Delete deco_houses.lua

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Shad MOrdre 2019-09-04 09:56:22 -07:00 committed by GitHub
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--
local newnode = lib_ecology.clone_node("default:wood")
newnode.tiles = {"default_wood.png^[colorize:#9F0000:150"}
newnode.drop = "default:wood",
minetest.register_node("lib_ecology:wood_red", newnode)
newnode = lib_ecology.clone_node("default:wood")
newnode.tiles = {"default_wood.png^[colorize:#009F00:150"}
newnode.drop = "default:wood",
minetest.register_node("lib_ecology:wood_green", newnode)
newnode = lib_ecology.clone_node("default:wood")
newnode.tiles = {"default_wood.png^[colorize:#00009F:150"}
newnode.drop = "default:wood",
minetest.register_node("lib_ecology:wood_blue", newnode)
local max_h = 8
function lib_ecology.generate_test_house_schematic(size, floor, walls, ceiling)
local offset = {x=0,y=0,z=0}
local width = size.x + 2 * offset.x
local height = size.y + offset.y
local depth = size.z + 2 * offset.z + 1
local s = lib_ecology.schematic_array(width, height, depth)
for z = 0,depth-1 do
for y = 0,height-1 do
for x = 0,width-1 do
local i = z*width*height + y*width + x + 1
local c = math.floor(width/2)
local p = math.min(height - 1, math.max(4, height - math.abs(c - x)))
local p_prev = math.min(height - 1, math.max(4, height - math.abs(c - (x - 1))))
if x == 0 then
p_prev = 0
end
local p_next = math.min(height - 1, math.max(4, height - math.abs(c - (x + 1))))
if x == width-1 then
p_next = 0
end
if y <= offset.y then
if floor == "default:dirt" and z == 0 then
s.data[i].name = "default:dirt_with_grass"
else
s.data[i].name = floor
end
s.data[i].param1 = 255
s.data[i].force_place = true
elseif (x == offset.x or x == width - offset.x - 1 or z == offset.z + 1 or z == depth - offset.z - 1) and y >= offset.y and y < p and z >= offset.z + 1 and x >= offset.x and x <= width - offset.x - 1 and z <= depth - offset.z - 1 then
if x == c and y == offset.y + 1 and z == offset.z + 1 then
s.data[i].name = "doors:door_wood_b"
s.data[i].param1 = 255
s.data[i].param2 = 0
s.data[i].force_place = true
elseif x == c and y == offset.y + 2 and z == offset.z + 1 then
s.data[i].name = "air"
s.data[i].param1 = 255
s.data[i].param2 = 0
s.data[i].force_place = true
elseif y == offset.y + 2 and ((x > offset.x and x < width - offset.x - 1) or (z > offset.z + 1 and z < depth - offset.z - 1)) then
s.data[i].name = walls
s.data[i].param1 = 150
s.data[i].force_place = true
else
s.data[i].name = walls
s.data[i].param1 = 255
s.data[i].force_place = true
end
elseif y == p and z >= offset.z + 1 and x >= offset.x and x <= width - offset.x - 1 and z <= depth - offset.z - 1 then
if ((x < c and p ~= p_prev) or (x > c and p ~= p_next)) and ceiling == "farming:straw" then
s.data[i].name = "stairs:stair_straw"
if x > c then
s.data[i].param2 = 3
else
s.data[i].param2 = 1
end
else
s.data[i].name = ceiling
end
s.data[i].param1 = 255
s.data[i].force_place = true
elseif z == offset.z and x == c and y == offset.y + 3 then
s.data[i].name = "default:torch"
s.data[i].param1 = 125
s.data[i].param2 = 4
s.data[i].force_place = true
else
s.data[i].name = "air"
s.data[i].param1 = 255
s.data[i].force_place = true
end
end
end
end
return s
end
lib_ecology.schematics.houses = {}
do
local colors = {"red", "green", "blue"}
for color = 1,#colors do
for h = 4,max_h do
local schem = lib_ecology.generate_test_house_schematic({x=h,y=h,z=h}, "default:dirt", "lib_ecology:wood_"..colors[color], "farming:straw")
push(lib_ecology.schematics.houses, schem)
minetest.register_decoration({
deco_type = "schematic",
sidelen = 80,
place_on = {"group:soil"},
-- noise_params = {
-- offset = -0.9,
-- scale = 1.0,
-- spread = {x = 400, y = 400, z = 400},
-- seed = 37248,
-- octaves = 5,
-- persist = 5.0
-- },
fill_ratio = 1/500000,
biomes = {"lib_ecology_sandstone_grassland", "lib_ecology_tundra", "lib_ecology_stone_grassland", "lib_ecology_taiga", "lib_ecology_coniferous_forest", "lib_ecology_deciduous_forest", "lib_ecology_savanna", "lib_ecology_savanna_swamp", "lib_ecology_rainforest", "lib_ecology_rainforest_swamp", "lib_ecology_desertstone_grassland",},
schematic = schem,
flags = "place_center_x, place_center_z, force_placement",
rotation = "random",
})
end
end
end
lib_ecology.house_replacements = {["default:leaves"] = "air", ["lib_ecology:leaves2"] = "air", ["lib_ecology:leaves3"] = "air", ["lib_ecology:leaves4"] = "air", ["lib_ecology:leaves5"] = "air", ["default:pine_needles"] = "air", ["lib_ecology:pine_needles2"] = "air", ["lib_ecology:pine_needles3"] = "air", ["lib_ecology:pine_needles4"] = "air", }