basic_houses/init.lua
2018-02-05 00:36:16 +01:00

700 lines
26 KiB
Lua

-- 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, ...)
-- * if the saddle roof does not fit into the height volume that is
-- reserved for the house, the top of the roof is made flat
-- * some random houses receive a chest with further building material
-- for the house the chest spawned in
-- * houses made out of plasterwork nodes may receive a machine from
-- plasterwork instead of a chest
-- * can be used with the RealTest game as well
-- 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
-- * houses may very seldom overlap
basic_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.
basic_houses.max_per_mapchunk = 20;
-- how many houses shall be generated on average per mapchunk?
basic_houses.houses_wanted_per_mapchunk = 0.5;
-- even if there would not be any house here due to amount of houses
-- generated beeing equal or larger than the amount of houses expected,
-- there is still this additional chance (in percent) that the mapchunk
-- will receive a house anyway (more randomness is good!)
basic_houses.additional_chance = 5;
-- how many mapchunks have been generated since the server was started?
basic_houses.mapchunks_processed = 0;
-- how many houses have been generated in these mapchunks?
basic_houses.houses_generated = 0;
-- materials the houses can be made out of
-- allows to reach upper floors
basic_houses.ladder = "default:ladder_steel";
-- gets placed over the door
basic_houses.lamp = "default:meselamp";
-- floor at the entrance level of the house
basic_houses.floor = "default:brick";
-- placed randomly in some houses
basic_houses.chest = "default:chest";
-- glass can be glass panes, iron bars or solid glass
basic_houses.glass = {"xpanes:pane_flat","xpanes:pane_flat","xpanes:pane_flat",
"default:glass","default:glass",
"default:obsidian_glass",
"xpanes:bar_flat"};
-- some walls are tree logs, some wooden planks, some colored plasterwork (if installed)
-- - and some nodes are made out of these materials here
basic_houses.walls = {"default:brick", "default:stonebrick", "default:desert_stonebrick",
"default:sandstonebrick", "default:desert_stonebrick", "default:silver_sandstone_brick",
"default:obsidianbrick", "default:stone_block", "default:sandstone_block",
"default:desert_sandstone_block", "default:silver_sandstone_block", "default:obsidian_block"};
-- doors
basic_houses.door_bottom = "doors:door_wood_a";
basic_houses.door_top = "doors:hidden";
-- if the realtest game is choosen: adjust materials
if( minetest.get_modpath("core") and minetest.get_modpath("trees")) then
basic_houses.ladder = "trees:pine_ladder";
basic_houses.lamp = "light:streetlight";
basic_houses.glass = {"xpanes:pane_5","xpanes:pane_5","xpanes:pane_5",
"default:glass","default:glass"};
basic_houses.walls = {"default:clay", "default:stone", "default:stone_bricks", "default:stone_flat",
"default:stone_macadam", "default:desert_stone", "default:desert_stone_bricks",
"default:desert_stone_flat", "default:desert_stone_macadam", "decorations:malachite_block",
"decorations:cinnabar_block", "decorations:gypsum_block", "decorations:jet_block",
"decorations:lazurite_block", "decorations:olivine_block", "decorations:petrified_wood_block",
"decorations:satinspar_block", "decorations:selenite_block", "decorations:serpentine_block"};
basic_houses.door_bottom = "doors:door_pine_b_1";
basic_houses.door_top = "doors:door_pine_t_1";
end
-- 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
basic_houses.build_two_walls = function( p, sizex, sizez, in_x_direction, materials, vm)
local v = 0;
if( not( in_x_direction )) then
v = 2;
end
-- 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 materials.wall_orients[1+v])};
local node_wall_2 = {name=materials.walls, param2 = (materials.color or materials.wall_orients[2+v])};
-- glass panes and metal bars need the correct rotation and no color value
local node_glass_1 = {name=materials.glass, param2 = materials.glass_orients[1+v]};
local node_glass_2 = {name=materials.glass, param2 = materials.glass_orients[2+v]};
-- 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
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 = #materials.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
local node = nil;
-- if there is a window in this wall...
if( materials.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( materials.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 basic_houses.build_two_walls (apart from the
-- window_at_height parameter which is unnecessary here)
basic_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 node_slab = {name=materials.roof_middle};
local xhalf = math.floor( sizex/2 );
for dx = 0,xhalf do
for dz = p.z, p.z+sizez do
-- normal saddle roof
if( dy < p_orig.ymax ) then
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 );
-- flatten the top of the saddle roof
else
vm:set_node_at( pswap({x=p.x+ dx,y=p_orig.ymax,z=dz}, swap), node_slab );
vm:set_node_at( pswap({x=p.x+sizex-dx,y=p_orig.ymax,z=dz}, swap), node_slab );
end
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, p.z+sizez do
if( dy <= p_orig.ymax ) then
vm:set_node_at( pswap({x=p.x+xhalf,y=p.y+xhalf,z=dz},swap), node_slab );
else
vm:set_node_at( pswap({x=p.x+xhalf,y=p_orig.ymax,z=dz},swap), node_slab );
end
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
if( dy < p_orig.ymax ) then
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
end
-- four places have been reserved previously (=no window placed) and
-- can be used for ladders, doors etc.
basic_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 basic_houses.build_two_walls(..) has reserved
basic_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 = basic_houses.get_random_place( p, sizex, sizez, ladder_places, use_place, -1, 1 );
local ladder_node = {name=basic_houses.ladder, 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
basic_houses.place_door = function( p, sizex, sizez, door_places, wall_with_ladder, floor_height, vm )
local res = basic_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=basic_houses.door_bottom, param2 = 0 });
vm:set_node_at( {x=res.x, y=p.y+2, z=res.z}, {name=basic_houses.door_top, param2 = 0});
-- light so that the door can be found
vm:set_node_at( {x=res.x, y=p.y+3, z=res.z}, {name=basic_houses.lamp});
-- 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=basic_houses.lamp});
end
end
return res.used;
end
-- the chest is placed on one of the upper floors; it contains
-- additional building material
basic_houses.place_chest = function( p, sizex, sizez, chest_places, wall_with_ladder, floor_height, vm, materials )
-- not each building needs a chest
if( math.random(1,2)>1 ) then
return;
end
local res = basic_houses.get_random_place( p, sizex, sizez, chest_places, -1, wall_with_ladder, 1 );
local height = floor_height[ math.random(2,#floor_height)];
-- translate wallmounted (for ladder) to facedir for chest
res.p2 = res.p2;
if( res.p2 == 5 ) then
res.p2n = 2;
elseif( res.p2 == 4 ) then
res.p2n = 0;
elseif( res.p2 == 3 ) then
res.p2n = 3;
elseif( res.p2 == 2 ) then
res.p2n = 1;
end
-- determine target position
local pos = {x=res.x, y=height+1, z=res.z};
-- if plasterwork is installed: place a machine
if( materials.color and minetest.global_exists("plasterwork") and math.random(1,10)==1) then
vm:set_node_at( pos, {name=materials.walls, param2 = materials.color});
local pos2 = {x=res.x, y=height+2, z=res.z};
vm:set_node_at( pos2, {name="plasterwork:machine", param2 = res.p2n});
minetest.registered_nodes[ "plasterwork:machine" ].after_place_node(pos2, nil, nil);
local meta = minetest.get_meta( pos2);
meta:set_string( "target_node", materials.walls );
meta:set_int( "target_color", materials.color );
return;
end
-- place the chest
vm:set_node_at( pos, {name=basic_houses.chest, param2 = res.p2n});
-- fill chest with building material
minetest.registered_nodes[ basic_houses.chest ].on_construct( pos );
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
local c = math.random(1,4);
for i=1,c do
local stack_name = materials.walls.." "..math.random(1,99);
if( materials.color ) then
stack_name = minetest.itemstring_with_palette( stack_name, materials.color );
end
inv:add_item( "main", stack_name );
end
inv:add_item( "main", materials.first_floor.." "..math.random(1,49) );
c = math.random(1,2);
for i=1,c do
inv:add_item( "main", materials.ceiling.." "..math.random(1,99) );
end
inv:add_item( "main", materials.glass.." "..math.random(1,20) );
if( not( materials.roof_flat )) then
inv:add_item( "main", materials.roof.." "..math.random(1,99) );
inv:add_item( "main", materials.roof_middle.." "..math.random(1,49) );
end
end
-- locate a place for the "hut"
basic_houses.simple_hut_find_place = function( heightmap, minp, maxp, sizex, sizez, minheight, maxheight )
local res = handle_schematics.find_flat_land_get_candidates_fast( heightmap, minp, maxp,
sizex, sizez, minheight, maxheight );
-- print( "Places found of size "..tostring( sizex ).."x"..tostring(sizez)..": "..tostring( #res.places_x )..
-- " and "..tostring( sizez ).."x"..tostring(sizex)..": "..tostring( #res.places_z )..
-- ".");
if( (#res.places_x + #res.places_z )< 1 ) then
-- print( " Aborting. No place found.");
return nil;
end
-- select a random place - either sizex x sizez or sizez x sizex
local c = math.random( 1, #res.places_x + #res.places_z );
local i = 1;
if( c > #res.places_x ) then
i = res.places_z[ c-#res.places_x ];
-- swap x and z due to rotation of 90 or 270 degree
local tmp = sizex;
sizex = sizez;
sizez = tmp;
tmp = nil;
else
i = res.places_x[ c ];
end
local chunksize = maxp.x - minp.x + 1;
-- translate index back into coordinates
local p = {x=minp.x+(i%chunksize)-1, y=heightmap[ i ], z=minp.z+math.floor(i/chunksize), i=i};
return {p1={x=p.x - sizex, y=p.y, z=p.z - sizez }, p2=p, sizex=sizex, sizez=sizez};
end
-- actually build the hut
basic_houses.simple_hut_get_materials = function( data, amount_in_this_mapchunk, chunk_ends_at_height )
-- select some random materials, height etc.
-- wood is always useful
local wood_types = replacements_group['wood'].found;
local wood = wood_types[ math.random(1,#wood_types)];
local wood_roof = wood_types[ math.random(1,#wood_types)];
-- choose random materials
local materials = {
walls = nil,
color = nil,
gable = nil,
glass = basic_houses.glass[ math.random( 1,#basic_houses.glass )],
roof = replacements_group['wood'].data[ wood_roof ][7], -- stair
roof_middle = replacements_group['wood'].data[ wood_roof ][8], -- slab
first_floor = basic_houses.floor,
ceiling = wood_types[ math.random(1,#wood_types)],
wall_orients = {0,1,2,3},
glass_orients = {12,18,9,7},
};
-- windows 3 nodes high, 2 high, or just 1?
local r = math.random(1,6);
if( r==1 or r==2) then
materials.window_at_height = {0,1,1,1,0};
elseif( r==3 or r==4 or r==5) then
materials.window_at_height = {0,0,1,1,0};
else
materials.window_at_height = {0,0,1,0,0};
end
-- how many floors will the house have?
local max_floors_possible = math.floor((chunk_ends_at_height-1-data.p2.y)/#materials.window_at_height);
if( math.random(1,5)==1) then
materials.floors = math.random(1,math.min(8,max_floors_possible-1));
else
materials.floors = math.random(1,math.min(4,max_floors_possible-1));
end
-- some houses may have a flat roof instead of a saddle roof
materials.flat_roof = false;
if( math.random(1,2)==1) then
materials.flat_roof = true;
end
-- which wall material shall be used?
if( minetest.global_exists("plasterwork") and math.random(1,2)==1 ) then
-- colored plasterwork
materials.walls = plasterwork.node_list[ math.random(1, #plasterwork.node_list)];
materials.color = math.random(0,255);
else
local r = math.random(1,3);
-- wooden house
if( r==1 ) then
materials.walls = wood;
-- wooden houses with more than 3 floors would be strange
materials.floors = math.random(1, math.min( 3, max_floors_possible-1 ));
-- flat roofs do not look good on them either
materials.flat_roof = false;
-- vertical wood is also pretty decorative
if( math.random(1,2)==1 ) then
materials.wall_orients = {12,18,9,7};
end
-- tree logs
elseif( r==2 ) then
materials.walls = replacements_group['wood'].data[ wood ][4]; -- tree trunk
-- log cabins with more than 2 floors are unlikely
materials.floors = math.random(1, math.min( 2, max_floors_possible-1 ));
-- log cabins do not have a flat roof either
materials.flat_roof = false;
materials.wall_orients = {12,18,9,7};
else
materials.walls = basic_houses.walls[ math.random(1,#basic_houses.walls)];
end
end
-- if there are less than three houses in a mapchunk: do not place skyscrapers
if( amount_in_this_mapchunk < 3 ) then
-- use saddle roof instead of flat one
materials.roof_flat = false;
-- at max two floors
materials.floors = math.min( 2, materials.floors );
end
materials.gable = materials.walls;
if( math.random(1,3)==1 ) then
materials.gable = wood_types[ math.random(1,#wood_types)];
end
local height = materials.floors * #materials.window_at_height +1;
if( materials.flat_roof ) then
data.p2.ymax = math.min( chunk_ends_at_height, data.p2.y + height + math.ceil( math.min( data.sizex, data.sizez )/2 ));
else
data.p2.ymax = math.min( chunk_ends_at_height, data.p2.y + height + 4);
end
data.p2.ymax = math.min( chunk_ends_at_height, data.p2.ymax );
data.materials = materials;
return data;
end
-- actually build the "hut"
basic_houses.simple_hut_place_hut = function( data, materials, heightmap )
local p = data.p2;
local sizex = data.sizex-1;
local sizez = data.sizez-1;
-- house too small or too large
if( sizex < 3 or sizez < 3 or sizex>64 or sizez>64) then
return nil;
end
print( " Placing house at "..minetest.pos_to_string( p ));
local vm = minetest.get_voxel_manip();
local minp2, maxp2 = vm:read_from_map(
{x=p.x - sizex, y=p.y-1, z=p.z - sizez },
{x=p.x, y=p.ymax, z=p.z});
-- replaicate the pattern of windows for the other floors
local first_floor_height = #materials.window_at_height;
local floor_height = {p.y};
local floor_materials = {{name=materials.first_floor}};
for i=1,materials.floors-1 do
for k=2,first_floor_height do
table.insert( materials.window_at_height, materials.window_at_height[k]);
end
table.insert( floor_height, floor_height[ #floor_height] + first_floor_height-1);
table.insert( floor_materials, {name=materials.ceiling});
end
table.insert( floor_height, floor_height[ #floor_height] + first_floor_height-1);
if( materials.flat_roof ) then
-- the upper floor will form the roof of the house and is made out of
-- its wall material
table.insert( floor_materials, {name=materials.walls, param2 = (materials.color or 12)});
table.insert( materials.window_at_height, 0 );
else
-- the house uses a saddle roof; the ceiling will use wood
table.insert( floor_materials, {name=materials.ceiling, param2 = (materials.color or 12)});
end
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 = basic_houses.build_two_walls(p_start, sizex-2, sizez-2, true, materials, vm ); --12, 18, vm );
-- build the two walls in z direction
local s2 = basic_houses.build_two_walls(p_start, sizex-2, sizez-2, false, materials, vm ); -- 9, 7, vm );
-- each floor is 4 blocks heigh
local roof_starts_at = p.y + (4*materials.floors);
p_start = {x=p.x-sizex, y=roof_starts_at, z=p.z-sizez, ymax = p.ymax};
-- build the roof
if( materials.flat_roof ) then
-- build a flat roof
elseif( sizex < sizez ) then
basic_houses.build_roof_and_gable(p_start, sizex, sizez, true, materials, 1, 3, vm );
else
basic_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
for i,height in ipairs( floor_height ) do
vm:set_node_at( {x=dx,y=height,z=dz},floor_materials[i]);
end
end
end
-- 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 = basic_houses.place_ladder( p_start, sizex, sizez,
reserved_places, #materials.window_at_height-1, materials.flat_roof, vm);
basic_houses.place_door( p_start, sizex, sizez, reserved_places, wall_with_ladder, floor_height, vm );
basic_houses.place_chest( p_start, sizex, sizez, reserved_places, wall_with_ladder, floor_height, vm, materials );
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
basic_houses.simple_hut_get_size_and_place = function( heightmap, minp, maxp)
if( minp.y < -64 or minp.y > 500 or not(heightmap)) then
return;
end
-- halfway reasonable house sizes
local maxsize = 13;
if( math.random(1,5)==1) then
maxsize = 17;
end
-- 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 basic_houses.simple_hut_find_place( heightmap, minp, maxp, sizex, sizez, 2, 1000 );
end
minetest.register_on_generated(function(minp, maxp, seed)
if( minp.y < -64 or minp.y > 500) then
return;
end
basic_houses.mapchunks_processed = basic_houses.mapchunks_processed + 1;
-- with each map chunk generated, there's more room where houses could be
local missing = math.floor(basic_houses.mapchunks_processed * basic_houses.houses_wanted_per_mapchunk)
- basic_houses.houses_generated;
-- some randomness to make it more intresting
-- also place a house in the first mapchunk possible in order to "greet" the player
-- with it and assure the player that the mod is installed
if( (basic_houses.houses_generated>1)
and missing < basic_houses.max_per_mapchunk and math.random(1,100)>basic_houses.additional_chance) then
return;
end
local heightmap = minetest.get_mapgen_object('heightmap');
local houses_placed = 0;
local house_data = {};
local anz_houses = math.random( math.min( missing, math.floor(basic_houses.max_per_mapchunk/2 )),
basic_houses.max_per_mapchunk );
for i=1,anz_houses do
local res = basic_houses.simple_hut_get_size_and_place( heightmap, minp, maxp);
if( res and res.p1 and res.p2 ) then
handle_schematics.mark_flat_land_as_used(heightmap, minp, maxp,
res.p2.i,
(res.p2.x-res.p1.x),
(res.p2.z-res.p1.z));
table.insert( house_data, res );
houses_placed = houses_placed + 1;
end
end
for i,data in ipairs( house_data ) do
local res = basic_houses.simple_hut_get_materials( data, #house_data, maxp.y+16 );
basic_houses.simple_hut_place_hut( data, res.materials, heightmap );
end
if( houses_placed > 0 ) then
basic_houses.houses_generated = basic_houses.houses_generated + houses_placed;
-- print("Count: "..tostring( basic_houses.mapchunks_processed )..
-- " Houses: "..tostring( basic_houses.houses_generated ));
end
end);