone', 'desert_cobble', 'desert_stonebrick' }, -- new materials
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'brick' ); -- original material
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-- material for the floor
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mg_villages.replace_materials( replacements, pr,
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{'default:stone'},
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{'default:'},
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{ 'brick', 'stone', 'sandstone', 'sandstonebrick', 'clay', 'desert_stone', 'desert_cobble', 'desert_stonebrick' },
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'stone');
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-- the clay trader homes come with stone stair roofs; slabs are used in other places as well (but those replacements here are ok)
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mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_stone', 'stairs:slab_stone' },
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{'cottages:roof_connector_', 'cottages:roof_flat_' },
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{'straw', 'straw', 'straw', 'straw', 'straw',
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'reet', 'reet', 'reet',
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'slate', 'slate',
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'wood', 'wood',
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'red',
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'brown',
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'black'},
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'');
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-- hills and pits that contain the materials clay traders dig for
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mg_villages.replace_materials( replacements, pr,
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{'default:stone_with_coal'},
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{'default:'},
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{'sand', 'sandstone', 'clay'},
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'');
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return replacements;
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end
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-- wells can get the same replacements as the sourrounding village; they'll get a fitting roof that way
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if( housetype ~= 'medieval' and housetype ~= 'well' and housetype ~= 'cottages') then
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return replacements;
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end
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table.insert( replacements, {'bell:bell', 'default:goldblock' });
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-- glass that served as a marker got copied accidently; there's usually no glass in cottages
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table.insert( replacements, {'default:glass', 'air'});
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-- TODO: sometimes, half_door/half_door_inverted gets rotated wrong
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-- table.insert( replacements, {'cottages:half_door', 'cottages:half_door_inverted'});
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-- table.insert( replacements, {'cottages:half_door_inverted', 'cottages:half_door'});
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-- some poor cottage owners cannot afford glass
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if( pr:next( 1, 2 ) == 2 ) then
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table.insert( replacements, {'cottages:glass_pane', 'default:fence_wood'});
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end
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-- 'glass' is admittedly debatable; yet it may represent modernized old houses where only the tree-part was left standing
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-- loam and clay are mentioned multiple times because those are the most likely building materials in reality
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local materials = {'cottages:loam', 'cottages:loam', 'cottages:loam', 'cottages:loam', 'cottages:loam',
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'default:clay', 'default:clay', 'default:clay', 'default:clay', 'default:clay',
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'default:wood','default:junglewood','default:sandstone',
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'default:desert_stone','default:brick','default:cobble','default:stonebrick',
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'default:desert_stonebrick','default:sandstonebrick','default:stone',
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'mg:savannawood', 'mg:savannawood', 'mg:savannawood', 'mg:savannawood',
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'mg:pinewood', 'mg:pinewood', 'mg:pinewood', 'mg:pinewood' };
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-- what is sandstone (the floor) may be turned into something else
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local mfs = mg_villages.replace_materials( replacements, pr,
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{'default:sandstone'},
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{''},
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materials,
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'default:sandstone');
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if( mfs and mfs ~= 'default:sandstone' ) then
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if( mfs == 'cottages:loam' or mfs == 'default:clay' or mfs == 'mg:savannawood' or mfs == 'mg:pinewood') then
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mfs = 'default:wood';
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elseif( mfs =='default:sandstonebrick' or mfs == 'default:desert_stone' or mfs == 'default:desert_stonebrick'
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or not( minetest.registered_nodes[ 'stairs:slab_'..string.sub( mfs, 9 )] )) then
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mfs = '';
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end
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if( mfs and mfs ~= '' ) then
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table.insert( replacements, {'stairs:slab_sandstone', 'stairs:slab_'..string.sub( mfs, 9 )});
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end
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end
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-- except for the floor, everything else may be glass
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table.insert( materials, 'default:glass' );
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local uses_wood = false;
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-- bottom part of the house (usually ground floor from outside)
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local replace_clay = mg_villages.replace_materials( replacements, pr,
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{'default:clay'},
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{''},
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materials,
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'default:clay');
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if( replace_clay and replace_clay ~= 'default:clay' ) then
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uses_wood = mg_villages.replace_tree_trunk( replacements, replace_clay );
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mg_villages.replace_saplings( replacements, replace_clay );
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end
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-- upper part of the house (may be the same as the material for the lower part)
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local replace_loam = mg_villages.replace_materials( replacements, pr,
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{'cottages:loam'},
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{''},
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materials,
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'cottages:loam');
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-- if the bottom was not replaced by wood, perhaps the top is
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if( not( uses_wood ) and replace_loam ) then
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mg_villages.replace_tree_trunk( replacements, replace_loam );
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mg_villages.replace_saplings( replacements, replace_loam );
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end
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-- replace cobble; for these nodes, a stony material is needed (used in wells as well)
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-- mossycobble is fine here as well
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local mcs = mg_villages.replace_materials( replacements, pr,
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{'default:cobble'},
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{'default:'},
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{'sandstone', 'desert_stone', 'desert_cobble',
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'cobble', 'cobble',
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'stonebrick', 'stonebrick', 'stonebrick', -- more common than other materials
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'mossycobble', 'mossycobble','mossycobble',
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'stone', 'stone',
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'desert_stonebrick','sandstonebrick'},
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'cobble');
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-- set a fitting material for the slabs; mossycobble uses the default cobble slabs
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if( mcs ~= 'mossycobble' and mcs ~= 'cobble') then
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-- if no slab exists, use sandstone slabs
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if( not( minetest.registered_nodes[ 'stairs:slab_'..mcs ])) then
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mcs = 'sandstone';
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end
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table.insert( replacements, {'stairs:slab_cobble', 'stairs:slab_'..mcs});
|
|
end
|
|
|
|
|
|
-- straw is the most likely building material for roofs for historical buildings
|
|
mg_villages.replace_materials( replacements, pr,
|
|
-- all three shapes of roof parts have to fit together
|
|
{ 'cottages:roof_straw', 'cottages:roof_connector_straw', 'cottages:roof_flat_straw' },
|
|
{ 'cottages:roof_', 'cottages:roof_connector_', 'cottages:roof_flat_'},
|
|
{'straw', 'straw', 'straw', 'straw', 'straw',
|
|
'reet', 'reet', 'reet',
|
|
'slate', 'slate',
|
|
'wood', 'wood',
|
|
'red',
|
|
'brown',
|
|
'black'},
|
|
'straw');
|
|
|
|
return replacements;
|
|
end
|
|
|
|
|
|
-- Translate replacement function from above (which aims at place_schematic) for the villages in Nores mapgen
|
|
mg_villages.get_replacement_ids = function( housetype, pr )
|
|
|
|
local replace = {};
|
|
local replacements = mg_villages.get_replacement_list( housetype, pr );
|
|
for i,v in ipairs( replacements ) do
|
|
if( v and #v == 2 ) then
|
|
replace[ minetest.get_content_id( v[1] )] = minetest.get_content_id( v[2] );
|
|
end
|
|
end
|
|
return replace;
|
|
end
|
|
|
|
|
|
|
|
-- mapgen based replacements work best using a table, while minetest.place_schematic(..) based spawning needs a list
|
|
mg_villages.get_replacement_table = function( housetype, pr, replacements )
|
|
|
|
local rtable = {};
|
|
local ids = {};
|
|
if( not( replacements )) then
|
|
replacements = mg_villages.get_replacement_list( housetype, pr );
|
|
end
|
|
for i,v in ipairs( replacements ) do
|
|
if( v and #v == 2 ) then
|
|
rtable[ v[1] ] = v[2];
|
|
ids[ minetest.get_content_id( v[1] )] = minetest.get_content_id( v[2] );
|
|
end
|
|
end
|
|
return { table = rtable, list = replacements, ids = ids };
|
|
end
|