improved placement of door and ladder

This commit is contained in:
Sokomine 2018-01-29 15:40:00 +01:00
parent 7136083129
commit 6da0926223

528
init.lua
View File

@ -1,59 +1,282 @@
-- Modified:
-- Features:
-- * each house has a door and one mese lamp per floor
-- * houses can have multiple floors
-- * each house comes with a ladder for access to all floors
-- * normal saddle roofs and flat roofs supported
-- * trees, plants and snow inside the house are not cleared
-- -> the houses look abandoned (ready for players to move in)
-- * houses look acceptable but leave a lot of room for improvement
-- through their future inhabitants
-- (no windows in gable, no decoration, no cellar, no furniture,
-- no mini-house for elevator/ladder on top of skyscrapers, ...)
-- Technical stuff:
-- * used function from handle_schematics to mark parts of the heightmap as used
-- * glass panes, glass and obisidan glass are more common than bars
-- * windows are no longer "filled" (param2 now set to 0)
-- * doors are sourrounded by wall node and not glass panes or bars
-- (would look strange and leave gaps otherwise)
-- Known issues:
-- * cavegen may eat holes into the ground below the house
-- * panes (glass or bars) right next to a door look bad
-- * wall parts where glass panes might be will sometimes be colored strangely
-- (which actually looks intresting most of the time)
-- * trees, plants and snow inside the house are not cleared
-- * houses may very seldom overlap
simple_houses = {};
-- generate at max this many houses per mapchunk;
-- Note: This amount will likely only spawn if your mapgen is very flat.
-- Else you will see far less houses.
simple_houses.max_per_mapchunk = 30;
simple_houses.max_per_mapchunk = 20;
-- used for adding colored clay and coral as material for house walls
local palette = "unifieddyes_palette_extended.png";
--[[
-- trouble with that: digging clay only gives you the uncolored lumps,
-- and there is no way to craf the colored one yet; repairs to houses
-- would be impossible; additionally, the default node would get some
-- unwanted color attched and no longer be white
--
minetest.override_item( "default:clay", {
paramtype2 = "color",
palette = palette,
});
minetest.override_item( "default:coral_skeleton", {
paramtype2 = "color",
palette = palette,
});
--]]
-- build either the two walls of the box that forms the house in x or z direction;
-- windows are added randomly
-- parameters:
-- p starting point of these walls
-- sizex length of the entire building in x direction
-- sizez same for z direction
-- in_x_direction do we have to build the two walls in x direction or the two in z direction?
-- materials needs to contain at least the fields
-- walls node name of wall material
-- glass node name of glass material
-- color optional; param2-color-value for wall node
-- rotation_1 param2 for materials.wall nodes for the first wall
-- rotation_2 param2 for materials.wall nodes for the second wall
-- vm voxel manipulator
simple_houses.build_two_walls = function( p, sizex, sizez, in_x_direction,
materials, rotation_1, rotation_2, window_at_height, vm)
-- these two nodes look very good when colored
minetest.register_node("simple_houses:painted_clay", {
description = "Painted clay",
tiles = {"default_clay.png"},
is_ground_content = false,
groups = {oddly_breakable_by_hand=3,cracky=3,snappy=3,sappy=3},
paramtype2 = "color",
palette = palette,
});
-- param2 (orientation or color) for the first two walls;
-- tree logs need to be orientated correctly, colored nodes have to keep their color;
local node_wall_1 = {name=materials.walls, param2 = (materials.color or rotation_1)};
local node_wall_2 = {name=materials.walls, param2 = (materials.color or rotation_2)};
-- glass panes and metal bars need the correct rotation and no color value
local node_glass_1 = {name=materials.glass, param2 = rotation_1};
local node_glass_2 = {name=materials.glass, param2 = rotation_2};
-- solid glass needs a rotation of 0 (else it would be interpreted as level)
if( minetest.registered_nodes[ materials.glass ]
and minetest.registered_nodes[ materials.glass ].paramtype2 == "glasslikeliquidlevel") then
node_glass_1.param2 = 0;
node_glass_2.param2 = 0;
end
minetest.register_node("simple_houses:painted_wall", {
description = "Painted house wall",
tiles = {"default_coral_skeleton.png"},
is_ground_content = false,
groups = {oddly_breakable_by_hand=3,cracky=3,snappy=3,sappy=3},
paramtype2 = "color",
palette = palette,
});
local w1_x;
local w2_x;
local w1_z;
local w2_z;
local size;
if( in_x_direction ) then
w1_x = p.x;
w2_x = p.x;
w1_z = p.z;
w2_z = p.z+sizez;
size = sizex+1;
else
w1_x = p.x;
w2_x = p.x+sizex;
w1_z = p.z;
w2_z = p.z;
size = sizez+1;
end
-- place windows at even or odd rows? -> create some variety
local window_at_odd_row = false;
if( math.random(1,2)==1 ) then
window_at_odd_row = true;
end
-- place where a door or ladder might be added (no window there);
-- we need to avid adding ladders directly in front of windows or
-- placing doors right next to glass panes because that would look ugly
local special_wall_1 = math.random(3,size-3);
local special_wall_2 = math.random(3,size-3);
if( special_wall_2 == special_wall_1 ) then
special_wall_2 = special_wall_2 - 1;
if( special_wall_2 < 3 ) then
special_wall_2 = 4;
end
end
local wall_height = #window_at_height;
for lauf = 1, size do
local wall_1_has_window = false;
local wall_2_has_window = false;
-- the corners never get glass
if( lauf>1 and lauf<size ) then
-- *one* of the walls may get a window - never both (would look odd to
-- be able to see through the house)
local not_special = ( (lauf ~= special_wall_1) and (lauf ~= special_wall_2));
if( window_at_odd_row == (lauf%2==1)) then
wall_1_has_window = (not_special and ( math.random(1,3)~=3));
else
wall_2_has_window = (not_special and ( math.random(1,3)~=3));
end
end
-- actually build the wall from bottom to top
for height = 1,wall_height do
-- if there is a window in this wall...
if( window_at_height[ height ]==1 and wall_1_has_window) then
node = node_glass_1;
else
node = node_wall_1;
end
vm:set_node_at( {x=w1_x, y=p.y+height, z=w1_z}, node);
-- ..or in the other wall
if( window_at_height[ height ]==1 and (wall_2_has_window)) then
node = node_glass_2;
else
node = node_wall_2;
end
vm:set_node_at( {x=w2_x, y=p.y+height, z=w2_z}, node);
end
if( in_x_direction ) then
w1_x = w1_x + 1;
w2_x = w1_x;
else
w1_z = w1_z + 1;
w2_z = w1_z;
end
end
return {special_wall_1, special_wall_2, window_at_odd_row};
end
-- roofs may extend in x or z direction
local pswap = function( pos, swap )
if( not( swap )) then
return pos;
else
return {x=pos.z, y=pos.y, z=pos.x};
end
end
-- builds a roof with gable;
-- takes the same parameters as simple_houses.build_two_walls (apart from the
-- window_at_height parameter which is unnecessary here)
simple_houses.build_roof_and_gable = function( p_orig, sizex, sizez, in_x_direction,
materials, rotation_1, rotation_2, vm)
local p = {x=p_orig.x, y=p_orig.y, z=p_orig.z};
local node_side_1 = {name=materials.roof, param2=rotation_1};
local node_side_2 = {name=materials.roof, param2=rotation_2};
local swap = false;
local dy = p.y;
-- do the swapping
if( not( in_x_direction )) then
local help = sizex;
sizex = sizez;
sizez = help;
p.x = p_orig.z;
p.z = p_orig.x;
swap = true;
end
local xhalf = math.floor( sizex/2 );
for dx = 0,xhalf do
for dz = p.z, p.z+sizez do
vm:set_node_at( pswap({x=p.x+ dx,y=dy,z=dz}, swap), node_side_1 );
vm:set_node_at( pswap({x=p.x+sizex-dx,y=dy,z=dz}, swap), node_side_2 );
end
dy = dy+1;
end
-- if sizex is not even, then we need to use slabs at the heighest point
local node_slab = {name=materials.roof_middle};
if( sizex%2==0 ) then
for dz = p.z, p.z+sizez do
vm:set_node_at( pswap({x=p.x+xhalf,y=p.y+xhalf,z=dz},swap), node_slab );
end
end
-- Dachgiebel (=gable)
local node_gable = { name = materials.gable,
param2 = (materials.color or 0 )}; -- color of the gable
for dx = 0,xhalf do
for dy = p.y, p.y-1+dx do
vm:set_node_at( pswap({x=p.x+sizex-dx,y=dy,z=p.z+sizez-1}, swap), node_gable );
vm:set_node_at( pswap({x=p.x+ dx,y=dy,z=p.z+sizez-1}, swap), node_gable );
vm:set_node_at( pswap({x=p.x+sizex-dx,y=dy,z=p.z +1}, swap), node_gable );
vm:set_node_at( pswap({x=p.x+ dx,y=dy,z=p.z +1}, swap), node_gable );
end
end
end
-- four places have been reserved previously (=no window placed) and
-- can be used for ladders, doors etc.
simple_houses.get_random_place = function( p, sizex, sizez, places, use_this_one, already_used, offset )
local i = math.random(1,4);
if( i==already_used) then
if( i>1) then
i = i-1;
else
i = i+1;
end
end
-- ladders need to be placed on the right side so that people can climb up
if( use_this_one and places[use_this_one]) then
i = use_this_one;
end
local at_odd_row = (places[i]%2==1);
if( (i==1 or i==2) and (places[5]==at_odd_row)) then
return {x=p.x+places[i], y=p.y, z=p.z+1+offset, p2=5, used=i};
elseif( (i==1 or i==2) and (places[5]~=at_odd_row)) then
return {x=p.x+places[i], y=p.y, z=p.z-1-offset+sizez, p2=4, used=i};
elseif( (i==3 or i==4) and (places[6]==at_odd_row)) then
return {x=p.x+1+offset, y=p.y, z=p.z+places[i], p2=3, used=i};
elseif( (i==3 or i==4) and (places[6]~=at_odd_row)) then
return {x=p.x-1-offset+sizex, y=p.y, z=p.z+places[i], p2=2, used=i};
else
return {x=p.x, y=p.y, z=p.z, used=0};
end
end
-- add a ladder from bottom to top (staircases would be nicer but are too difficult to do well)
-- if flat_roof is false, the ladder needs to be placed on the smaller side so that people can
-- actually climb it;
-- ladder_places are the special places simple_houses.build_two_walls(..) has reserved
simple_houses.place_ladder = function( p, sizex, sizez, ladder_places, ladder_height, flat_roof, vm )
-- place the ladder at the galbe side in houses with a real roof (else
-- climbing the ladder up to the roof would fail due to lack of room)
local use_place = nil;
if( not( flat_roof) and (sizex < sizez )) then
use_place = math.random(1,2);
elseif( not( flat_roof) and (sizex >= sizez )) then
use_place = math.random(3,4);
end
-- select one of the four reserved places
local res = simple_houses.get_random_place( p, sizex, sizez, ladder_places, use_place, -1, 1 );
local ladder_node = {name="default:ladder_steel", param2 = res.p2};
-- actually place the ladders
for height=p.y+1, p.y + ladder_height do
vm:set_node_at( {x=res.x, y=height, z=res.z}, ladder_node );
end
return res.used;
end
-- place the door into one of the reserved places
simple_houses.place_door = function( p, sizex, sizez, door_places, wall_with_ladder, floor_height, vm )
local res = simple_houses.get_random_place( p, sizex, sizez, door_places, -1, wall_with_ladder, 0 );
vm:set_node_at( {x=res.x, y=p.y+1, z=res.z}, {name="doors:door_wood_a", param2 = 0 });
vm:set_node_at( {x=res.x, y=p.y+2, z=res.z}, {name="doors:hidden"});
-- light so that the door can be found
vm:set_node_at( {x=res.x, y=p.y+3, z=res.z}, {name="default:meselamp"});
-- add some light to the upper floors as well
for i,height in ipairs( floor_height ) do
if( i>2) then
vm:set_node_at( {x=res.x,y=height-1,z=res.z},{name="default:meselamp"});
end
end
return res.used;
end
-- locate a place for the "hut" and place it
@ -99,17 +322,16 @@ simple_houses.simple_hut_find_place_and_build = function( heightmap, minp, maxp,
-- the walls can be wooden planks, tree trunks, painted clay or painted wall (=coral)
local walls = "default:"..wood1.."wood";
local color = nil;
local r = math.random(1,5);
if(r==1) then
walls = "default:"..wood1.."tree";
elseif(r==2) then
walls = "simple_houses:painted_clay";
color = math.random(0,255);
elseif(r==3) then
walls = "simple_houses:painted_wall";
color = math.random(0,255);
end
local gable = "default:"..wood2.."wood";
if( plasterwork and math.random(1,2)==1) then
walls = plasterwork.node_list[ math.random(1, #plasterwork.node_list)];
color = math.random(0,255);
else
local r = math.random(1,5);
if(r==1 or r==2) then
walls = "default:"..wood1.."tree";
end
end
if( math.random(1,2)==1) then
gable = walls;
end
@ -160,191 +382,91 @@ simple_houses.simple_hut_place_hut = function( p, sizex, sizez, materials, heigh
else
window_at_height = {0,0,1,0,0};
end
local window_at_odd_row = false;
-- how many floors will the house have?
local floors = 1;
local floor_materials = {{name="default:brick"}};
local floor_height = {p.y};
-- TODO: buildings with colored materials ought to have more floors and more often a flat roof
-- TODO: logcabin-style houses ought to have at max 2 floors and almost never a flat roof
-- TODO: houses with wood ought to have 1-3 floors at max
floors = math.random(1,5);
local flat_roof = false;
if( math.random(1,2)==1) then
window_at_odd_row = true;
flat_roof = true;
end
local dz = p.z;
for dx = p.x-sizex+1, p.x-1 do
local m1 = materials.walls;
local m2 = materials.walls;
if( dx>p.x-sizex+1 and dx<p.x-2 and (window_at_odd_row == (dx%2==1))) then
if( math.random(1,2)==1) then
m1 = materials.glass;
local first_floor_height = #window_at_height;
for i=1,floors-1 do
for k=2,first_floor_height do
table.insert( window_at_height, window_at_height[k]);
end
if( math.random(1,2)==1) then
m2 = materials.glass;
table.insert( floor_height, floor_height[ #floor_height] + first_floor_height-1);
table.insert( floor_materials, {name=materials.ceiling});
end
end
-- param2 (orientation or color) for the first two walls
local w1_c = (materials.color or 12); -- wall 1 color
local w2_c = (materials.color or 18); -- wall 2 color
local w1_g = 12; -- wall 1 glass pane rotation
local w2_g = 18; -- wall 2 glass pane rotation
if( minetest.registered_nodes[ materials.glass ]
and minetest.registered_nodes[ materials.glass ].paramtype2 == "glasslikeliquidlevel") then
w1_g = 0;
w2_g = 0;
end
for dy = p.y, p.y+4 do
-- build two walls in x direction
if( window_at_height[ dy-p.y+1 ]==1 and (m1==materials.glass or m2==materials.glass)) then
vm:set_node_at( {x=dx,y=dy,z=dz-1 }, {name=m1, param2=w1_g});
vm:set_node_at( {x=dx,y=dy,z=dz-sizez+1}, {name=m2, param2=w2_g});
table.insert( floor_height, floor_height[ #floor_height] + first_floor_height-1);
if( flat_roof ) then
table.insert( floor_materials, {name=materials.walls, param2 = (materials.color or 12)});
table.insert( window_at_height, 0 );
else
vm:set_node_at( {x=dx,y=dy,z=dz-1 }, {name=materials.walls, param2=w1_c});
vm:set_node_at( {x=dx,y=dy,z=dz-sizez+1}, {name=materials.walls, param2=w2_c});
table.insert( floor_materials, {name=materials.walls, param2 = (materials.color or 12)});
end
end
end
local dx = p.x;
for dz = p.z-sizez+1, p.z-1 do
local m1 = materials.walls;
local m2 = materials.walls;
if( dz>p.z-sizez+1 and dz<p.z-2 and ( window_at_odd_row == (dz%2==1))) then
if( math.random(1,2)==1) then
m1 = materials.glass;
end
if( math.random(1,2)==1) then
m2 = materials.glass;
end
end
-- param2 (orientation or color) for the other two walls
local w3_c = (materials.color or 9); -- wall 3 color
local w4_c = (materials.color or 7); -- wall 4 color
local w3_g = 9; -- wall 3 glass pane rotation
local w4_g = 7; -- wall 4 glass pane rotation
if( minetest.registered_nodes[ materials.glass ]
and minetest.registered_nodes[ materials.glass ].paramtype2 == "glasslikeliquidlevel") then
w3_g = 0;
w4_g = 0;
end
for dy = p.y, p.y+4 do
-- build two walls in z direction
if( window_at_height[ dy-p.y+1 ]==1 and (m1==materials.glass or m2==materials.glass)) then
vm:set_node_at( {x=dx-1, y=dy,z=dz}, {name=m1, param2=w3_g});
vm:set_node_at( {x=dx-sizex+1,y=dy,z=dz}, {name=m2, param2=w4_g});
local p_start = {x=p.x-sizex+1, y=p.y-1, z=p.z-sizez+1};
-- build the two walls in x direction
local s1 = simple_houses.build_two_walls(p_start, sizex-2, sizez-2, true, materials, 12, 18, window_at_height, vm );
-- build the two walls in z direction
local s2 = simple_houses.build_two_walls(p_start, sizex-2, sizez-2, false, materials, 9, 7, window_at_height, vm );
-- each floor is 4 blocks heigh
local roof_starts_at = p.y + (4*floors);
p_start = {x=p.x-sizex, y=roof_starts_at, z=p.z-sizez};
-- build the roof
if( flat_roof ) then
-- build a flat roof
elseif( sizex < sizez ) then
simple_houses.build_roof_and_gable(p_start, sizex, sizez, true, materials, 1, 3, vm );
else
vm:set_node_at( {x=dx-1, y=dy,z=dz}, {name=materials.walls, param2=w3_c});
vm:set_node_at( {x=dx-sizex+1,y=dy,z=dz}, {name=materials.walls, param2=w4_c});
end
end
simple_houses.build_roof_and_gable(p_start, sizex, sizez, false, materials, 0, 2, vm );
end
local do_ceiling = ( math.min( sizex, sizez )>4 );
-- floor and ceiling
for dx = p.x-sizex+2, p.x-2 do
for dz = p.z-sizez+2, p.z-2 do
-- a brick roof
vm:set_node_at( {x=dx,y=p.y, z=dz}, {name=materials.floor});
if( do_ceiling ) then
vm:set_node_at( {x=dx,y=p.y+4,z=dz}, {name=materials.ceiling});
for i,height in ipairs( floor_height ) do
vm:set_node_at( {x=dx,y=height,z=dz},floor_materials[i]);
end
end
end
-- we need a door
local door_pos = {x=p.x-1, y=p.y+1, z=p.z-1};
local r = math.random(1,4);
-- door is in x wall
if( r==1 or r==2 ) then
door_pos.x = math.random( p.x-sizex+2, p.x-2 );
if( r==2 ) then
door_pos.z = p.z-sizez+1;
else
door_pos.z = p.z-1;
end
-- dor is in z wall
else
door_pos.z = math.random( p.z-sizez+2, p.z-2 );
if( r==2 ) then
door_pos.x = p.x-sizex+1;
else
door_pos.x = p.x-1;
end
end
vm:set_node_at( door_pos, {name="doors:door_wood_a", param2 = 0 });
vm:set_node_at( {x=door_pos.x, y=door_pos.y+1, z=door_pos.z}, {name="doors:hidden"});
-- light so that the door can be found
vm:set_node_at( {x=door_pos.x, y=door_pos.y+2, z=door_pos.z}, {name="default:meselamp"});
-- index 1 and 2 are offsets in any of the walls; index 3 indicates if the
-- windows start at odd indices or not
local reserved_places = {s1[1], s1[2], s2[1], s2[2], s1[3], s2[3]};
p_start = {x=p.x-sizex, y=p.y, z=p.z-sizez};
local wall_with_ladder = simple_houses.place_ladder( p_start, sizex, sizez,
reserved_places, #window_at_height-1, flat_roof, vm);
-- roof
local g_color = materials.color or 0; -- color of the gable
if( sizex <= sizez ) then
local xhalf = math.floor( sizex/2 );
local dy = p.y+5;
for dx = 0,xhalf do
for dz = p.z-sizez, p.z do
vm:set_node_at( {x=p.x-sizex+dx,y=dy,z=dz}, {name=materials.roof, param2=1});
vm:set_node_at( {x=p.x- dx,y=dy,z=dz}, {name=materials.roof, param2=3});
end
dy = dy+1;
end
-- if sizex is not even, then we need to use slabs at the heighest point
if( sizex%2==0 ) then
for dz = p.z-sizez, p.z do
vm:set_node_at( {x=p.x-xhalf,y=p.y+6+xhalf-1,z=dz}, {name=materials.roof_middle});
end
end
-- Dachgiebel (=gable)
for dx = 0,xhalf do
for dy = p.y+5, p.y+4+dx do
vm:set_node_at( {x=p.x-sizex+dx,y=dy,z=p.z-sizez+1}, {name=materials.gable, param2=g_color});
vm:set_node_at( {x=p.x- dx,y=dy,z=p.z-sizez+1}, {name=materials.gable, param2=g_color});
vm:set_node_at( {x=p.x-sizex+dx,y=dy,z=p.z -1}, {name=materials.gable, param2=g_color});
vm:set_node_at( {x=p.x- dx,y=dy,z=p.z -1}, {name=materials.gable, param2=g_color});
end
end
else
local zhalf = math.floor( sizez/2 );
local dy = p.y+5;
for dz = 0,zhalf do
for dx = p.x-sizex, p.x do
vm:set_node_at( {x=dx,y=dy,z=p.z-sizez+dz}, {name=materials.roof, param2=0});
vm:set_node_at( {x=dx,y=dy,z=p.z- dz}, {name=materials.roof, param2=2});
end
dy = dy+1;
end
-- if sizex is not even, then we need to use slabs at the heighest point
if( sizez%2==0 ) then
for dx = p.x-sizex, p.x do
vm:set_node_at( {x=dx,y=p.y+6+zhalf-1,z=p.z-zhalf}, {name=materials.roof_middle});
end
end
-- Dachgiebel (=gable)
for dz = 0,zhalf do
for dy = p.y+5, p.y+4+dz do
vm:set_node_at( {x=p.x-sizex+1,y=dy,z=p.z-sizez+dz}, {name=materials.gable, param2=g_color});
vm:set_node_at( {x=p.x-sizex+1,y=dy,z=p.z- dz}, {name=materials.gable, param2=g_color});
vm:set_node_at( {x=p.x -1,y=dy,z=p.z-sizez+dz}, {name=materials.gable, param2=g_color});
vm:set_node_at( {x=p.x -1,y=dy,z=p.z- dz}, {name=materials.gable, param2=g_color});
end
end
end
simple_houses.place_door( p_start, sizex, sizez, reserved_places, wall_with_ladder, floor_height, vm );
vm:write_to_map(true);
-- return where the hut has been placed
return {p1={x=p.x - sizex, y=p.y, z=p.z - sizez }, p2=p};
end
simple_houses.simple_hut_generate = function( heightmap, minp, maxp)
if( minp.y < -64 or minp.y > 500 or not(heightmap)) then
return;
end
-- halfway reasonable house sizes
local maxsize = 14;
local maxsize = 13;
if( math.random(1,5)==1) then
maxsize = 18;
maxsize = 17;
end
local sizex = math.random(7,maxsize);
local sizez = math.max( 7, math.min( maxsize, math.random( math.floor(sizex/4), sizex*2 )));
-- TODO: if more than 2-3 houses are placed, get voxelmanip for entire area instead of for each house
-- TODO: avoid overlapping with mg_villages if that one is installed
local sizex = math.random(8,maxsize);
local sizez = math.max( 8, math.min( maxsize, math.random( math.floor(sizex/4), sizex*2 )));
-- chooses random materials and a random place without destroying the landscape
-- minheight 2: one above water level; avoid below water level and places on ice
return simple_houses.simple_hut_find_place_and_build( heightmap, minp, maxp, sizex, sizez, 2, 1000 );