547 lines
20 KiB
Lua
547 lines
20 KiB
Lua
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mg_villages.wseed = 0;
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minetest.register_on_mapgen_init(function(mgparams)
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mg_villages.wseed = math.floor(mgparams.seed/10000000000)
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end)
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function mg_villages.get_bseed(minp)
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return mg_villages.wseed + math.floor(5*minp.x/47) + math.floor(873*minp.z/91)
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end
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function mg_villages.get_bseed2(minp)
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return mg_villages.wseed + math.floor(87*minp.x/47) + math.floor(73*minp.z/91) + math.floor(31*minp.y/12)
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end
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mg_villages.inside_village = function(x, z, village, vnoise)
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return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 40
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end
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mg_villages.inside_village_area = function(x, z, village, vnoise)
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return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 80
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end
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mg_villages.get_vn = function(x, z, noise, village)
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local vx, vz, vs = village.vx, village.vz, village.vs
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return (noise - 2) * 20 +
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(40 / (vs * vs)) * ((x - vx) * (x - vx) + (z - vz) * (z - vz))
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end
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mg_villages.villages_in_mapchunk = function( minp )
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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 = {}
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local generate_new_villages = true;
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for xi = -vcr, vcr do
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for zi = -vcr, vcr do
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for _, village in ipairs(mg_villages.villages_at_point({x = minp.x + xi * 80, z = minp.z + zi * 80}, noise1raw)) do
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village.to_grow = {}
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villages[#villages+1] = village
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end
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-- check if the village exists already
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local v_nr = 1;
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for v_nr, village in ipairs(villages) do
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local village_id = tostring( village.vx )..':'..tostring( village.vz );
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if( mg_villages.all_villages and mg_villages.all_villages[ village_id ]) then
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villages[ v_nr ] = mg_villages.all_villages[ village_id ];
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generate_new_villages = false;
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end
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end
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end
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end
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return villages;
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end
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mg_villages.node_is_ground = {}; -- store nodes which have previously been identified as ground
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mg_villages.check_if_ground = function( ci )
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if( not( ci )) then
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return false;
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end
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if( mg_villages.node_is_ground[ ci ]) then
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return true;
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end
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-- analyze the node
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-- only nodes on which walking is possible may be counted as ground
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local node_name = minetest.get_name_from_content_id( ci );
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local def = minetest.registered_nodes[ node_name ];
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if( def and def.walkable == true and def.is_ground_content == true) then
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-- store information about this node type for later use
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mg_villages.node_is_ground[ ci ] = 1;
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return true;
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end
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end
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-- adjust the terrain level to the respective height of the village
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mg_villages.flatten_village_area = function( villages, village_noise, minp, maxp, vm, data, param2_data, a, village_area )
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local c_air = minetest.get_content_id( 'air' );
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local c_ignore = minetest.get_content_id( 'ignore' );
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local c_stone = minetest.get_content_id( 'default:stone');
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local c_dirt = minetest.get_content_id( 'default:dirt');
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local c_snow = minetest.get_content_id( 'default:snow');
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local c_dirt_with_grass = minetest.get_content_id( 'default:dirt_with_grass' );
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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for _, village in ipairs(villages) do
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if( village_area[ x ][ z ][ 2 ] > 0 ) then -- inside a village
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-- if( mg_villages.inside_village(x, z, village, village_noise)) then
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local buffer = {};
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local buffer_param2 = {};
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local buffer_index = 0;
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local has_snow = false;
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y = maxp.y;
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while( y > minp.y ) do
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local ci = data[a:index(x, y, z)];
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if( ci == c_snow ) then
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has_snow = true;
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elseif( ci ~= c_air and ci ~= c_ignore and buffer_index == 0) then
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if( mg_villages.check_if_ground( ci ) == true) then
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-- from now on, save the nodes below
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buffer_index = 1;
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end
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end
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-- save found nodes for later use
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if( buffer_index > 0 ) then
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buffer[ buffer_index ] = ci;
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buffer_param2[ buffer_index ] = param2_data[a:index(x, y, z)];
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buffer_index = buffer_index + 1;
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end
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-- make sure there is air for the village
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if( y > village.vh and ci ~= c_ignore and ci ~= c_air ) then
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data[a:index( x, y, z)] = c_air;
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end
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y = y-1;
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end
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-- apply the data found in the buffer
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for i,v in ipairs( buffer ) do
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if( village.vh - i + 1 >= minp.y ) then
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if( i==1 and buffer[i]==c_dirt ) then
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buffer[i] = c_dirt_with_grass;
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end
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data[ a:index( x, village.vh - i +1, z)] = buffer[ i ];
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param2_data[a:index( x, village.vh - i +1, z)] = buffer_param2[ i ];
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end
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end
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if( has_snow ) then
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data[ a:index( x, village.vh+1, z)] = c_snow;
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end
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end
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end
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end
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end
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end
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-- helper functions for mg_villages.place_villages_via_voxelmanip
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-- 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, bpos)
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-- mark the roads and buildings and the area between buildings in the village_area table
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-- 2: road
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-- 3: border around a road
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-- 4: building
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-- 5: border around a building
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for _, pos in ipairs( bpos ) do
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local reserved_for = 4; -- a building will be placed here
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if( pos.btype and pos.btype == 'road' ) then
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reserved_for = 2; -- the building will be a road
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end
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-- the building + a border of 1 around it
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for x = -1, pos.bsizex do
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for z = -1, pos.bsizez do
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local p = {x=pos.x+x, z=pos.z+z};
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if( not( village_area[ p.x ] )) then
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village_area[ p.x ] = {};
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end
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if( x==-1 or z==-1 or x==pos.bsizex or z==pos.bsizez ) then
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village_area[ p.x ][ p.z ] = { village_nr, reserved_for+1}; -- border around a building
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else
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village_area[ p.x ][ p.z ] = { village_nr, reserved_for }; -- the actual building
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end
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end
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end
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end
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end
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mg_villages.village_area_mark_dirt_roads = function( village_area, dirt_roads )
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-- mark the dirt roads
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-- 8: dirt road
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for _, pos in ipairs(dirt_roads) do
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-- the building + a border of 1 around it
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for x = 0, pos.bsizex-1 do
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for z = 0, pos.bsizez-1 do
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local p = {x=pos.x+x, z=pos.z+z};
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if( not( village_area[ p.x ] )) then
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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
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end
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end
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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
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village_area[ x ] = {};
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end
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for z = minp.z, maxp.z do
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if( not( village_area[ x ][ z ] )) then
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village_area[ x ][ z ] = { 0, 0 };
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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};
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end
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end
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end
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end
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end
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end
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mg_villages.village_area_get_height = function( village_area, villages, minp, maxp, data, param2_data, a )
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local c_air = minetest.get_content_id( 'air');
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local c_ignore = minetest.get_content_id( 'ignore');
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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 = {};
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local height_count = {};
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-- initialize the variables for counting
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for village_nr, village in ipairs( villages ) do
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height_sum[ village_nr ] = 0;
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height_count[ village_nr ] = 0;
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end
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-- try to find the optimal village height by looking at the borders defined by inside_village
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for x = minp.x+1, maxp.x-1 do
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for z = minp.z+1, maxp.z-1 do
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if( village_area[ x ][ z ][ 2 ] ~= 0
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and village_area[ x ][ z ][ 1 ] ~= 0
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and ( village_area[ x+1 ][ z ][ 2 ] == 0
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or village_area[ x-1 ][ z ][ 2 ] == 0
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or village_area[ x ][ z+1 ][ 2 ] == 0
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or village_area[ x ][ z-1 ][ 2 ] == 0 )) then
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y = maxp.y;
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while( y > minp.y and y >= 0) do
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local ci = data[a:index(x, y, z)];
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if( ci ~= c_air and ci ~= 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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height_sum[ village_nr ] = height_sum[ village_nr ] + y;
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height_count[ village_nr ] = height_count[ village_nr ] + 1;
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y = minp.y - 1;
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end
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y = y-1;
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end
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end
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end
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end
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for village_nr, village in ipairs( villages ) do
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if( height_count[ village_nr ] > 0 ) then
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local ideal_height = math.floor( height_sum[ village_nr ] / height_count[ village_nr ]);
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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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end
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end
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return { height_sum = height_sum, height_count = height_count };
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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 )
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local c_air = minetest.get_content_id( 'air');
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-- trees which require grow functions to be called
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local c_sapling = minetest.get_content_id( 'default:sapling');
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local c_junglesapling = minetest.get_content_id( 'default:junglesapling');
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local c_savannasapling = minetest.get_content_id( 'mg:savannasapling');
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local c_pinesapling = minetest.get_content_id( 'mg:pinesapling');
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-- add farmland
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local c_dirt_with_grass = minetest.get_content_id( 'default:dirt_with_grass' );
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local c_dirt = minetest.get_content_id( 'default:dirt');
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local c_desert_sand = minetest.get_content_id( 'default:desert_sand' );
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local c_desert_stone = minetest.get_content_id( 'default:desert_stone' );
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local c_wheat = minetest.get_content_id( 'farming:wheat_8' );
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local c_cotton = minetest.get_content_id( 'farming:cotton_8' );
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local c_shrub = minetest.get_content_id( 'default:dry_shrub');
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local c_soil_wet = minetest.get_content_id( 'farming:soil_wet' );
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local c_soil_sand = minetest.get_content_id( 'farming:desert_sand_soil_wet' );
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-- desert sand soil is only available in minetest_next
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if( not( c_soil_sand )) then
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c_soil_sand = c_soil_wet;
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end
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local c_water_source = minetest.get_content_id( 'default:water_source');
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local c_clay = minetest.get_content_id( 'default:clay');
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local c_feldweg = minetest.get_content_id( 'cottages:feldweg');
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if( not( c_feldweg )) then
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c_feldweg = c_dirt_with_grass;
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end
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local pr = PseudoRandom(mg_villages.get_bseed(minp));
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for x = minp.x, maxp.x do
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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 ];
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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
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-- Note: There are no checks weather the tree/plant will actually grow there or not;
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-- Tree type is derived from wood type used in the village
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local plant_id = data[a:index( x, h+1, z)];
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local on_soil = false;
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for _,v in ipairs( village.to_add_data.plantlist ) do
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-- select the first plant that fits; if the node is not air, keep what is currently inside
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if( plant_id==c_air 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
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plant_id = v.id;
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-- wheat and cotton require soil
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if( plant_id == c_wheat or plant_id == c_cotton ) then
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on_soil = true;
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end
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end
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end
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local pos = {x=x, y=h+1, z=z};
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-- a normal tree; sometimes comes with apples
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if( plant_id == c_sapling ) then
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default.grow_tree( data, a, pos, math.random(1, 4) == 1, math.random(1,100000))
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-- a normal jungletree
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elseif( plant_id == c_junglesapling ) then
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default.grow_jungletree( data, a, pos, math.random(1,100000))
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-- a savannatree from the mg mod
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elseif( plant_id == c_savannasapling and add_savannatree) then
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add_savannatree( data, a, pos.x, pos.y, pos.z, minp, maxp, pr)
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-- a pine tree from the mg mod
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elseif( plant_id == c_pinesapling and add_pinetree ) then
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add_pinetree( data, a, pos.x, pos.y, pos.z, minp, maxp, pr)
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-- grow wheat and cotton on normal wet soil
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elseif( on_soil and g==c_dirt_with_grass ) 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)] = c_soil_wet;
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-- avoid water spills if the neighbour nodes are not part of the field
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if( x<maxp.x and village_area[ x+1 ][ z ][ 2 ] == 1 and village_area[ x+1 ][ z ][ 1 ]==village_nr
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and z<maxp.z and village_area[ x ][ z+1 ][ 2 ] == 1 and village_area[ x ][ z+1 ][ 1 ]==village_nr
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and x>minp.x and village_area[ x-1 ][ z ][ 2 ] == 1 and village_area[ x-1 ][ z ][ 1 ]==village_nr
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and z>minp.z and village_area[ x ][ z-1 ][ 2 ] == 1 and village_area[ x ][ z-1 ][ 1 ]==village_nr ) then
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data[a:index( x, h-1, z)] = c_water_source;
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data[a:index( x, h-2, z)] = c_clay;
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else
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data[a:index( x, h-1, z)] = c_dirt;
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data[a:index( x, h-2, z)] = c_dirt;
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end
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-- grow wheat and cotton on desert sand soil
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elseif( on_soil and g==c_desert_sand and c_soil_sand and 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)] = c_soil_sand;
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-- avoid water spills if the neighbour nodes are not part of the field
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if( x<maxp.x and village_area[ x+1 ][ z ][ 2 ] == 1 and village_area[ x+1 ][ z ][ 1 ]==village_nr
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and z<maxp.z and village_area[ x ][ z+1 ][ 2 ] == 1 and village_area[ x ][ z+1 ][ 1 ]==village_nr
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and x>minp.x and village_area[ x-1 ][ z ][ 2 ] == 1 and village_area[ x-1 ][ z ][ 1 ]==village_nr
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and z>minp.z and village_area[ x ][ z-1 ][ 2 ] == 1 and village_area[ x ][ z-1 ][ 1 ]==village_nr ) then
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data[a:index( x, h-1, z)] = c_clay; -- so that desert sand soil does not fall down
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data[a:index( x, h-2, z)] = c_water_source;
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data[a:index( x, h-3, z)] = c_clay;
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else
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data[a:index( x, h-1, z)] = c_desert_stone;
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data[a:index( x, h-2, z)] = c_desert_stone;
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end
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elseif( on_soil ) then
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if( math.random(1,5)==1 ) then
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data[a:index( pos.x, pos.y, pos.z)] = c_shrub;
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end
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elseif( plant_id ) then -- place the sapling or plant (moretrees uses spawn_tree)
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data[a:index( pos.x, pos.y, pos.z)] = plant_id;
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end
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end
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end
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end
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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 village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
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-- determine which coordinates are inside the village and which are not
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local village_area = {};
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for village_nr, village in ipairs(villages) do
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-- generate the village structure: determine positions of buildings and roads
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mg_villages.generate_village( village, village_noise);
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mg_villages.village_area_mark_buildings( village_area, village.to_add_data.bpos );
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mg_villages.village_area_mark_dirt_roads( village_area, village.to_add_data.dirt_roads );
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end
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mg_villages.village_area_mark_inside_village_area( village_area, villages, village_noise, minp, maxp );
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-- if no voxelmanip data was passed on, read the data here
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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
|
|
|
|
|
|
-- TODO: make use of height_data
|
|
-- local height_data = mg_villages.village_area_get_height( village_area, villages, minp, maxp, data, param2_data, a );
|
|
|
|
mg_villages.flatten_village_area( villages, village_noise, minp, maxp, vm, data, param2_data, a, village_area );
|
|
|
|
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
|
|
|
|
village.to_add_data = mg_villages.place_buildings( village, minp, maxp, data, param2_data, a, village_noise);
|
|
|
|
mg_villages.place_dirt_roads( village, minp, maxp, data, param2_data, a, village_noise, c_feldweg);
|
|
end
|
|
|
|
mg_villages.village_area_fill_with_plants( village_area, villages, minp, maxp, data, param2_data, a );
|
|
|
|
vm:set_data(data)
|
|
vm:set_param2_data(param2_data)
|
|
|
|
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}
|
|
)
|
|
|
|
vm:write_to_map(data)
|
|
|
|
-- initialize the pseudo random generator so that the chests will be filled in a reproducable pattern
|
|
local pr = PseudoRandom(mg_villages.get_bseed(minp));
|
|
local meta
|
|
for _, village in ipairs(villages) do
|
|
for _, n in pairs(village.to_add_data.extranodes) do
|
|
minetest.set_node(n.pos, n.node)
|
|
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
|
|
|
|
-- 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 );
|
|
|
|
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
|
|
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)
|
|
save_restore.save_data( 'mg_all_villages.data', mg_villages.all_villages );
|
|
end
|
|
end
|
|
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)
|
|
|
|
|
|
-- 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
|
|
if( minp.y ~= -32 ) then
|
|
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)
|
|
|
|
|