new cottage code

master
francisco athens 2020-08-11 23:18:07 -07:00
parent a45596c3c3
commit 78cf4b79e2
4 changed files with 850 additions and 3 deletions

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2020/08/10: Testing new cottage building code.
2020/08/06: Fixed witches not registered when handle_schematics is not loaded! D'oh!
2020/08/01: Witches have two new wands from Damon and Simone!
2020/07/31: Witches can turn aggressive mobs into sheep! Witches gain drench spell!

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cottages.lua Normal file
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--this file is copyright (c) 2020 Francisco Athens licensed under the terms of the MIT license
local witches_dungeon_cellar_chance = tonumber(minetest.settings:get("witches_dungeon_cellar_chance")) or .50
local witches_dungeon_cellar_depth = tonumber(minetest.settings:get("witches_dungeon_cellar_depth")) or -5
local function mts(table)
local output = minetest.serialize(table)
return output
end
local function mtpts(table)
local output = minetest.pos_to_string(table)
return output
end
--lets see if any dungeons are near
minetest.set_gen_notify("dungeon")
local dungeon_cellar = {
chance = tonumber(witches_dungeon_cellar_chance), -- chance to try putting cottage over dungeon instead of anywhere else
max_depth = tonumber(witches_dungeon_cellar_depth) -- deepest dungeon depth to check
}
local dungeon_list ={}
minetest.register_on_generated(function(minp, maxp, blockseed)
local dg = minetest.get_mapgen_object("gennotify")
if dg and dg.dungeon and #dg.dungeon > 2 then
for i=1,#dg.dungeon do
if dg.dungeon[i].y >= dungeon_cellar.max_depth then
--print("dungeon found: "..minetest.pos_to_string(dg.dungeon[i]))
table.insert(dungeon_list, dg.dungeon[i])
end
end
end
end)
--local vol_vec = {x=5,y=5,z=5}
function witches.grounding(self,vol_vec,required_list,exception_list,replacement_node)
local r_tweak = math.random(-1,1)
local area = vol_vec or {x=math.random(5+r_tweak,9),y=1,z=math.random(5-r_tweak,9)}
local pos = vector.round(self.object:get_pos())
--drop checks below sea level
if pos.y < 0 then return end
--local yaw = self.object:get_yaw()
--print(mts(self.object:get_yaw()))
local pos1 = {x= pos.x-(area.x/2),y=pos.y-area.y ,z= pos.z-(area.z/2)}
local pos2 = {x= pos.x+(area.x/2),y=pos.y, z= pos.z+(area.z/2)}
--print("pos = ".. mtpts(pos))
--print("pos1 = ".. mtpts(pos1))
--print("pos2 = ".. mtpts(pos2))
--test if area is suitable (no air or water)
local rlist = required_list or {"group:soil","group:crumbly"}
local elist = exception_list or {}
local minichunk = minetest.find_nodes_in_area(pos1, pos2,rlist)
for i=1, #minichunk do
for n=1, #elist do
if minetest.get_node(minichunk[i].name) == elist[n] then
table.remove(minichunk,i)
end
end
end
--print(mts(minichunk))
--see that lowest nodes all exist at pos1.y or die
local count = 0
if #minichunk >= (area.x * area.z*1.4) then
print("SUCCESS!".."pos1 = ".. mtpts(pos1).."pos2 = ".. mtpts(pos2).." count = "..#minichunk)
if replacement_node then
minetest.bulk_set_node(minichunk,{name = replacement_node})
end
local volume = {pos1,pos2}
return volume
else
--print("insufficient count = "..#minichunk)
end
end
local cottage_id = nil
local default_params = {
--plan_size = {x=9, y=7 ,z=9}, --general size not including roof
foundation_nodes = {"default:mossycobble"},
foundation_depth = 3,
porch_nodes = {"default:tree","default:pine_tree","default:acacia_tree"},
porch_size = 2,
first_floor_nodes = {"default:cobble","default:wood","default:pine_wood","default:acacia_wood","default:junglewood"},
second_floor_nodes = {"default:wood","default:pine_wood","default:acacia_wood","default:junglewood"},
gable_nodes = {"default:wood","default:junglewood"},
roof_nodes = {"stairs:stair_wood","stairs:stair_junglewood"},
roof_slabs = {"stairs:slab_wood","stairs:slab_junglewood"},
wall_nodes = {"default:tree","default:pine_tree","default:acacia_tree"},
wall_nodes_ftype = {"wall_wdir"}, --wall_dir, wall_fdir, wall_wdir
wall_height = 3,
window_nodes = {"default:fence_wood","default:fence_pine_wood","default:fence_acacia_wood","default:fence_junglewood"},
window_dimensions = {1,1,1,2}, --width,height min; width,height max
orient_materials = true,
door_bottom = "doors:door_wood_witch_a";
door_top = "doors:hidden";
}
function witches.generate_cottage(pos1,pos2,params)
local working_parameters = params or default_params -- if there is nothing then initialize with defs
pos1 = vector.round(pos1)
pos2 = vector.round(pos2)
local wp = working_parameters
if params then --get defaults for any missing params
for k,v in default_params do
if not params[k] then
wp[k] = table.copy(default_params[k])
end
end
else wp = table.copy(default_params)
end
--start with basement
--local od = vector.subtract(pos2,pos1)
local lower_corner_nodes = {
pos1,
{x= pos1.x, y = pos1.y, z = pos2.z},
{x= pos2.x, y = pos1.y, z = pos2.z},
{x= pos2.x, y = pos1.y, z = pos1.z},
}
local upper_corner_nodes = {
{x= pos1.x, y = pos2.y, z = pos1.z},
{x= pos1.x, y = pos2.y, z = pos2.z},
pos2,
{x= pos2.x, y = pos2.y, z = pos1.z},
}
local ucn = upper_corner_nodes
for h=1, wp.foundation_depth do
for i=1, #ucn do
local pos = {x=ucn[i].x, y=ucn[i].y-h+1,z=ucn[i].z}
minetest.set_node(pos,{name=wp.foundation_nodes[math.random(#wp.foundation_nodes)]})
end
end
local ps = wp.porch_size or math.random(2)
-- clear the area
local cpos1 = {x = pos1.x-ps, y=pos2.y+5 ,z=pos1.z-ps}
local cpos2 = {x = pos2.x+ps, y=pos2.y+13, z=pos2.z+ps}
local carea = vector.subtract(cpos2,cpos1)
for h=1,carea.y+2 do
for i=1, carea.z+1 do
for j=1, carea.x+1 do
local pos = {x=cpos1.x+j-1, y=cpos1.y, z=cpos1.z+i-1}
minetest.set_node(pos,{
name="air"
})
end
end
end
-- porch
local prnodes = wp.porch_nodes[math.random(#wp.porch_nodes)]
local ppos1 = {x = pos1.x-ps, y=pos2.y ,z=pos1.z-ps}
local ppos2 = {x = pos2.x+ps, y=pos2.y, z=pos2.z+ps}
local parea = vector.subtract(ppos2,ppos1)
for i=1, parea.z+1 do
for j=1, parea.x+1 do
local pos = {x=ppos1.x+j-1, y=ppos1.y, z=ppos1.z+i-1}
minetest.set_node(pos,{
name=prnodes,
paramtype2="facedir",
param2=5
})
end
end
--first floor!
local ffnodes = wp.first_floor_nodes[math.random(#wp.first_floor_nodes)]
local ffpos1 = {x = pos1.x, y=pos2.y ,z=pos1.z}
local ffpos2 = {x = pos2.x, y=pos2.y, z=pos2.z}
local area = vector.subtract(pos2,pos1)
for i=1, area.z+1 do
for j=1, area.x+1 do
local pos = {x=ffpos1.x+j-1, y=ffpos1.y, z=ffpos1.z+i-1}
minetest.set_node(pos,{
name=ffnodes,
paramtype2="facedir",
param2=5
})
end
end
local wlnodes = wp.wall_nodes[math.random(#wp.wall_nodes)]
if math.random() < 0.9 then
--wall corners wood
for h=1, wp.wall_height do
for i=1, #ucn do
if h % 2 == 0 then
local pos = {x=ucn[i].x, y=ucn[i].y+h,z=ucn[i].z}
minetest.set_node(pos,{
name=wlnodes,
paramtype2="facedir",
param2=5
})
else
local pos = {x=ucn[i].x, y=ucn[i].y+h,z=ucn[i].z}
minetest.set_node(pos,{
name=wlnodes,
paramtype2="facedir",
param2=13
})
end
end
end
else
--wall corners stone
for h=1, wp.wall_height do
for i=1, #ucn do
local pos = {x=ucn[i].x, y=ucn[i].y+h,z=ucn[i].z}
minetest.set_node(pos,{name=wp.foundation_nodes[math.random(#wp.foundation_nodes)]})
end
end
end
--create first floor wall plan!
local wall_plan ={}
for i=1,area.z-1 do --west wall
local pos = {x=ffpos1.x, y=ffpos1.y+1, z=ffpos1.z+i}
local fpos = {x=ffpos1.x, y=ffpos1.y+1, z=ffpos1.z-1}
local dir = vector.direction(fpos,pos) -- the raw dir we can manipulate later
local facedir = minetest.dir_to_facedir(dir) --this facedir
--walldir is for placing tree nodes in wall direction
table.insert(wall_plan, {
pos = pos, dir = dir, facedir = facedir, walldir = 5
})
end
for i=1,area.x-1 do --north wall
local pos = {x=ffpos1.x+i, y=ffpos1.y+1, z=ffpos1.z}
local fpos = {x=ffpos1.x-1, y=ffpos1.y+1, z=ffpos1.z}
local dir = vector.direction(fpos,pos)
local facedir = minetest.dir_to_facedir(dir)
table.insert(wall_plan, {
pos = pos, dir = dir, facedir = facedir, walldir = 13
})
end
for i=1,area.z-1 do --east wall
local pos = {x=ffpos1.x+area.x, y=ffpos1.y+1, z=ffpos1.z+i}
local fpos = {x=ffpos1.x+area.x, y=ffpos1.y+1, z=ffpos1.z-1}
local dir = vector.direction(fpos,pos)
local facedir = minetest.dir_to_facedir(dir)
table.insert(wall_plan, {
pos = pos, dir = dir, facedir = facedir, walldir = 5
})
end
for i=1,area.x-1 do --south wall
local pos = {x=ffpos1.x+i, y=ffpos1.y+1, z=ffpos1.z+area.z}
local fpos = {x=ffpos1.x-1, y=ffpos1.y+1, z=ffpos1.z+area.z}
local dir = vector.direction(fpos,pos)
local facedir = minetest.dir_to_facedir(dir)
table.insert(wall_plan, {
pos = pos, dir = dir, facedir = facedir, walldir = 13
})
end
for h=1, wp.wall_height do
for i=1, #wall_plan do
minetest.set_node(wall_plan[i].pos,{
name=wlnodes,
paramtype2 = "facedir",
param2 = wall_plan[i].walldir
})
end
for i=1, #wall_plan do
wall_plan[i].pos.y = wall_plan[i].pos.y+1
end
end
--possible door locations, extra offset data
local p_door_pos = {
w = {x = ffpos1.x, z = ffpos1.z+math.random(2,area.z-2), y = ffpos1.y+1, p ="z", fp={"x",-1}},
n = {x = ffpos1.x+math.random(2,area.x-2), z = ffpos2.z, y = ffpos1.y+1, p ="x", fp={"z",1}},
e = {x = ffpos2.x, z = ffpos1.z+math.random(2,area.z-2), y = ffpos1.y+1, p ="z", fp={"x",1}},
s = {x = ffpos1.x+math.random(2,area.x-2), z = ffpos1.z, y = ffpos1.y+1, p ="x", fp={"z",-1}}
}
local door_pos = {}
local test = 4
for k,v in pairs(p_door_pos) do
if test >= 1 and math.random(test) == 1 then
door_pos[k]=v
test = 0
else
test = test - 1
end
end
--local door_pos= p_door_pos
print("door: "..mts(door_pos))
for k,v in pairs(door_pos) do
print(mts(v))
local f_pos1 = vector.new(v)
--get the offsets
f_pos1[v.fp[1] ] = f_pos1[v.fp[1] ] + v.fp[2]
local dir=vector.direction(f_pos1,door_pos[k])
local f_facedir = minetest.dir_to_facedir(dir)
minetest.set_node(v,{
name=wp.door_bottom,
paramtype2 = "facedir",
param2 = f_facedir
})
local door_pos_t = vector.new(v)
door_pos_t.y = door_pos_t.y+1
minetest.set_node(door_pos_t,{
name=wp.door_top,
paramtype2 = "facedir",
param2 = f_facedir
})
--set some torch-like outside the door
local t_pos1 = vector.new(v)
--use fp to get outside
t_pos1[v.fp[1] ]= t_pos1[v.fp[1] ] + (v.fp[2])
--get wallmount param2
local t_dir = vector.direction(t_pos1,v)
local t_wm = minetest.dir_to_wallmounted(t_dir)
t_pos1.y = t_pos1.y + 1
--offset from door
local t_pos2 = vector.new(t_pos1)
t_pos1[v.p] = t_pos1[v.p] - 1
t_pos2[v.p] = t_pos2[v.p] + 1
minetest.bulk_set_node({t_pos1, t_pos2},{
name="default:torch_wall",
--paramtype2 = "facedir",
param2 = t_wm
})
end
--set windows
local window_pos = {}
window_pos = {
w = {x = ffpos1.x, z = ffpos1.z+math.random(2,area.z-2), y = ffpos1.y+2, p= "z", fp = {"x", 1} },
n = {x = ffpos1.x+math.random(2,area.x-2), z = ffpos2.z, y = ffpos1.y+2, p= "x", fp = {"z", -1} },
e = {x = ffpos2.x, z = ffpos1.z+math.random(2,area.z-2), y = ffpos1.y+2, p= "z", fp = {"x", -1} },
s = {x = ffpos1.x+math.random(2,area.x-2), z = ffpos1.z, y = ffpos1.y+2, p= "x", fp = {"z", 1} }
}
for k,v in pairs(door_pos) do
for i=v[v.p]+1,v[v.p]-1,-1 do
if window_pos[k] and i == window_pos[k][v.p] then
window_pos[k] = nil
end
end
end
if window_pos then
for _,v in pairs(window_pos) do
print("window set: "..mtpts(v))
minetest.set_node(v,{
name="default:fence_wood"
})
local window_pos_t = v
--[[
window_pos_t.y = window_pos_t.y+1
minetest.set_node(window_pos_t,{
name="default:fence_wood"
})
--]]
end
end
--set some torch-like inside near window
if window_pos then
for _,v in pairs(window_pos) do
local t_pos1 = vector.new(v)
--use fp to get inside
t_pos1[v.fp[1] ]= t_pos1[v.fp[1] ] + (v.fp[2])
--get wallmount param2
local t_dir = vector.direction(t_pos1,v)
local t_wm = minetest.dir_to_wallmounted(t_dir)
--t_pos1.y = t_pos1.y + 1
--offset from window
local t_pos2 = vector.new(t_pos1)
t_pos1[v.p] = t_pos1[v.p] - 1
t_pos2[v.p] = t_pos2[v.p] + 1
if math.random() < .5 then
minetest.set_node(t_pos1,{
name="default:torch_wall",
--paramtype2 = "facedir",
param2 = t_wm
})
else
minetest.set_node(t_pos2,{
name="default:torch_wall",
--paramtype2 = "facedir",
param2 = t_wm
})
end
end
end
local furnace_pos = {} --gonna need this later!
--place some furniture
if window_pos then
local furniture = {"default:bookshelf","default:chest","beds:bed","default:furnace"}
local f_pos1 ={}
for k,v in pairs(window_pos) do
if furniture then
f_pos1 = vector.new(v)
f_pos1[v.fp[1] ] = f_pos1[v.fp[1] ]+v.fp[2]
f_pos1.y = f_pos1.y-1
print("window:"..mtpts(window_pos[k]))
print("furniture:"..mtpts(f_pos1))
local dir1=vector.direction(f_pos1,v)
local dir2=vector.direction(v,f_pos1)
local f_facedir1 = minetest.dir_to_facedir(dir1)
local f_facedir2 = minetest.dir_to_facedir(dir2)
local f_num = math.random(#furniture)
local f_name = furniture[f_num]
if f_name == "beds:bed" then
minetest.set_node(f_pos1,{
name=f_name,
paramtype2 = "facedir",
param2 = f_facedir2
})
print("bed1:"..mtpts(f_pos1))
local f_pos2 = vector.new(f_pos1)
f_pos2[v.fp[1] ] = f_pos2[v.fp[1] ]+v.fp[2]
print("bed2:"..mtpts(f_pos2))
minetest.set_node(f_pos2,{
name=f_name,
paramtype2 = "facedir",
param2 = f_facedir1
})
elseif f_name == "default:furnace" then
f_pos1[v.fp[1] ] = f_pos1[v.fp[1] ]-v.fp[2]
minetest.set_node(f_pos1,{
name=f_name,
paramtype2 = "facedir",
param2 = f_facedir1
})
furnace_pos = vector.new(f_pos1)
elseif f_name ~="beds:bed" then
minetest.set_node(f_pos1,{
name=f_name,
paramtype2 = "facedir",
param2 = f_facedir1
})
end
table.remove(furniture, f_num)
end
end
end
-- second_floor!
local sfnodes = wp.second_floor_nodes[math.random(#wp.second_floor_nodes)]
local sfpos1 = {x = ffpos1.x, y=ffpos2.y+wp.wall_height,z=ffpos1.z}
local sfpos2 = {x = ffpos2.x, y=ffpos2.y+wp.wall_height, z=ffpos2.z}
local sfarea = vector.subtract(sfpos2,sfpos1)
--
for i=1, sfarea.z+1 do
for j=1, sfarea.x+1 do
local pos = {x=sfpos1.x+j-1, y=sfpos1.y+1, z=sfpos1.z+i-1}
minetest.set_node(pos,{
name=sfnodes,
paramtype2="facedir",
param2=5
})
end
end
--
--[[
for h=1, wp.wall_height-1 do
for i=1, #ucn do
local pos = {x=ucn[i].x, y=ucn[i].y+h+1+wp.wall_height,z=ucn[i].z}
minetest.set_node(pos,{name=wp.foundation_nodes[math.random(#wp.foundation_nodes)]})
end
end
--]]
--gable and roof
--orientation
local rfnum = math.random(#wp.roof_nodes)
local rfnodes = wp.roof_nodes[rfnum]
local rfslabs = wp.roof_slabs[rfnum]
local gbnodes = wp.gable_nodes[rfnum]
local orientations = {{"x","z"},{"z","x"}}
local o = orientations[math.random(#orientations)]
local gbpos1 = vector.new({x = sfpos1.x, y=sfpos2.y+1, z=sfpos1.z})
local gbpos2 = vector.new({x = sfpos2.x, y=sfpos2.y+1, z=sfpos2.z}) --this is going to change while building
local rfpos1 = vector.new({x = sfpos1.x-1, y=sfpos2.y, z=sfpos1.z-1})
local rfpos2 = vector.new({x = sfpos2.x+1, y=sfpos2.y, z=sfpos2.z+1}) --this is going to change while building
local rfarea = vector.subtract(rfpos2,rfpos1)
local gbarea = vector.subtract(gbpos2,gbpos1)
local l_pos = {}
if math.random() < 0.5 then
local midpoint = (rfarea.z+1)/2
local gmp = rfarea.z-1
for i=1, midpoint do
for j=1, rfarea.x+1 do
local pos = {x=rfpos1.x+j-1, y=rfpos2.y+1, z=rfpos1.z+i-1}
minetest.set_node(pos,{
name=rfnodes,
paramtype2="facedir",
param2=0
})
--print("mp "..midpoint)
--both gables are made at the same time
for g=1, gmp do
local gpos = {x=gbpos1.x, y=rfpos2.y+2, z=gbpos1.z+gmp-g}
local gpos2 = {x=gbpos1.x+gbarea.x, y=rfpos2.y+2, z=gbpos1.z+gmp-g}
minetest.bulk_set_node({gpos,gpos2},{
name=gbnodes,
paramtype2="facedir",
param2=0
})
end
end
--transform coords for each step from outer dimension toward midpoint
gmp = gmp -2
gbpos1.z = gbpos1.z+1
rfpos2.y = rfpos2.y+1
end
rfpos2 = vector.new({x = sfpos2.x+1, y=sfpos2.y, z=sfpos2.z+1})--reset rfpos2 for other side of roof
rfarea = vector.subtract(rfpos2,rfpos1)
local rfamid = math.floor((rfarea.z+1)/2)
for i=rfarea.z+1,rfamid+1,-1 do
for j=1, rfarea.x+1 do
local pos = {x=rfpos1.x+j-1, y=rfpos2.y+1, z=rfpos1.z+i-1}
minetest.set_node(pos,{
name=rfnodes,
paramtype2="facedir",
param2=2
})
end
rfpos2.y=rfpos2.y+1
end
if rfarea.z % 2 == 0 then
for j=1, rfarea.x+1 do
local pos = {x=rfpos1.x+j-1, y=rfpos2.y, z=rfpos1.z+(rfarea.z/2)}
minetest.set_node(pos,{
name=rfslabs
})
end
-- p is positional axis along which it is made
-- fp is the facing axis and direction inward
local wpos1 = {x=rfpos1.x+1, y=rfpos2.y-2, z=rfpos1.z+(rfarea.z/2), p="z", fp={"x",1}}
table.insert(l_pos,wpos1)
local wpos2 = {x=rfpos1.x+rfarea.x-1, y=rfpos2.y-2, z=rfpos1.z+(rfarea.z/2), p="z", fp={"x",-1}}
table.insert(l_pos,wpos2)
minetest.bulk_set_node({wpos1,wpos2},{
name=wp.window_nodes[1]
})
else
local wpos1 = {x=rfpos1.x+1, y=rfpos2.y-2, z=rfpos1.z+(rfarea.z/2)-1, p="z", fp={"x",1}}
table.insert(l_pos,wpos1)
local wpos2 = {x=rfpos1.x+1, y=rfpos2.y-2, z=rfpos1.z+(rfarea.z/2), p="z", fp={"x",1}}
table.insert(l_pos,wpos2)
local wpos3 = {x=rfpos1.x+rfarea.x-1, y=rfpos2.y-2, z=rfpos1.z+(rfarea.z/2)-1, p="z", fp={"x",-1}}
table.insert(l_pos,wpos3)
local wpos4 = {x=rfpos1.x+rfarea.x-1, y=rfpos2.y-2, z=rfpos1.z+(rfarea.z/2), p="z", fp={"x",-1}}
table.insert(l_pos,wpos4)
minetest.bulk_set_node({wpos1,wpos2,wpos3,wpos4},{
name=wp.window_nodes[1]
})
end
else --------------------------------------------
local gmp = rfarea.x-1
for j=1, (rfarea.x+1)/2 do
for i=1, rfarea.z+1 do
local pos = {x=rfpos1.x+j-1, y=rfpos2.y+1, z=rfpos1.z+i-1}
minetest.set_node(pos,{
name=rfnodes,
paramtype2="facedir",
param2=1
})
end
for g=1, gmp do
local gpos = {x=gbpos1.x+gmp-g, y=rfpos2.y+2, z=gbpos1.z}
local gpos2 = {x=gbpos1.x+gmp-g, y=rfpos2.y+2, z=gbpos1.z+gbarea.z}
minetest.bulk_set_node({gpos,gpos2},{
name=gbnodes,
paramtype2="facedir",
param2=0
})
end
gmp = gmp -2
gbpos1.x = gbpos1.x+1
rfpos2.y=rfpos2.y+1
end
rfpos2 = vector.new({x = sfpos2.x+1, y=sfpos2.y, z=sfpos2.z+1})--reset rfpos2 for other side of roof
rfarea = vector.subtract(rfpos2,rfpos1)
local rfamid = math.floor((rfarea.x+1)/2)
for j=rfarea.x+1, rfamid+1,-1 do
for i=1,rfarea.z+1 do
local pos = {x=rfpos1.x+j-1, y=rfpos2.y+1, z=rfpos1.z+i-1}
minetest.set_node(pos,{
name=rfnodes,
paramtype2="facedir",
param2=3
})
end
rfpos2.y=rfpos2.y+1
end
if rfarea.x % 2 == 0 then
for i=1,rfarea.z+1 do
local pos = {x=rfpos1.x+(rfarea.x/2), y=rfpos2.y, z=rfpos1.z+i-1}
minetest.set_node(pos,{
name=rfslabs
})
end
local wpos1 = {x=rfpos1.x+(rfarea.x/2), y=rfpos2.y-2, z=rfpos1.z+1, p="x", fp={"z",1}}
table.insert(l_pos,wpos1)
local wpos2 = {x=rfpos1.x+(rfarea.x/2), y=rfpos2.y-2, z=rfpos1.z+rfarea.z-1, p="x", fp={"z",-1}}
table.insert(l_pos,wpos2)
minetest.bulk_set_node({wpos1,wpos2},{
name=wp.window_nodes[1]
})
else
local wpos1 = {x=rfpos1.x+(rfarea.x/2), y=rfpos2.y-2, z=rfpos1.z+1, p="x", fp={"z",1}}
table.insert(l_pos,wpos1)
local wpos2 = {x=rfpos1.x+(rfarea.x/2)-1, y=rfpos2.y-2, z=rfpos1.z+1, p="x", fp={"z",1}}
table.insert(l_pos,wpos2)
local wpos3 = {x=rfpos1.x+(rfarea.x/2), y=rfpos2.y-2, z=rfpos1.z+rfarea.z-1, p="x", fp={"z",-1}}
table.insert(l_pos,wpos3)
local wpos4 = {x=rfpos1.x+(rfarea.x/2)-1, y=rfpos2.y-2, z=rfpos1.z+rfarea.z-1, p="x", fp={"z",-1}}
table.insert(l_pos,wpos4)
minetest.bulk_set_node({wpos1,wpos2,wpos3,wpos4},{
name=wp.window_nodes[1]
})
end
end
print("ladder l_pos: "..mts(l_pos))
--extend the stovepipe
if furnace_pos and furnace_pos.x then
--print("furnace pos: "..mtpts(furnace_pos))
local stovepipe = (rfpos2.y - furnace_pos.y) + 1
--print(rfpos2.y.." "..furnace_pos.y.." "..stovepipe)
local stovepipe_pos = vector.new(furnace_pos)
for i=1, stovepipe do
stovepipe_pos.y = stovepipe_pos.y + 1
minetest.set_node(stovepipe_pos,{
name="default:cobble"
})
end
end
--drop a ladder from the center of the gable, avoiding any doors or windows
print("door: ".. mts(door_pos))
if door_pos and l_pos then
for _,d in pairs(door_pos) do
for k,l in pairs(l_pos) do
if l.x == d.x and l.z == d.z then
l_pos[k]= nil
end
end
end
end
if window_pos and l_pos then
for _,w in pairs(window_pos) do
for k,l in pairs(l_pos) do
print("possible window before check: ".. mtpts(w))
print("possible ladder before check: ".. mtpts(l))
if math.ceil(l.x) == w.x and math.ceil(l.z) == w.z then
print("removing".. mtpts(l_pos[k]))
table.remove(l_pos,k)
end
end
end
end
print("possible ladder: ".. mts(l_pos))
if l_pos and #l_pos >= 1 then
local lpn = math.random(#l_pos)
local lpc = l_pos[lpn]
local ladder_length = lpc.y - 1 - ffpos1.y
local fpos = vector.new(lpc)
fpos[ lpc.fp[1] ] = fpos[ lpc.fp[1] ] + lpc.fp[2]
--print("ladder: "..mtpts(l_pos))
--print("ladder f: "..mtpts(fpos))
local dir1=vector.direction(fpos,lpc)
local dir1_wm = minetest.dir_to_wallmounted(dir1)
print("ladder chosen: ".. mts(lpc))
lpc[ lpc.fp[1] ] = lpc[ lpc.fp[1] ] + lpc.fp[2]
--l_pos.y = l_pos.y-1
for i=1, ladder_length do
lpc.y = lpc.y-1
minetest.set_node(lpc,{
name= "default:ladder_wood",
param2 = dir1_wm
})
end
print("ladder: "..mtpts(lpc))
else
local loftpos1 = {x= sfpos1.x+2, y = sfpos1.y+1, z=sfpos1.z+1}
local loftpos2 = {x= sfpos2.x-2, y = sfpos1.y+1, z=sfpos2.z-1}
local loftarea = vector.subtract(loftpos2,loftpos1)
print(dump(loftpos1))
print(dump(loftpos2))
print(dump(loftarea))
for i=1, loftarea.z+1 do
for j=1, loftarea.x+1 do
local pos = {x= loftpos1.x-1 + j, y = loftpos1.y, z = loftpos1.z-1 + i}
print(mts(pos))
minetest.set_node(pos, {name = "air"})
end
end
end
--[[
for i=1, sfarea.z+1 do
for j=1, sfarea.x+1 do
local pos = {x=sfpos1.x+j-1, y=sfpos1.y+1, z=sfpos1.z+i-1}
minetest.set_node(pos,{
name=wp.second_floor_nodes[math.random(#wp.second_floor_nodes)]
})
end
end
for h=1, wp.wall_height-1 do
for i=1, #ucn do
local pos = {x=ucn[i].x, y=ucn[i].y+h+1+wp.wall_height,z=ucn[i].z}
minetest.set_node(pos,{name=wp.foundation_nodes[math.random(#wp.foundation_nodes)]})
end
end
--]]
local cottage_dimensions = {ppos1,rfpos2}
print("porch above ground = "..mtpts(ppos1))
print(" rooftop = "..mtpts(rfpos2))
return cottage_dimensions
end
--- build the cottage in a defined area
local function place_cottage(cottage_id, pos1,pos2)
if not cottage_id then
return
end
end

View File

@ -5,7 +5,7 @@
local path = minetest.get_modpath("witches")
witches = {}
witches.version = "20200806"
witches.version = "20200810"
print("This is Witches "..witches.version.."!")
-- Strips any kind of escape codes (translation, colors) from a string
@ -63,10 +63,11 @@ dofile(path .. "/nodes.lua")
dofile(path .. "/sheep.lua")
dofile(path .. "/magic.lua")
witches.cottages = false
if not minetest.get_modpath("handle_schematics") then
print("optional handle_schematics not found!\n Witch cottages not available!")
--dofile(path .. "/cottages.lua")
dofile(path .. "/cottages.lua")
witches.cottages = true
else
dofile(path .. "/basic_houses.lua")

View File

@ -60,6 +60,7 @@ witches.witch_types = {
minetest.set_node(pos1, {name = "fireflies:firefly"})
--print("setting firefly"..minetest.pos_to_string(pos1))
end
end,
on_spawn_addendum = function(self)
@ -78,6 +79,18 @@ witches.witch_types = {
"default:blueberries", "default:torch", "default:stick",
"flowers:mushroom_brown","flowers:mushroom_red"},
do_custom_addendum = function(self)
if witches.cottages then
if math.random() < 0.01 then
local volume = witches.grounding(self)
if volume then
local pos = self.object:get_pos()
pos.y = pos.y+3
self.object:set_pos(pos)
witches.generate_cottage(volume[1],volume[2])
end
end
end
end,
on_spawn_addendum = function(self)
witches.claim_witches_chest(self)
@ -86,6 +99,7 @@ witches.witch_types = {
spawning = spawning.cottage,
}
}
witches.witch_template = { --your average witch,
description = "Basic Witch",
lore = "This witch has a story yet to be...",