-- TODO: this function also occours in replacements.lua handle_schematics.get_content_id_replaced = function( node_name, replacements ) if( not( node_name ) or not( replacements ) or not(replacements.table )) then return minetest.get_content_id( 'ignore' ); end if( replacements.table[ node_name ]) then return minetest.get_content_id( replacements.table[ node_name ] ); else return minetest.get_content_id( node_name ); end end -- either uses get_node_or_nil(..) or the data from voxelmanip -- the function might as well be local (only used by *.mg_drop_moresnow) handle_schematics.get_node_somehow = function( x, y, z, a, data, param2_data ) if( a and data and param2_data ) then return { content = data[a:index(x, y, z)], param2 = param2_data[a:index(x, y, z)] }; end -- no voxelmanip; get the node the normal way local node = minetest.get_node_or_nil( {x=x, y=y, z=z} ); if( not( node ) ) then return { content = moresnow.c_ignore, param2 = 0 }; end return { content = minetest.get_content_id( node.name ), param2 = node.param2, name = node.name }; end -- "drop" moresnow snow on diffrent shapes; works for voxelmanip and node-based setting handle_schematics.mg_drop_moresnow = function( x, z, y_top, y_bottom, a, data, param2_data) -- this only works if moresnow is installed if( not( handle_schematics.moresnow_installed )) then return; end local y = y_top; local node_above = handle_schematics.get_node_somehow( x, y+1, z, a, data, param2_data ); local node_below = nil; while( y >= y_bottom ) do node_below = handle_schematics.get_node_somehow( x, y, z, a, data, param2_data ); if( node_above.content == moresnow.c_air and node_below.content and node_below.content ~= moresnow.c_ignore and node_below.content ~= moresnow.c_air ) then -- turn water into ice, but don't drop snow on it if( node_below.content == minetest.get_content_id("default:water_source") or node_below.content == minetest.get_content_id("default:river_water_source")) then return { height = y, suggested = {new_id = minetest.get_content_id('default:ice'), param2 = 0 }}; end -- if the node below drops snow when digged (i.e. is either snow or a moresnow node), we're finished local get_drop = minetest.get_name_from_content_id( node_below.content ); if( get_drop ) then get_drop = minetest.registered_nodes[ get_drop ]; if( get_drop and get_drop.drop and type( get_drop.drop )=='string' and get_drop.drop == 'default:snow') then return; end end if( not(node_below.content) or node_below.content == moresnow.c_snow ) then return; end local suggested = moresnow.suggest_snow_type( node_below.content, node_below.param2 ); -- c_snow_top and c_snow_fence can only exist when the node 2 below is a solid one if( suggested.new_id == moresnow.c_snow_top or suggested.new_id == moresnow.c_snow_fence) then local node_below2 = handle_schematics.get_node_somehow( x, y-1, z, a, data, param2_data); if( node_below2.content ~= moresnow.c_ignore and node_below2.content ~= moresnow.c_air ) then local suggested2 = moresnow.suggest_snow_type( node_below2.content, node_below2.param2 ); if( suggested2.new_id == moresnow.c_snow ) then return { height = y+1, suggested = suggested }; end end -- it is possible that this is not the right shape; if so, the snow will continue to fall down elseif( suggested.new_id ~= moresnow.c_ignore ) then return { height = y+1, suggested = suggested }; end -- TODO return; -- abort; there is no fitting moresnow shape for the node below end y = y-1; node_above = node_below; end end -- helper function for generate_building -- places a marker that allows players to buy plots with houses on them (in order to modify the buildings) local function generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id, filename) -- position the plot marker so that players can later buy this plot + building in order to modify it -- pos.o contains the original orientation (determined by the road and the side the building is local p = {x=pos.x, y=pos.y+1, z=pos.z}; if( pos.o == 0 ) then p.x = p.x - 1; p.z = p.z + pos.bsizez - 1; elseif( pos.o == 2 ) then p.x = p.x + pos.bsizex; elseif( pos.o == 1 ) then p.z = p.z + pos.bsizez; p.x = p.x + pos.bsizex - 1; elseif( pos.o == 3 ) then p.z = p.z - 1; end -- actually position the marker if( p.x >= minp.x and p.x <= maxp.x and p.z >= minp.z and p.z <= maxp.z and p.y >= minp.y and p.y <= maxp.y) then if( handle_schematics.moresnow_installed and data[ a:index(p.x, p.y, p.z)] == cid.c_snow and p.y1, 5->2, 3->3, 4->0 } new_nodes[ i ].change_param2[2] = 1; new_nodes[ i ].change_param2[5] = 2; new_nodes[ i ].change_param2[3] = 3; new_nodes[ i ].change_param2[4] = 0; new_nodes[ i ].paramtype2 = 'facedir'; -- ..except if they are stairs or ladders elseif( string.sub( node_name, 1, 7 ) == 'stairs:' or string.sub( node_name, 1, 6 ) == 'doors:') then new_nodes[ i ].paramtype2 = 'facedir'; -- normal nodes elseif( regnode and regnode.paramtype2 and (regnode.paramtype2=='facedir' or regnode.paramtype2=='wallmounted')) then new_nodes[ i ].paramtype2 = regnode.paramtype2; end -- we tried our best, but the replacement node is not defined elseif( new_node_name ~= 'mg:ignore' ) then local msg = 'ERROR: Did not find a suitable replacement for '..tostring( node_name )..' (suggested but inexistant: '.. tostring( new_node_name )..'). Building: '..tostring( binfo_scm )..'.'; if( mg_villages and mg_villages.print ) then mg_villages.print( mg_villages.DEBUG_LEVEL_WARNING, msg ); else print( msg ); end msg = nil; new_nodes[ i ].ignore = 1; -- keep the old content else -- handle mg:ignore new_nodes[ i ].ignore = 1; end end return new_nodes; end local function generate_building(pos, minp, maxp, data, param2_data, a, extranodes, replacements, cid, extra_calls, building_nr_in_bpos, village_id, binfo_extra, road_node, keep_ground, scaffolding_only) local binfo = binfo_extra; if( not( binfo ) and mg_villages) then binfo = mg_villages.BUILDINGS[pos.btype] end local scm -- the building got removed from mg_villages.BUILDINGS in the meantime if( not( binfo )) then return; end -- schematics of .mts type are not handled here; they need to be placed using place_schematics if( binfo.is_mts and binfo.is_mts == 1 ) then return; end -- roads are very simple structures that are not stored as schematics if( pos.btype == 'road' ) then handle_schematics.place_road( minp, maxp, data, param2_data, a, road_node, pos, cid.c_air ); return; end if( not( pos.no_plotmarker )) then generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id, binfo.scm ); end -- skip building if it is not located at least partly in the area that is currently beeing generated if( pos.x > maxp.x or pos.x + pos.bsizex < minp.x or pos.z > maxp.z or pos.z + pos.bsizez < minp.z ) then return; end if( pos.btype and (( binfo.sizex ~= pos.bsizex and binfo.sizex ~= pos.bsizez ) or ( binfo.sizez ~= pos.bsizex and binfo.sizez ~= pos.bsizez ) or not( binfo.scm_data_cache ))) then if( mg_villages and mg_villages.print ) then mg_villages.print( mg_villages.DEBUG_LEVEL_WARNING, 'ERROR: This village was created using diffrent buildings than those known know. Cannot place unknown building.'); else print( 'ERROR: Size information about this building differs. Cannot place building.'); end return; end if( binfo.scm_data_cache )then scm = binfo.scm_data_cache; else scm = binfo.scm end -- the fruit is set per building, not per village as the other replacements if( binfo.farming_plus and binfo.farming_plus == 1 and pos.fruit and mg_villages) then mg_villages.get_fruit_replacements( replacements, pos.fruit); end local c_ignore = minetest.get_content_id("ignore") local c_air = minetest.get_content_id("air") local c_snow = minetest.get_content_id( "default:snow"); local c_dirt = minetest.get_content_id( "default:dirt" ); local c_dirt_with_grass = minetest.get_content_id( "default:dirt_with_grass" ); local c_dirt_with_snow = minetest.get_content_id( "default:dirt_with_snow" ); local c_scaffolding = minetest.get_content_id( "handle_schematics:support" ); local c_dig_here = minetest.get_content_id( "handle_schematics:dig_here" ); local scm_x = 0; local scm_z = 0; local step_x = 1; local step_z = 1; local scm_z_start = 0; if( pos.brotate == 2 ) then scm_x = pos.bsizex+1; step_x = -1; end if( pos.brotate == 1 ) then scm_z = pos.bsizez+1; step_z = -1; scm_z_start = scm_z; end local mirror_x = false; local mirror_z = false; if( pos.mirror ) then if( binfo.axis and binfo.axis == 1 ) then mirror_x = true; mirror_z = false; else mirror_x = false; mirror_z = true; end end -- translate all nodenames and apply the replacements local new_nodes = generate_building_translate_nodenames( binfo.nodenames, replacements, cid, binfo.scm, mirror_x, mirror_z ); for x = 0, pos.bsizex-1 do scm_x = scm_x + step_x; scm_z = scm_z_start; for z = 0, pos.bsizez-1 do scm_z = scm_z + step_z; local xoff = scm_x; local zoff = scm_z; if( pos.brotate == 2 ) then if( mirror_x ) then xoff = pos.bsizex - scm_x + 1; end if( mirror_z ) then zoff = scm_z; else zoff = pos.bsizez - scm_z + 1; end elseif( pos.brotate == 1 ) then if( mirror_x ) then xoff = pos.bsizez - scm_z + 1; else xoff = scm_z; end if( mirror_z ) then zoff = pos.bsizex - scm_x + 1; else zoff = scm_x; end elseif( pos.brotate == 3 ) then if( mirror_x ) then xoff = pos.bsizez - scm_z + 1; else xoff = scm_z; end if( mirror_z ) then zoff = scm_x; else zoff = pos.bsizex - scm_x + 1; end elseif( pos.brotate == 0 ) then if( mirror_x ) then xoff = pos.bsizex - scm_x + 1; end if( mirror_z ) then zoff = pos.bsizez - scm_z + 1; end end local has_snow = false; local ground_type = c_dirt_with_grass; for y = 0, binfo.ysize-1 do local ax = pos.x+x; local ay = pos.y+y+binfo.yoff; local az = pos.z+z; if (ax >= minp.x and ax <= maxp.x) and (ay >= minp.y and ay <= maxp.y) and (az >= minp.z and az <= maxp.z) then local new_content = c_air; local t = scm[y+1][xoff][zoff]; local node_content = data[a:index(ax, ay, az)]; if( binfo.yoff+y == 0 ) then -- no snow on the gravel roads if( node_content == c_dirt_with_snow or data[a:index(ax, ay+1, az)]==c_snow) then has_snow = true; end ground_type = node_content; end -- scaffolding nodes are only placed when there is air and there ought to be some node if( scaffolding_only ) then local current_content = data[a:index(ax, ay, az)]; -- there is air there right now, but there ought to be a node from the building if( current_content == cid.c_air and t) then data[ a:index(ax, ay, az)] = c_scaffolding; -- we have the wrong node there elseif( ((not(t) and current_content ~= cid.c_air) or (t and new_nodes[t[1]] and not(new_nodes[t[1]].ignore) and current_content ~= new_nodes[ t[1]].new_content)) -- TODO: detect wrong rotation (param2) and current_content ~= c_scaffolding and current_content ~= c_dig_here and ay maxp.y ) then y_top = maxp.y-1; end local y_bottom = pos.y+binfo.yoff; if( y_bottom < minp.y ) then y_bottom = minp.y; end if( has_snow and ax >= minp.x and ax <= maxp.x and az >= minp.z and az <= maxp.z ) then local res = handle_schematics.mg_drop_moresnow( ax, az, y_top, y_bottom-1, a, data, param2_data); if( res and (data[ a:index(ax, res.height, az)]==cid.c_air or data[ a:index(ax, res.height, az)]==cid.c_water )) then data[ a:index(ax, res.height, az)] = res.suggested.new_id; param2_data[a:index(ax, res.height, az)] = res.suggested.param2; has_snow = false; end end end end end -- actually place the buildings (at least those which came as .we files; .mts files are handled later on) -- this code was also responsible for tree placement; -- place_buildings is used by mg_villages exclusively. It calls the local function generate_building and -- therefore resides in this file. handle_schematics.place_buildings = function(village, minp, maxp, data, param2_data, a, cid, village_id) -- this function is only relevant for mg_villages if( not( mg_villages )) then return; end local vx, vz, vs, vh = village.vx, village.vz, village.vs, village.vh local village_type = village.village_type; local bpos = village.to_add_data.bpos; local replacements = mg_villages.get_replacement_table( village.village_type, nil, village.to_add_data.replacements ); cid.c_chest = handle_schematics.get_content_id_replaced( 'default:chest', replacements ); cid.c_chest_locked = handle_schematics.get_content_id_replaced( 'default:chest_locked', replacements ); cid.c_chest_shelf = handle_schematics.get_content_id_replaced( 'cottages:shelf', replacements ); cid.c_chest_ash = handle_schematics.get_content_id_replaced( 'trees:chest_ash', replacements ); cid.c_chest_aspen = handle_schematics.get_content_id_replaced( 'trees:chest_aspen', replacements ); cid.c_chest_birch = handle_schematics.get_content_id_replaced( 'trees:chest_birch', replacements ); cid.c_chest_maple = handle_schematics.get_content_id_replaced( 'trees:chest_maple', replacements ); cid.c_chest_chestnut = handle_schematics.get_content_id_replaced( 'trees:chest_chestnut', replacements ); cid.c_chest_pine = handle_schematics.get_content_id_replaced( 'trees:chest_pine', replacements ); cid.c_chest_spruce = handle_schematics.get_content_id_replaced( 'trees:chest_spruce', replacements ); cid.c_sign = handle_schematics.get_content_id_replaced( 'default:sign_wall', replacements ); cid.c_torch = handle_schematics.get_content_id_replaced( 'default:torch', replacements ); cid.c_torch_ceiling = handle_schematics.get_content_id_replaced( 'default:torch_ceiling', replacements ); cid.c_torch_wall = handle_schematics.get_content_id_replaced( 'default:torch_wall', replacements ); --print('REPLACEMENTS: '..minetest.serialize( replacements.table )..' CHEST: '..tostring( minetest.get_name_from_content_id( cid.c_chest ))); -- TODO local extranodes = {} local extra_calls = { on_constr = {}, trees = {}, chests = {}, signs = {}, traders = {}, door_a = {}, door_b = {} }; for i, pos in ipairs(bpos) do -- roads are only placed if there are at least mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT buildings in the village if( not(pos.btype) or pos.btype ~= 'road' or village.anz_buildings > mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT )then -- replacements are in table format for mapgen-based building spawning local road_material = mg_villages.road_node; if( pos.road_material ) then road_material = pos.road_material; end -- do not use scaffolding here; place the building directly generate_building(pos, minp, maxp, data, param2_data, a, extranodes, replacements, cid, extra_calls, i, village_id, nil, road_material, true, false ) end end -- replacements are in list format for minetest.place_schematic(..) type spawning return { extranodes = extranodes, bpos = bpos, replacements = replacements.list, dirt_roads = village.to_add_data.dirt_roads, plantlist = village.to_add_data.plantlist, extra_calls = extra_calls }; end -- place a schematic manually -- -- pos needs to contain information about how to place the building: -- pos.x, pos.y, pos.z where the building is to be placed -- pos.btype determines which building will be placed; if not set, binfo_extra needs to be provided -- pos.brotate contains a value of 0-3, which determines the rotation of the building -- pos.bsizex size of the building in x direction -- pos.bsizez size of the building in z direction -- pos.mirror if set, the building will be mirrored -- pos.no_plotmarker optional; needs to be set in order to avoid the generation of a plotmarker -- building_nr optional; used for plotmarker -- village_id optional; used for plotmarker -- pos.fruit optional; determines the fruit a farm is going to grow (if binfo.farming_plus is set) -- binfo contains general information about a building: -- binfo.sizex size of the building in x direction -- binfo.sizez -- binfo.ysize -- binfo.yoff how deep is the building burried? -- binfo.nodenames list of the node names beeing used by the building -- binfo.scm name of the file containing the schematic; only needed for an error message -- binfo.scm_data_cache contains actual information about the nodes beeing used (the data) -- binfo.is_mts optional; if set to 1, the function will abort -- binfo.farming_plus optional; if set, pos.fruit needs to be set as well -- binfo.axis optional; relevant for some mirroring operations -- -- replacement_list contains replacements in the same list format as place_schematic uses -- keep_ground keep biome-specific ground nodes -- scaffolding_only when true: place a scaffolding node where there is air; place nothing if there is a solid node -- handle_schematics.place_building_using_voxelmanip = function( pos, binfo, replacement_list, keep_ground, scaffolding_only) if( not( replacement_list ) or type( replacement_list ) ~= 'table' ) then return; end -- if not defined, the building needs to start at pos.x,pos.y,pos.z - without offset if( not( binfo.yoff )) then binfo.yoff = 0; end -- TODO: calculate the end position from the given data -- get a suitable voxelmanip object -- (taken from minetest_game/mods/default/trees.lua) local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = pos.x, y = pos.y, z = pos.z}, -- add one in height in case we need to add a dig_here-indicator {x = pos.x+pos.bsizex, y = pos.y+binfo.ysize+1, z = pos.z+pos.bsizez} -- TODO ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() local param2_data = vm:get_param2_data(); -- translate the replacement_list into replacements.ids and replacements.table format -- the first two parameters are nil because we do not want a new replacement list to be generated local replacements = handle_schematics.get_replacement_table( nil, nil, replacement_list ); -- only very few nodes are actually used from the cid table (content ids) local cid = {}; cid.c_air = minetest.get_content_id( 'air' ); cid.c_dirt = handle_schematics.get_content_id_replaced( 'default:dirt', replacements ); cid.c_dirt_with_grass = handle_schematics.get_content_id_replaced( 'default:dirt_with_grass',replacements ); cid.c_sapling = handle_schematics.get_content_id_replaced( 'default:sapling', replacements ); cid.c_jsapling = handle_schematics.get_content_id_replaced( 'default:junglesapling', replacements ); cid.c_psapling = handle_schematics.get_content_id_replaced( 'default:pine_sapling', replacements ); cid.c_savannasapling = handle_schematics.get_content_id_replaced( 'mg:savannasapling', replacements ); cid.c_pinesapling = handle_schematics.get_content_id_replaced( 'mg:pinesapling', replacements ); cid.c_plotmarker = handle_schematics.get_content_id_replaced( 'mg_villages:plotmarker', replacements ); cid.c_chest = handle_schematics.get_content_id_replaced( 'default:chest', replacements ); cid.c_chest_locked = handle_schematics.get_content_id_replaced( 'default:chest_locked', replacements ); cid.c_chest_shelf = handle_schematics.get_content_id_replaced( 'cottages:shelf', replacements ); cid.c_chest_ash = handle_schematics.get_content_id_replaced( 'trees:chest_ash', replacements ); cid.c_chest_aspen = handle_schematics.get_content_id_replaced( 'trees:chest_aspen', replacements ); cid.c_chest_birch = handle_schematics.get_content_id_replaced( 'trees:chest_birch', replacements ); cid.c_chest_maple = handle_schematics.get_content_id_replaced( 'trees:chest_maple', replacements ); cid.c_chest_chestnut = handle_schematics.get_content_id_replaced( 'trees:chest_chestnut', replacements ); cid.c_chest_pine = handle_schematics.get_content_id_replaced( 'trees:chest_pine', replacements ); cid.c_chest_spruce = handle_schematics.get_content_id_replaced( 'trees:chest_spruce', replacements ); cid.c_sign = handle_schematics.get_content_id_replaced( 'default:sign_wall', replacements ); -- for roads cid.c_sign = handle_schematics.get_content_id_replaced( 'default:gravel', replacements ); local extranodes = {} local extra_calls = { on_constr = {}, trees = {}, chests = {}, signs = {}, traders = {}, door_a = {}, door_b = {} }; -- last parameter false -> place dirt nodes instead of trying to keep the ground nodes generate_building(pos, minp, maxp, data, param2_data, a, extranodes, replacements, cid, extra_calls, pos.building_nr, pos.village_id, binfo, cid.c_gravel, keep_ground, scaffolding_only); -- store the changed map data vm:set_data(data); vm:set_param2_data(param2_data); vm:write_to_map(); vm:update_liquids(); vm:update_map(); -- TODO: do the calls for the extranodes as well -- replacements are in list format for minetest.place_schematic(..) type spawning return { extranodes = extranodes, replacements = replacements.list, extra_calls = extra_calls }; end -- places a building read from file "building_name" on the map between start_pos and end_pos using luavoxelmanip -- returns error message on failure and nil on success handle_schematics.place_building_from_file = function( start_pos, end_pos, building_name, replacement_list, rotate, axis, mirror, no_plotmarker, keep_ground, scaffolding_only ) if( not( building_name )) then return "No file name given. Cannot find the schematic."; end local binfo = handle_schematics.analyze_file( building_name, nil, nil ); if( not( binfo )) then return "Failed to import schematic. Only .mts and .we are supported!"; end -- nodenames and scm_data_cache can be used directly; -- the size dimensions need to be renamed binfo.sizex = binfo.size.x; binfo.sizez = binfo.size.z; binfo.ysize = binfo.size.y; -- this value has already been taken care of when determining start_pos binfo.yoff = 0; -- file name of the scm; only used for error messages binfo.scm = building_name; -- this is relevant for mirroring operations binfo.axis = axis; if( not( rotate ) or rotate=="0" ) then start_pos.brotate = 0; elseif( rotate=="90" ) then start_pos.brotate = 1; elseif( rotate=="180" ) then start_pos.brotate = 2; elseif( rotate=="270" ) then start_pos.brotate = 3; end if( start_pos.brotate > 3 ) then start_pos.brotate = start_pos.brotate % 4; end -- determine the size of the bulding from the place we assigned to it... start_pos.bsizex = math.abs(end_pos.x - start_pos.x)+1; start_pos.bsizez = math.abs(end_pos.z - start_pos.z)+1; -- otpional; if set, the building will be mirrored start_pos.mirror = mirror; -- do not generate a plot marker as this is not part of a village; -- otherwise, building_nr and village_id would have to be provided start_pos.no_plotmarker = no_plotmarker; -- all those calls to on_construct need to be done now local res = handle_schematics.place_building_using_voxelmanip( start_pos, binfo, replacement_list, keep_ground, scaffolding_only); if( not(res) or not( res.extra_calls )) then return; end -- call on_construct where needed; -- trees, chests and signs receive no special treatment here for k, v in pairs( res.extra_calls.on_constr ) do local node_name = minetest.get_name_from_content_id( k ); if( minetest.registered_nodes[ node_name ].on_construct ) then for _, pos in ipairs(v) do minetest.registered_nodes[ node_name ].on_construct( pos ); end end end for k, v in pairs( res.extra_calls.door_b ) do local meta = minetest.get_meta( v ); local l = 2 -- b local h = meta:get_int("right") + 1 local replace = { { { type = "a", state = 0 }, { type = "a", state = 3 } }, { { type = "b", state = 1 }, { type = "b", state = 2 } } } local new = replace[l][h] -- minetest.swap_node(v, {name = name .. "_" .. new.type, param2 = v.p2}) meta:set_int("state", new.state) -- wipe meta on top node as it's unused minetest.set_node({x = v.x, y = v.y + 1, z = v.z}, { name = "doors:hidden" }) end if( binfo.metadata ) then -- if it is a .we/.wem file, metadata was included directly handle_schematics.restore_meta( nil, binfo.metadata, start_pos, end_pos, start_pos.brotate, mirror); else -- .mts files come with extra .meta file (if such a .meta file was created) -- TODO: restore metadata for .mts files --handle_schematics.restore_meta( filename, nil, binfo.metadata, start_pos, end_pos, start_pos.brotate, mirror); end end -- add the dirt roads handle_schematics.place_dirt_roads = function(village, minp, maxp, data, param2_data, a, c_road_node) local c_air = minetest.get_content_id( 'air' ); for _, pos in ipairs(village.to_add_data.dirt_roads) do handle_schematics.place_road( minp, maxp, data, param2_data, a, c_road_node, pos, c_air ); end end handle_schematics.place_road = function(minp, maxp, data, param2_data, a, c_road_node, pos, c_air ) local param2 = 0; if( pos.bsizex > 2 and pos.bsizex > pos.bsizez) then param2 = 1; end --[[ local is_main_road = false; local c_road_node = minetest.get_content_id('default:coalblock'); local c_middle_wool = minetest.get_content_id('default:clay'); local slab_stone = minetest.get_content_id('stairs:slab_stone'); if( pos.bsizex > 2 and pos.bsizez > 2 ) then is_main_road = true; end --]] if( not(pos.y >= minp.y and pos.y <= maxp.y-2)) then return; end for x = math.max( pos.x, minp.x ), math.min( pos.x+pos.bsizex-1, maxp.x ) do for z = math.max( pos.z, minp.z ), math.min( pos.z+pos.bsizez-1, maxp.z ) do -- roads have a height of 1 block data[ a:index( x, pos.y, z)] = c_road_node; param2_data[ a:index( x, pos.y, z)] = param2; -- ...with air above data[ a:index( x, pos.y+1, z)] = c_air; data[ a:index( x, pos.y+2, z)] = c_air; --[[ if( (param2==0 and (x==pos.x or x==pos.x+8) and is_main_road) or (param2==1 and (z==pos.z or z==pos.z+8) and is_main_road)) then data[ a:index( x, pos.y+1, z )] = slab_stone; elseif((param2==0 and (x==pos.x+4 ) and is_main_road) or (param2==1 and (z==pos.z+4 ) and is_main_road)) then data[ a:index( x, pos.y, z )] = c_middle_wool; end --]] end end end -- the node layer at height "ground_level" is not touched; thus -- dirt/sand/whatever can remain there (=biome dependant); this -- also means that the foundations for the ex-building's walls -- will keep standing handle_schematics.clear_area = function( start_pos, end_pos, ground_level) local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = start_pos.x, y = start_pos.y, z = start_pos.z}, {x = end_pos.x, y = end_pos.y, z = end_pos.z} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() if( ground_level < start_pos.y or ground_level > end_pos.y ) then ground_level = start_pos.y; end local cid_air = minetest.get_content_id("air"); for y=ground_level+1, end_pos.y do for x=start_pos.x, end_pos.x do for z=start_pos.z, end_pos.z do data[ a:index( x, y, z ) ] = cid_air; end end end local cid_dirt = minetest.get_content_id("default:dirt"); for y=start_pos.y, ground_level-1 do for x=start_pos.x, end_pos.x do for z=start_pos.z, end_pos.z do data[ a:index( x, y, z ) ] = cid_dirt; end end end -- store the changed map data vm:set_data(data); vm:write_to_map(); vm:update_liquids(); vm:update_map(); end if( minetest.get_modpath('moresnow' )) then handle_schematics.moresnow_installed = true; end