witches/cottages.lua

1283 lines
46 KiB
Lua

-- this file is copyright (c) 2020 Francisco Athens licensed under the terms of the MIT license
local dungeon_cellar_chance = tonumber(minetest.settings:get(
"witches_dungeon_cellar_chance")) or
2
local dungeon_cellar_depth_min = tonumber(
minetest.settings:get(
"witches_dungeon_cellar_depth_min")) or
2
local dungeon_cellar_depth_max = 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")
-- when we are notified check if dungeon is near surface
local dungeons = {}
local d_ladder_pos = {}
minetest.register_on_generated(function(minp, maxp, blockseed)
local dg = minetest.get_mapgen_object("gennotify")
if dg and dg.dungeon and #dg.dungeon > 1 then
local cur_dg = vector.new(dg.dungeon[#dg.dungeon])
witches.debug("dungeon registered of size " .. #dg.dungeon .. " at " ..minetest.pos_to_string(cur_dg))
-- check depth
local mindd = dungeon_cellar_depth_min or 2
local maxdd = dungeon_cellar_depth_max or 5 -- max dungeon depth
local pos_ck = vector.new(vector.add(cur_dg, vector.new(0, maxdd, 0))) -- how close does the dungeon need to be?
local pos_alt = vector.new(vector.add(pos_ck,
vector.new(0, maxdd + 20, 0))) -- ensure we are measuring above ground
local air_check = minetest.find_nodes_in_area(pos_ck, pos_alt, "air")
if air_check then
-- print(#air_check.." nodes of air found!")
end
if #dungeons < 1 then
witches.debug("no last dungeon to compare!!")
table.insert(dungeons, vector.new(cur_dg))
-- print(#dungeons)
end
witches.debug("current: " .. minetest.pos_to_string(cur_dg))
witches.debug("last: " .. minetest.pos_to_string(dungeons[#dungeons]))
local distance = vector.distance(cur_dg, dungeons[#dungeons])
if distance > 50 and air_check and #air_check >= 20 and #air_check - 20 >
mindd then
-- print("Distance: "..math.round(distance).." new surface dungeon (" ..#dungeons..") found at" ..(minetest.pos_to_string(cur_dg)))
local surface = vector.new(vector.add(pos_ck, vector.new(0, 20 +
maxdd -
#air_check,
0))) -- dropping the cottage on the surface
witches.debug("new surface dungeons found: " .. #dungeons)
d_ladder_pos = cur_dg
if math.random(1, dungeon_cellar_chance) == 1 then
witches.place_cottage(surface)
end
table.insert(dungeons, vector.new(cur_dg))
end
end
end)
-- @for use by notify events
function witches.place_cottage(pos)
-- pos,vol_vec,required_list,exception_list
local volume = witches.grounding(pos, nil, nil, {"default:lava_source"})
if volume then
volume[1].y = volume[1].y + 1
volume[2].y = volume[2].y + 1
witches.debug("witches.place_cottage - volume passed: " .. dump(volume))
return witches.generate_cottage(volume[1], volume[2])
end
end
-- @more checks for placement, especially by witches
function witches.grounding(pos, vol_vec, required_list, exception_list,
replacement_node)
local r_tweak = math.random(-1, 1)
local area = vol_vec or vector.new(math.random(5 + r_tweak, 9), 1, math.random(5 - r_tweak, 9))
if not pos then
witches.debug("error: grounding failed pos checks")
return
end
pos = vector.round(pos)
-- drop checks below sea level, undecided if this is necessary...
-- if pos.y < 0 then return end
-- local yaw = self.object:get_yaw()
-- print(mts(self.object:get_yaw()))
local pos1 = vector.new(pos.x - (area.x / 2), pos.y - area.y, pos.z - (area.z / 2))
local pos2 = vector.new(pos.x + (area.x / 2), pos.y, pos.z + (area.z / 2))
local ck_pos1 = vector.subtract(pos1, 4)
local ck_pos2 = vector.add(pos2, 4)
-- ck_pos2.y = ck_pos2.y + 12
-- 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 {"soil", "crumbly"}
local elist = exception_list or
{
"group:stone", "group:cracky", "group:wood", "group:tree"
}
local exceptions = minetest.find_nodes_in_area_under_air(ck_pos1, ck_pos2,
elist)
local protected_area = minetest.is_area_protected(ck_pos1, ck_pos2, "", 2)
if #exceptions and #exceptions >= 1 then
witches.debug("exceptions count = " .. #exceptions.." at "..minetest.pos_to_string(pos))
return
elseif protected_area then
witches.debug("protected area found at " .. mtpts(protected_area))
return
else
witches.debug(
"witches.grounding - SUCCESS!" .. "pos1 = " .. mtpts(pos1) ..
"pos2 = " .. mtpts(pos2))
local volume = {pos1, pos2}
local ck_volume = {ck_pos1, ck_pos2}
return volume, ck_volume
end
end
-- @cottage layout and materials template
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,
wall_height_add = 2, -- randomly added height variation to first floor
window_nodes = {
"default:fence_wood", "default:fence_pine_wood",
"default:fence_acacia_wood", "default:fence_junglewood"
},
window_height = {1, 2}, -- height min, height max
orient_materials = true,
door_bottom = "doors:door_wood_witch_a",
door_top = "doors:hidden",
root_nodes = {"witches:jungleroots"},
tree_types = {witches.acacia_tree, witches.acacia_tree2},
default_tree_types = {
default.grow_new_apple_tree,
default.grow_new_pine_tree,
default.grow_bush,
default.grow_pine_bush,
default.grow_blueberry_bush
},
default_bush_types = {
default.grow_bush,
default.grow_pine_bush,
default.grow_blueberry_bush
},
owner = "none"
}
function witches.generate_cottage(pos1, pos2, params, secret_name)
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
local witch_spawn_pos = {}
if params then -- get defaults for any missing params
-- print("default params: "..minetest.serialize(default_params))
for k, v in pairs(default_params) do
if not params[k] then
wp[k] = table.copy(default_params[k])
end
end
else
wp = table.copy(default_params)
end
-- print(minetest.serialize(wp))
local ps = wp.porch_size or math.random(2)
local wall_node = wp.wall_nodes[math.random(#wp.wall_nodes)]
local root_node = wp.root_nodes[math.random(#wp.root_nodes)]
if not minetest.registered_nodes[root_node] then
witches.debug("can't find root node: " .. root_node)
root_node = "default:tree"
end
local window_node = wp.window_nodes[math.random(#wp.window_nodes)]
local window_height = wp.window_height[math.random(#wp.window_height)]
-- start with basement
-- local od = vector.subtract(pos2,pos1)
local lower_corner_nodes = {
vector.new(pos1.x, pos1.y, pos1.z),
vector.new(pos1.x, pos1.y, pos2.z),
vector.new(pos2.x, pos1.y, pos2.z),
vector.new(pos2.x, pos1.y, pos1.z)
}
local upper_corner_nodes = {
vector.new(pos1.x, pos2.y, pos1.z),
vector.new(pos1.x, pos2.y, pos2.z),
vector.new(pos2.x, pos2.y, pos2.z),
vector.new(pos2.x, pos2.y, pos1.z)
}
local ucn = upper_corner_nodes
for h = 1, wp.foundation_depth do
for i = 1, #ucn do
local pos = vector.new(ucn[i].x, ucn[i].y - h + 1, ucn[i].z)
minetest.set_node(pos, {
name = wp.foundation_nodes[math.random(#wp.foundation_nodes)]
})
end
end
for h = 1, wp.foundation_depth do
for i = 1, #ucn do
local pos = vector.new(ucn[i].x, ucn[i].y - h + 1, ucn[i].z)
-- minetest.set_node(pos, {name = wp.foundation_nodes[math.random(#wp.foundation_nodes)]})
local pos_ck = vector.new(pos.x, pos.y - 10, pos.z)
local pillars = minetest.find_nodes_in_area(pos, pos_ck,
{"group:liquid", "air","default:snow"})
minetest.bulk_set_node(pillars, {
name = wp.foundation_nodes[math.random(#wp.foundation_nodes)]
})
end
end
-- clear the area
local cpos1 = vector.new(pos1.x - ps, pos2.y, pos1.z - ps)
local cpos2 = vector.new(pos2.x + ps, pos2.y + 13, 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 = vector.new(cpos1.x + j - 1, cpos1.y + h, 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 = vector.new(pos1.x - ps, pos2.y, pos1.z - ps)
local ppos2 = vector.new(pos2.x + ps, pos2.y, 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 = vector.new(ppos1.x + j - 1, ppos1.y, ppos1.z + i - 1)
minetest.set_node(pos, {
name = prnodes,
paramtype2 = "facedir",
param2 = 5
})
end
end
local pcn = {
vector.new(pos1.x - ps, pos2.y, pos1.z - ps),
vector.new(pos1.x - ps, pos2.y, pos2.z + ps),
vector.new(pos2.x + ps, pos2.y, pos2.z + ps),
vector.new(pos2.x + ps, pos2.y, pos1.z - ps)
}
local pcn_height = wp.foundation_depth + 1
local function mr(min, max)
local v = math.random(min, max)
return v
end
--chance of porch pillars
if mr(1,5) == 1 then
for h = 1, pcn_height do
for i = 1, #pcn do
local pos = vector.new(pcn[i].x, pcn[i].y + 2 - h, pcn[i].z)
-- minetest.set_node(pos, {name = wall_node})
-- minetest.set_node(vector.new(pos.x, pos.y - 1, pos.z), {name = root_node})
local pos_ck = vector.new(pos.x, pos.y - 10, pos.z)
local pillars = minetest.find_nodes_in_area(pos, pos_ck,
{"group:liquid", "air","default:snow"})
minetest.bulk_set_node(pillars, {name = wall_node})
end
end
end
--chance of porch bushes
for i = 1, #pcn do
if mr(1,2) == 1 then
local pos = vector.new(pcn[i].x, pcn[i].y + 1, pcn[i].z)
-- minetest.set_node(pos, {name = wall_node})
-- minetest.set_node(vector.new(pos.x, pos.y - 1, pos.z), {name = root_node})
local bush_growth = wp.default_bush_types[math.random(#wp.default_bush_types)]
bush_growth(pos)
end
end
local treecn = {
vector.new(pcn[1].x - ps + mr(-1, 1), pos2.y - 1, pcn[1].z - ps + mr(-1, 1)),
vector.new(pcn[2].x - ps + mr(-1, 1), pos2.y - 1, pcn[2].z + ps + mr(-1, 1)),
vector.new(pcn[3].x + ps + mr(-1, 1), pos2.y - 1, pcn[3].z + ps + mr(-1, 1)),
vector.new(pcn[4].x + ps + mr(-1, 1), pos2.y - 1, pcn[4].z - ps + mr(-1, 1))
}
if wp.tree_types and #wp.tree_types >= 1 and math.random(2) == 1 then
---this check fails without "minetest" game, why!?
local tree_pos = treecn[math.random(#treecn)]
local tree_pos2 = treecn[math.random(#treecn)]
local root_pos = vector.new(tree_pos)
local tree_var = wp.tree_types[math.random(#wp.tree_types)]
-- print("spawning "..tree_var )
root_pos.y = root_pos.y - 1
--minetest.spawn_tree(tree_pos, tree_var)
local tree_growth = wp.default_tree_types[math.random(#wp.default_tree_types)]
tree_growth(tree_pos)
if vector.equals(tree_pos, tree_pos2) then
else
tree_growth(tree_pos2)
end
-- minetest.set_node(root_pos, {name = root_node})
local pos_ck = vector.new(tree_pos.x, tree_pos.y - 10, tree_pos.z)
local roots = minetest.find_nodes_in_area(tree_pos, pos_ck,
{"group:liquid", "air","default:snow"})
minetest.bulk_set_node(roots, {name = root_node})
if vector.equals(tree_pos, tree_pos2) then
else
local pos_ck = vector.new(tree_pos2.x, tree_pos2.y - 10, tree_pos2.z)
local roots = minetest.find_nodes_in_area(tree_pos2, pos_ck,
{"group:liquid", "air","default:snow"})
minetest.bulk_set_node(roots, {name = root_node})
end
end
-- first floor!
local ffnodes = wp.first_floor_nodes[math.random(#wp.first_floor_nodes)]
local ffpos1 = vector.new(pos1.x, pos2.y, pos1.z)
local ffpos2 = vector.new(pos2.x, pos2.y, pos2.z)
local area = vector.subtract(pos2, pos1)
for i = 1, area.z + 1 do
for j = 1, area.x + 1 do
local pos = vector.new(ffpos1.x + j - 1, ffpos1.y, ffpos1.z + i - 1)
minetest.set_node(pos, {
name = ffnodes,
paramtype2 = "facedir",
param2 = 5
})
end
end
wp.wall_height = wp.wall_height + math.random(0, wp.wall_height_add)
-- local wall_node = 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 = vector.new(ucn[i].x, ucn[i].y + h, ucn[i].z)
minetest.set_node(pos, {
name = wall_node,
paramtype2 = "facedir",
param2 = 5
})
else
local pos = vector.new(ucn[i].x, ucn[i].y + h, ucn[i].z)
minetest.set_node(pos, {
name = wall_node,
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 = vector.new(ucn[i].x, ucn[i].y + h, 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 = vector.new(ffpos1.x, ffpos1.y + 1, ffpos1.z + i)
local fpos = vector.new(ffpos1.x, ffpos1.y + 1, 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 = vector.new(ffpos1.x + i, ffpos1.y + 1, ffpos1.z)
local fpos = vector.new(ffpos1.x - 1, ffpos1.y + 1, 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 = vector.new(ffpos1.x + area.x, ffpos1.y + 1, ffpos1.z + i)
local fpos = vector.new(ffpos1.x + area.x, ffpos1.y + 1, 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 = vector.new(ffpos1.x + i, ffpos1.y + 1, ffpos1.z + area.z)
local fpos = vector.new(ffpos1.x - 1, ffpos1.y + 1, 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
-- drop foundation walls
local fpl = table.copy(wall_plan)
for i = 1, #fpl do
fpl[i].pos.y = fpl[i].pos.y - 2
-- minetest.set_node(pos, {name = wall_node})
-- minetest.set_node(vector.new(pos.x, pos.y - 1, pos.z), {name = root_node})
local fpl_ck = vector.new(fpl[i].pos.x, fpl[i].pos.y - math.random(1,dungeon_cellar_depth_max), fpl[i].pos.z)
local fdepth = minetest.find_nodes_in_area(fpl[i].pos,fpl_ck, {"group:liquid", "air","default:snow"})
minetest.bulk_set_node(fdepth, {
name = window_node,
paramtype2 = "facedir",
param2 = fpl[i].pos.walldir
})
end
--- now raise walls...
for h = 1, wp.wall_height do
for i = 1, #wall_plan do
minetest.set_node(wall_plan[i].pos, {
name = wall_node,
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
witches.debug("door: " .. mts(door_pos))
for k, v in pairs(door_pos) do
witches.debug(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)
if not witches.doors then
witches.debug("doors repalced with air")
wp.door_bottom = "air"
wp.door_top = "air"
end
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 = {w = {}, n = {}, e = {}, s = {}}
local az = math.floor((area.z - 2) / 2)
local ax = math.floor((area.x - 2) / 2)
witches.debug("az/ax= " .. az .. " " .. ax)
for i = 1, az do
local wz = {
x = ffpos1.x,
z = ffpos1.z + math.random(2, area.z - 2),
y = ffpos1.y + 2,
p = "z",
fp = {"x", 1}
}
table.insert(window_pos.w, wz)
local ez = {
x = ffpos2.x,
z = ffpos1.z + math.random(2, area.z - 2),
y = ffpos1.y + 2,
p = "z",
fp = {"x", -1}
}
table.insert(window_pos.e, ez)
end
for i = 1, ax do
local nx = {
x = ffpos1.x + math.random(2, area.x - 2),
z = ffpos2.z,
y = ffpos1.y + 2,
p = "x",
fp = {"z", -1}
}
table.insert(window_pos.n, nx)
local sx = {
x = ffpos1.x + math.random(2, area.x - 2),
z = ffpos1.z,
y = ffpos1.y + 2,
p = "x",
fp = {"z", 1}
}
table.insert(window_pos.s, sx)
end
witches.debug(mts(window_pos))
for k, v in pairs(door_pos) do
-- v is the door pos vector table
for i = v[v.p] + 1, v[v.p] - 1, -1 do -- start with lateral axis (p) pos on either side of door
witches.debug("doorpos " .. v.p .. " " .. i)
for j, _ in ipairs(window_pos[k]) do -- we want the vector table value of each
witches.debug("windowpos " .. mts(window_pos[k][j]) .. " vs " ..
i)
if window_pos[k][j] and i == window_pos[k][j][v.p] then
witches.debug("windowpos " .. window_pos[k][j][v.p] ..
" vs " .. i)
witches.debug("removing window_pos[k][j][v.p] = " ..
mtpts(window_pos[k][j]))
-- table.remove(window_pos[k],j)
window_pos[k][j] = nil
end
end
end
end
if window_pos then
for k, _ in pairs(window_pos) do
for _, v in pairs(window_pos[k]) do
for i = 1, window_height do
witches.debug("window set: " .. mtpts(v))
minetest.set_node(vector.new(v.x, v.y - 1 + i, v.z),
{name = window_node})
end
end
end
end
-- set some torch-like inside near window
if window_pos then
for k, _ in pairs(window_pos) do
for _, v in ipairs(window_pos[k]) 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])
local t_pos2 = vector.new(t_pos1)
-- get wallmount param2
local t_dir = vector.direction(t_pos1, v)
local t_wm = minetest.dir_to_wallmounted(t_dir)
t_pos1[v.p] = t_pos1[v.p] - 1
t_pos2[v.p] = t_pos2[v.p] + 1
local ck_pos1 = vector.new(v)
ck_pos1[v.p] = ck_pos1[v.p] - 1
local ck_pos2 = vector.new(v)
ck_pos2[v.p] = ck_pos1[v.p] + 1
if math.random() < .5 then
local ck = minetest.get_node(ck_pos1)
witches.debug("ck: " .. ck.name)
if ck.name ~= window_node then
minetest.set_node(t_pos1, {
name = "default:torch_wall",
-- paramtype2 = "facedir",
param2 = t_wm
})
end
else
local ck = minetest.get_node(ck_pos2)
witches.debug("ck: " .. ck.name)
if ck.name ~= window_node then
minetest.set_node(t_pos2, {
name = "default:torch_wall",
-- paramtype2 = "facedir",
param2 = t_wm
})
end
end
end
end
end
local furnace_pos = {} -- gonna need this later!
-- place some furniture
--bed requires some special attention :P
if window_pos then
local bed = ""
if not beds then
bed = "air"
else
bed = "beds:bed"
end
local furniture = {
bed,
"default:bookshelf",
"witches:chest_locked",
"default:furnace",
"witches:shelf"
}
local f_pos1 = {}
for j in pairs(window_pos) do
for k, v in ipairs(window_pos[j]) do
if furniture and #furniture >= 1 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
witches.debug("window:" .. mtpts(v))
witches.debug("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
local f_pos2 = vector.new(f_pos1)
if math.random() < 0.001 then
f_pos2[v.fp[1]] = f_pos2[v.fp[1]] + v.fp[2]
else
f_pos2[v.p] = f_pos2[v.p] + v.fp[2] -- bed along wall_nodes
dir1 = vector.direction(f_pos2, f_pos1)
dir2 = vector.direction(f_pos1, f_pos2)
f_facedir1 = minetest.dir_to_facedir(dir1)
f_facedir2 = minetest.dir_to_facedir(dir2)
end
minetest.set_node(f_pos1, {
name = f_name,
paramtype2 = "facedir",
param2 = f_facedir2
})
witches.debug("bed1:" .. mtpts(f_pos1))
witches.debug("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 == "witches:chest_locked" then
minetest.set_node(f_pos1, {
name = f_name,
paramtype2 = "facedir",
param2 = f_facedir1,
protected = 1
})
minetest.registered_nodes[f_name].on_construct(f_pos1);
local meta = minetest.get_meta(f_pos1);
local inv = meta:get_inventory();
meta:set_string("secret_type", "witches_chest")
if secret_name then
meta:set_string("secret_name", secret_name)
meta:set_string("owner", secret_name)
meta:set_string("infotext",
"Sealed chest of " .. secret_name)
else
meta:set_string("owner", minetest.pos_to_string(f_pos1))
meta:set_string("secret_name", minetest.pos_to_string(f_pos1))
meta:set_string("infotext",
"This chest is magically sealed!")
witches.debug("Unclaimed chest: "..minetest.pos_to_string(f_pos1))
witch_spawn_pos = vector.new(f_pos1)
end
if minetest.get_modpath("fireflies") then
inv:add_item("main", {name = "fireflies:bug_net"})
end
inv:add_item("main", {name = "default:meselamp"})
for i = 1, math.random(3) do
inv:add_item("main", {name = "default:diamond", count=math.random(1,10)})
end
for i = 1, math.random(3) do
inv:add_item("main", {name = "default:steel_ingot", count=math.random(1,10)})
end
for i = 1, math.random(3) do
inv:add_item("main", {name = "witches:bucket", count=1})
end
elseif f_name ~= bed then
minetest.set_node(f_pos1, {
name = f_name,
paramtype2 = "facedir",
param2 = f_facedir1
})
if mr(1,2) == 1 then
witches.debug("placing bottle!")
local v_pos1 = vector.new(f_pos1.x,f_pos1.y+1,f_pos1.z)
minetest.set_node(v_pos1, {
name = "witches:glass_bottle",
paramtype2 = "facedir",
param2 = f_facedir1
})
end
end
table.remove(furniture, f_num)
end
end
end
end
-- second_floor!
local sfnodes = wp.second_floor_nodes[math.random(#wp.second_floor_nodes)]
local sfpos1 = vector.new(ffpos1.x, ffpos2.y + wp.wall_height, ffpos1.z)
local sfpos2 = vector.new(ffpos2.x, ffpos2.y + wp.wall_height, ffpos2.z)
local sfarea = vector.subtract(sfpos2, sfpos1)
local sfvar = mr(0,1)
for i = 1, sfarea.z + 1 + 2*sfvar do
for j = 1, sfarea.x + 1 + 2*sfvar do
local pos = vector.new(sfpos1.x + j - 1 - sfvar, sfpos1.y + 1, sfpos1.z + i - 1 - sfvar)
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
--]]
local stovepipe_pos = {}
-- gable and roof
-- orientation
local rfnum = math.random(#wp.roof_nodes)
local rf_nodes = wp.roof_nodes[rfnum]
if not minetest.registered_nodes[rf_nodes] then
witches.debug("can't find roof node: " .. rf_nodes)
rf_nodes = "default:wood"
end
local rf_slabs = wp.roof_slabs[rfnum]
if not minetest.registered_nodes[rf_slabs] then
witches.debug("can't find roof slab node: " .. rf_slabs)
rf_slabs = "default:wood"
end
local gbnodes = wp.gable_nodes[rfnum]
local orientations = {{"x", "z"}, {"z", "x"}}
local o = orientations[math.random(#orientations)]
local gbpos1 = vector.new(sfpos1.x, sfpos2.y + 1, sfpos1.z)
local gbpos2 = vector.new(sfpos2.x, sfpos2.y + 1, sfpos2.z) -- this is going to change while building
local rfpos1 =
vector.new(sfpos1.x - 1, sfpos2.y, sfpos1.z - 1)
local rfpos2 =
vector.new(sfpos2.x + 1, sfpos2.y, 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 = {}
local rfaz = math.floor(rfarea.z / 2)
local rfax = math.floor(rfarea.x / 2)
if math.random() < 0.5 then
local step_var = mr(1,3)
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 = vector.new(rfpos1.x + j - 1, rfpos2.y + 1, rfpos1.z + i - 1)
minetest.set_node(pos, {
name = rf_nodes,
paramtype2 = "facedir",
param2 = 0
})
-- print("mp "..midpoint)
-- both gables are made at the same time
for g = 1, gmp do
local gpos = vector.new(gbpos1.x, rfpos2.y + 2, gbpos1.z + gmp - g)
local gpos2 = vector.new(gbpos1.x + gbarea.x, rfpos2.y + 2, 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(sfpos2.x + 1, sfpos2.y, 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 = vector.new(rfpos1.x + j - 1, rfpos2.y + 1, rfpos1.z + i - 1)
minetest.set_node(pos, {
name = rf_nodes,
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 = vector.new(rfpos1.x + j - 1, rfpos2.y, rfpos1.z + (rfarea.z / 2))
minetest.set_node(pos, {name = rf_slabs})
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 + (rfaz),
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 + (rfaz),
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 + (rfaz) + 1,
p = "z",
fp = {"x", 1}
}
table.insert(l_pos, wpos1)
local wpos2 = {
x = rfpos1.x + 1,
y = rfpos2.y - 2,
z = rfpos1.z + (rfaz),
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 + (rfaz) + 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 + (rfaz),
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 = vector.new(rfpos1.x + j - 1, rfpos2.y + 1, rfpos1.z + i - 1)
minetest.set_node(pos, {
name = rf_nodes,
paramtype2 = "facedir",
param2 = 1
})
end
for g = 1, gmp do
local gpos = vector.new(gbpos1.x + gmp - g, rfpos2.y + 2, gbpos1.z)
local gpos2 = vector.new(gbpos1.x + gmp - g, rfpos2.y + 2, 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(sfpos2.x + 1, sfpos2.y, 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 = vector.new(rfpos1.x + j - 1, rfpos2.y + 1, rfpos1.z + i - 1)
minetest.set_node(pos, {
name = rf_nodes,
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 = vector.new(rfpos1.x + (rfarea.x / 2), rfpos2.y, rfpos1.z + i - 1)
minetest.set_node(pos, {name = rf_slabs})
end
local wpos1 = {
x = rfpos1.x + (rfax),
y = rfpos2.y - 2,
z = rfpos1.z + 1,
p = "x",
fp = {"z", 1}
}
table.insert(l_pos, wpos1)
local wpos2 = {
x = rfpos1.x + (rfax),
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 + (rfax),
y = rfpos2.y - 2,
z = rfpos1.z + 1,
p = "x",
fp = {"z", 1}
}
table.insert(l_pos, wpos1)
local wpos2 = {
x = rfpos1.x + (rfax) + 1,
y = rfpos2.y - 2,
z = rfpos1.z + 1,
p = "x",
fp = {"z", 1}
}
table.insert(l_pos, wpos2)
local wpos3 = {
x = rfpos1.x + (rfax),
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 + (rfax) + 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
witches.debug("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)
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
witches.debug("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
table.remove(l_pos, k)
end
end
end
end
if window_pos and l_pos then
for v, _ in pairs(window_pos) do
for _, w in ipairs(window_pos[v]) do
for k, l in pairs(l_pos) do
witches.debug("possible window before check: " .. mtpts(w))
witches.debug("possible ladder before check: " .. mtpts(l))
if math.ceil(l.x) == w.x and math.ceil(l.z) == w.z then
witches.debug("removing" .. mtpts(l_pos[k]))
table.remove(l_pos, k)
end
end
end
end
end
witches.debug("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 = nil
--for a dungeon beneath cottage, extend ladder below cottage
if d_ladder_pos and d_ladder_pos.y then
ladder_length = lpc.y - 1 - d_ladder_pos.y
else
ladder_length = lpc.y - 1 - ffpos1.y
end
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)
witches.debug("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
witches.debug("ladder: " .. mtpts(lpc))
else
local loftpos1 = vector.new(sfpos1.x + 2, sfpos1.y + 1, sfpos1.z + 1)
local loftpos2 = vector.new(sfpos2.x - 2, sfpos1.y + 1, sfpos2.z - 1)
local loftarea = vector.subtract(loftpos2, loftpos1)
witches.debug(dump(loftpos1))
witches.debug(dump(loftpos2))
witches.debug(dump(loftarea))
for i = 1, loftarea.z + 1 do
for j = 1, loftarea.x + 1 do
local pos = vector.new(loftpos1.x - 1 + j, loftpos1.y, loftpos1.z - 1 + i)
witches.debug(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 c_area1 = vector.new(ppos1)
local c_area2 = vector.new(ppos2)
if stovepipe_pos and stovepipe_pos.y then
c_area2.y = stovepipe_pos.y
else
c_area2.y = c_area2.y + 12
end
local cottage_area = {c_area1, c_area2}
local cottage_va = VoxelArea:new{MinEdge = c_area1, MaxEdge = c_area2}
-- print(mts(VoxelArea))
--[[
if witch_spawn_pos and mobs:add_mob(witch_spawn_pos,{
name = "witches:witch_cottage",
ignore_count = true
})
then
witches.debug("SUCCESS: spawning cottage witch")
else
witches.debug("FAILED: spawning cottage witch"..minetest.pos_to_string(witch_spawn_pos))
end
--]]
return l_pos
--return witches_spawn_pos
end