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Alexander Weber 2016-10-17 21:30:53 +02:00
commit c7c09c6cf2
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1 5 9 default:wood 0 0
1 5 10 default:torch 0 5
1 5 14 default:wood 0 0
1 6 0 default:cobble 0 0
1 6 1 default:cobble 0 0
1 6 2 default:cobble 0 0
1 6 3 default:cobble 0 0
1 6 4 default:cobble 0 0
1 6 5 default:cobble 0 0
1 6 9 default:cobble 0 0
1 6 10 default:cobble 0 0
1 6 11 default:cobble 0 0
1 6 12 default:cobble 0 0
1 6 13 default:cobble 0 0
1 6 14 default:cobble 0 0
1 7 0 stairs:stair_cobble 109 1
1 7 1 stairs:stair_cobble 125 1
1 7 2 stairs:stair_cobble 141 1
1 7 3 stairs:stair_cobble 141 1
1 7 4 stairs:stair_cobble 157 1
1 7 5 stairs:stair_cobble 141 1
1 7 9 stairs:stair_cobble 141 1
1 7 10 stairs:stair_cobble 157 1
1 7 11 stairs:stair_cobble 141 1
1 7 12 stairs:stair_cobble 141 1
1 7 13 stairs:stair_cobble 157 1
1 7 14 stairs:stair_cobble 141 1
2 0 0 default:wood 0 0
2 0 1 default:wood 0 0
2 0 2 default:wood 0 0
2 0 3 default:wood 0 0
2 0 4 default:wood 0 0
2 0 5 default:wood 0 0
2 0 6 default:wood 0 0
2 0 7 default:wood 0 0
2 0 8 default:wood 0 0
2 0 9 default:wood 0 0
2 0 10 default:wood 0 0
2 0 11 default:wood 0 0
2 0 12 default:wood 0 0
2 0 13 default:wood 0 0
2 0 14 default:wood 0 0
2 1 0 default:wood 0 0
2 1 5 default:wood 0 0
2 1 6 default:wood 0 0
2 1 8 default:wood 0 0
2 1 9 default:wood 0 0
2 1 14 default:wood 0 0
2 2 0 default:wood 0 0
2 2 5 default:wood 0 0
2 2 6 default:wood 0 0
2 2 8 default:wood 0 0
2 2 9 default:wood 0 0
2 2 14 default:wood 0 0
2 3 0 default:wood 0 0
2 3 1 default:wood 0 0
2 3 2 default:wood 0 0
2 3 3 default:wood 0 0
2 3 4 default:wood 0 0
2 3 5 default:wood 0 0
2 3 6 default:wood 0 0
2 3 7 default:wood 0 0
2 3 8 default:wood 0 0
2 3 9 default:wood 0 0
2 3 10 default:wood 0 0
2 3 11 default:wood 0 0
2 3 12 default:wood 0 0
2 3 13 default:wood 0 0
2 3 14 default:wood 0 0
2 4 0 default:wood 0 0
2 4 5 default:wood 0 0
2 4 6 stairs:stair_cobble 109 1
2 4 7 stairs:stair_cobble 109 1
2 4 8 stairs:stair_cobble 125 1
2 4 9 default:wood 0 0
2 4 14 default:wood 0 0
2 5 0 default:wood 0 0
2 5 5 default:wood 0 0
2 5 9 default:wood 0 0
2 5 14 default:wood 0 0
2 6 0 default:cobble 0 0
2 6 1 default:cobble 0 0
2 6 2 default:cobble 0 0
2 6 3 default:cobble 0 0
2 6 4 default:cobble 0 0
2 6 5 default:cobble 0 0
2 6 9 default:cobble 0 0
2 6 10 default:cobble 0 0
2 6 11 default:cobble 0 0
2 6 12 default:cobble 0 0
2 6 13 default:cobble 0 0
2 6 14 default:cobble 0 0
2 7 0 default:cobble 0 0
2 7 5 default:cobble 0 0
2 7 9 default:cobble 0 0
2 7 14 default:cobble 0 0
2 8 0 stairs:stair_cobble 125 1
2 8 1 stairs:stair_cobble 141 1
2 8 2 stairs:stair_cobble 157 1
2 8 3 stairs:stair_cobble 173 1
2 8 4 stairs:stair_cobble 189 1
2 8 5 stairs:stair_cobble 173 1
2 8 9 stairs:stair_cobble 125 1
2 8 10 stairs:stair_cobble 141 1
2 8 11 stairs:stair_cobble 157 1
2 8 12 stairs:stair_cobble 173 1
2 8 13 stairs:stair_cobble 189 1
2 8 14 stairs:stair_cobble 173 1
3 0 0 default:wood 0 0
3 0 1 default:wood 0 0
3 0 2 default:wood 0 0
3 0 3 default:wood 0 0
3 0 4 default:wood 0 0
3 0 5 default:wood 0 0
3 0 6 default:wood 0 0
3 0 7 default:wood 0 0
3 0 8 default:wood 0 0
3 0 9 default:wood 0 0
3 0 10 default:wood 0 0
3 0 11 default:wood 0 0
3 0 12 default:wood 0 0
3 0 13 default:wood 0 0
3 0 14 default:wood 0 0
3 1 0 default:wood 0 0
3 1 14 default:wood 0 0
3 2 0 default:glass 173 0
3 2 14 default:glass 173 0
3 3 0 default:wood 0 0
3 3 1 default:wood 0 0
3 3 2 default:wood 0 0
3 3 3 default:wood 0 0
3 3 4 default:wood 0 0
3 3 5 default:wood 0 0
3 3 6 default:wood 0 0
3 3 7 default:wood 0 0
3 3 8 default:wood 0 0
3 3 9 default:wood 0 0
3 3 10 default:wood 0 0
3 3 11 default:wood 0 0
3 3 12 default:wood 0 0
3 3 13 default:wood 0 0
3 3 14 default:wood 0 0
3 4 0 default:wood 0 0
3 4 1 default:ladder 170 5
3 4 5 default:wood 0 0
3 4 6 default:cobble 0 0
3 4 7 default:cobble 0 0
3 4 8 default:cobble 0 0
3 4 9 default:wood 0 0
3 4 13 default:ladder 153 4
3 4 14 default:wood 0 0
3 5 0 default:wood 0 0
3 5 1 default:ladder 187 5
3 5 5 default:glass 157 0
3 5 9 default:glass 173 0
3 5 13 default:ladder 170 4
3 5 14 default:wood 0 0
3 6 0 default:cobble 0 0
3 6 1 default:ladder 170 5
3 6 2 default:cobble 0 0
3 6 3 default:cobble 0 0
3 6 4 default:cobble 0 0
3 6 5 default:cobble 0 0
3 6 9 default:cobble 0 0
3 6 10 default:cobble 0 0
3 6 11 default:cobble 0 0
3 6 12 default:cobble 0 0
3 6 13 default:ladder 170 4
3 6 14 default:cobble 0 0
3 7 0 default:cobble 0 0
3 7 5 default:cobble 0 0
3 7 9 default:cobble 0 0
3 7 14 default:cobble 0 0
3 8 0 default:cobble 0 0
3 8 5 default:cobble 0 0
3 8 9 default:cobble 0 0
3 8 14 default:cobble 0 0
3 9 0 stairs:stair_cobble 125 1
3 9 1 stairs:stair_cobble 141 1
3 9 2 stairs:stair_cobble 157 1
3 9 3 stairs:stair_cobble 173 1
3 9 4 stairs:stair_cobble 189 1
3 9 5 stairs:stair_cobble 173 1
3 9 9 stairs:stair_cobble 125 1
3 9 10 stairs:stair_cobble 141 1
3 9 11 stairs:stair_cobble 157 1
3 9 12 stairs:stair_cobble 173 1
3 9 13 stairs:stair_cobble 189 1
3 9 14 stairs:stair_cobble 173 1
4 0 0 default:wood 0 0
4 0 1 default:wood 0 0
4 0 2 default:wood 0 0
4 0 3 default:wood 0 0
4 0 4 default:wood 0 0
4 0 5 default:wood 0 0
4 0 6 default:wood 0 0
4 0 7 default:wood 0 0
4 0 8 default:wood 0 0
4 0 9 default:wood 0 0
4 0 10 default:wood 0 0
4 0 11 default:wood 0 0
4 0 12 default:wood 0 0
4 0 13 default:wood 0 0
4 0 14 default:wood 0 0
4 1 0 default:wood 0 0
4 1 5 default:wood 0 0
4 1 6 default:wood 0 0
4 1 8 default:wood 0 0
4 1 9 default:wood 0 0
4 1 14 default:wood 0 0
4 2 0 default:glass 173 0
4 2 5 default:wood 0 0
4 2 6 default:wood 0 0
4 2 8 default:wood 0 0
4 2 9 default:wood 0 0
4 2 14 default:glass 157 0
4 3 0 default:wood 0 0
4 3 1 default:wood 0 0
4 3 2 default:wood 0 0
4 3 3 default:wood 0 0
4 3 4 default:wood 0 0
4 3 5 default:wood 0 0
4 3 6 default:wood 0 0
4 3 7 default:wood 0 0
4 3 8 default:wood 0 0
4 3 9 default:wood 0 0
4 3 10 default:wood 0 0
4 3 11 default:wood 0 0
4 3 12 default:wood 0 0
4 3 13 default:wood 0 0
4 3 14 default:wood 0 0
4 4 0 default:wood 0 0
4 4 5 default:wood 0 0
4 4 6 stairs:stair_cobble 173 3
4 4 7 stairs:stair_cobble 157 3
4 4 8 stairs:stair_cobble 173 3
4 4 9 default:wood 0 0
4 4 14 default:wood 0 0
4 5 0 default:wood 0 0
4 5 5 default:glass 173 0
4 5 9 default:glass 157 0
4 5 14 default:wood 0 0
4 6 0 default:cobble 0 0
4 6 1 default:cobble 0 0
4 6 2 default:cobble 0 0
4 6 3 default:cobble 0 0
4 6 4 default:cobble 0 0
4 6 5 default:cobble 0 0
4 6 9 default:cobble 0 0
4 6 10 default:cobble 0 0
4 6 11 default:cobble 0 0
4 6 12 default:cobble 0 0
4 6 13 default:cobble 0 0
4 6 14 default:cobble 0 0
4 7 0 default:cobble 0 0
4 7 5 default:cobble 0 0
4 7 9 default:cobble 0 0
4 7 14 default:cobble 0 0
4 8 0 default:cobble 0 0
4 8 4 default:torch 0 2
4 8 5 default:cobble 0 0
4 8 9 default:cobble 0 0
4 8 13 default:torch 0 2
4 8 14 default:cobble 0 0
4 9 0 stairs:stair_cobble 141 3
4 9 1 stairs:stair_cobble 157 3
4 9 2 stairs:stair_cobble 173 1
4 9 3 stairs:stair_cobble 189 1
4 9 4 stairs:stair_cobble 205 3
4 9 5 stairs:stair_cobble 189 3
4 9 9 stairs:stair_cobble 141 3
4 9 10 stairs:stair_cobble 157 3
4 9 11 stairs:stair_cobble 173 1
4 9 12 stairs:stair_cobble 189 1
4 9 13 stairs:stair_cobble 205 3
4 9 14 stairs:stair_cobble 189 3
5 0 0 default:wood 0 0
5 0 1 default:wood 0 0
5 0 2 default:wood 0 0
5 0 3 default:wood 0 0
5 0 4 default:wood 0 0
5 0 5 default:wood 0 0
5 0 6 default:wood 0 0
5 0 7 default:wood 0 0
5 0 8 default:wood 0 0
5 0 9 default:wood 0 0
5 0 10 default:wood 0 0
5 0 11 default:wood 0 0
5 0 12 default:wood 0 0
5 0 13 default:wood 0 0
5 0 14 default:wood 0 0
5 1 0 default:wood 0 0
5 1 5 default:wood 0 0
5 1 6 default:fence_wood 205 0
5 1 8 default:fence_wood 205 0
5 1 9 default:wood 0 0
5 1 14 default:wood 0 0
5 2 0 default:wood 0 0
5 2 5 default:glass 205 0
5 2 6 default:torch 15 3
5 2 8 default:torch 15 3
5 2 9 default:glass 205 0
5 2 14 default:wood 0 0
5 3 0 default:wood 0 0
5 3 1 default:wood 0 0
5 3 2 default:wood 0 0
5 3 3 default:wood 0 0
5 3 4 default:wood 0 0
5 3 5 default:wood 0 0
5 3 9 default:wood 0 0
5 3 10 default:wood 0 0
5 3 11 default:wood 0 0
5 3 12 default:wood 0 0
5 3 13 default:wood 0 0
5 3 14 default:wood 0 0
5 4 0 default:wood 0 0
5 4 5 default:wood 0 0
5 4 9 default:wood 0 0
5 4 14 default:wood 0 0
5 5 0 default:wood 0 0
5 5 5 default:wood 0 0
5 5 9 default:wood 0 0
5 5 14 default:wood 0 0
5 6 0 default:cobble 0 0
5 6 1 default:cobble 0 0
5 6 2 default:cobble 0 0
5 6 3 default:cobble 0 0
5 6 4 default:cobble 0 0
5 6 5 default:cobble 0 0
5 6 9 default:cobble 0 0
5 6 10 default:cobble 0 0
5 6 11 default:cobble 0 0
5 6 12 default:cobble 0 0
5 6 13 default:cobble 0 0
5 6 14 default:cobble 0 0
5 7 0 default:cobble 0 0
5 7 2 default:cobble 0 0
5 7 3 default:cobble 0 0
5 7 5 default:cobble 0 0
5 7 9 default:cobble 0 0
5 7 10 default:cobble 0 0
5 7 11 default:cobble 0 0
5 7 12 default:cobble 0 0
5 7 13 default:cobble 0 0
5 7 14 default:cobble 0 0
5 8 0 stairs:stair_cobble 141 3
5 8 1 stairs:stair_cobble 157 3
5 8 2 default:glass 173 0
5 8 3 default:glass 189 0
5 8 4 stairs:stair_cobble 205 3
5 8 5 stairs:stair_cobble 189 3
5 8 9 stairs:stair_cobble 141 3
5 8 10 stairs:stair_cobble 157 3
5 8 11 default:glass 173 0
5 8 12 default:glass 189 0
5 8 13 stairs:stair_cobble 205 3
5 8 14 stairs:stair_cobble 189 3
5 9 2 stairs:stair_cobble 157 0
5 9 3 stairs:stair_cobble 173 2
5 9 11 stairs:stair_cobble 157 0
5 9 12 stairs:stair_cobble 173 2
6 0 0 default:wood 0 0
6 0 1 default:wood 0 0
6 0 2 default:wood 0 0
6 0 3 default:wood 0 0
6 0 4 default:wood 0 0
6 0 5 default:wood 0 0
6 0 6 default:wood 0 0
6 0 7 default:wood 0 0
6 0 8 default:wood 0 0
6 0 9 default:wood 0 0
6 0 10 default:wood 0 0
6 0 11 default:wood 0 0
6 0 12 default:wood 0 0
6 0 13 default:wood 0 0
6 0 14 default:wood 0 0
6 1 0 default:wood 0 0
6 1 5 default:wood 0 0
6 1 6 default:fence_wood 189 0
6 1 8 default:fence_wood 189 0
6 1 9 default:wood 0 0
6 1 14 default:wood 0 0
6 2 0 default:wood 0 0
6 2 1 default:torch 0 5
6 2 5 default:wood 0 0
6 2 9 default:wood 0 0
6 2 14 default:wood 0 0
6 3 0 default:wood 0 0
6 3 1 default:wood 0 0
6 3 2 default:wood 0 0
6 3 3 default:wood 0 0
6 3 4 default:wood 0 0
6 3 5 default:wood 0 0
6 3 9 default:wood 0 0
6 3 10 default:wood 0 0
6 3 11 default:wood 0 0
6 3 12 default:wood 0 0
6 3 13 default:wood 0 0
6 3 14 default:wood 0 0
6 4 0 default:wood 0 0
6 4 5 default:wood 0 0
6 4 9 default:wood 0 0
6 4 14 default:wood 0 0
6 5 0 default:wood 0 0
6 5 4 default:torch 0 4
6 5 5 default:wood 0 0
6 5 9 default:wood 0 0
6 5 13 default:torch 0 4
6 5 14 default:wood 0 0
6 6 0 default:cobble 0 0
6 6 1 default:cobble 0 0
6 6 2 default:cobble 0 0
6 6 3 default:cobble 0 0
6 6 4 default:cobble 0 0
6 6 5 default:cobble 0 0
6 6 9 default:cobble 0 0
6 6 10 default:cobble 0 0
6 6 11 default:cobble 0 0
6 6 12 default:cobble 0 0
6 6 13 default:cobble 0 0
6 6 14 default:cobble 0 0
6 7 0 stairs:stair_cobble 109 3
6 7 1 stairs:stair_cobble 125 3
6 7 2 stairs:stair_cobble 141 3
6 7 3 stairs:stair_cobble 157 3
6 7 4 stairs:stair_cobble 173 3
6 7 5 stairs:stair_cobble 157 3
6 7 9 stairs:stair_cobble 109 3
6 7 10 stairs:stair_cobble 125 3
6 7 11 stairs:stair_cobble 141 3
6 7 12 stairs:stair_cobble 157 3
6 7 13 stairs:stair_cobble 173 3
6 7 14 stairs:stair_cobble 157 3
7 0 0 default:wood 0 0
7 0 1 default:wood 0 0
7 0 2 default:wood 0 0
7 0 3 default:wood 0 0
7 0 4 default:wood 0 0
7 0 5 default:wood 0 0
7 0 6 default:wood 0 0
7 0 7 default:wood 0 0
7 0 8 default:wood 0 0
7 0 9 default:wood 0 0
7 0 10 default:wood 0 0
7 0 11 default:wood 0 0
7 0 12 default:wood 0 0
7 0 13 default:wood 0 0
7 0 14 default:wood 0 0
7 1 0 default:wood 0 0
7 1 1 default:wood 0 0
7 1 2 default:wood 0 0
7 1 3 default:wood 0 0
7 1 4 default:wood 0 0
7 1 5 default:wood 0 0
7 1 6 default:fence_wood 173 0
7 1 8 default:fence_wood 173 0
7 1 9 default:wood 0 0
7 1 10 default:wood 0 0
7 1 11 default:wood 0 0
7 1 12 default:wood 0 0
7 1 13 default:wood 0 0
7 1 14 default:wood 0 0
7 2 0 default:wood 0 0
7 2 1 default:glass 205 0
7 2 2 default:glass 189 0
7 2 3 default:glass 173 0
7 2 4 default:glass 157 0
7 2 5 default:wood 0 0
7 2 9 default:wood 0 0
7 2 10 default:glass 157 0
7 2 11 default:glass 141 0
7 2 12 default:glass 125 0
7 2 13 default:glass 125 0
7 2 14 default:wood 0 0
7 3 0 default:wood 0 0
7 3 1 default:wood 0 0
7 3 2 default:wood 0 0
7 3 3 default:wood 0 0
7 3 4 default:wood 0 0
7 3 5 default:wood 0 0
7 3 9 default:wood 0 0
7 3 10 default:wood 0 0
7 3 11 default:wood 0 0
7 3 12 default:wood 0 0
7 3 13 default:wood 0 0
7 3 14 default:wood 0 0
7 4 0 default:wood 0 0
7 4 1 default:wood 0 0
7 4 2 default:wood 0 0
7 4 3 default:wood 0 0
7 4 4 default:wood 0 0
7 4 5 default:wood 0 0
7 4 9 default:wood 0 0
7 4 10 default:wood 0 0
7 4 11 default:wood 0 0
7 4 12 default:wood 0 0
7 4 13 default:wood 0 0
7 4 14 default:wood 0 0
7 5 0 default:wood 0 0
7 5 1 default:glass 157 0
7 5 2 default:glass 173 0
7 5 3 default:glass 189 0
7 5 4 default:glass 205 0
7 5 5 default:wood 0 0
7 5 9 default:wood 0 0
7 5 10 default:glass 157 0
7 5 11 default:glass 173 0
7 5 12 default:glass 189 0
7 5 13 default:glass 205 0
7 5 14 default:wood 0 0
7 6 0 stairs:stair_cobble 125 3
7 6 1 stairs:stair_cobble 141 3
7 6 2 stairs:stair_cobble 157 3
7 6 3 stairs:stair_cobble 173 3
7 6 4 stairs:stair_cobble 189 3
7 6 5 stairs:stair_cobble 173 3
7 6 9 stairs:stair_cobble 125 3
7 6 10 stairs:stair_cobble 141 3
7 6 11 stairs:stair_cobble 157 3
7 6 12 stairs:stair_cobble 173 3
7 6 13 stairs:stair_cobble 189 3
7 6 14 stairs:stair_cobble 173 3
8 0 0 default:dirt_with_grass 0 0
8 0 1 default:dirt_with_grass 0 0
8 0 2 default:dirt_with_grass 0 0
8 0 3 default:dirt_with_grass 0 0
8 0 4 default:dirt_with_grass 0 0
8 0 5 default:dirt_with_grass 0 0
8 0 6 default:brick 0 0
8 0 7 default:gravel 0 0
8 0 8 default:brick 0 0
8 0 9 default:dirt_with_grass 0 0
8 0 10 default:dirt_with_grass 0 0
8 0 11 default:dirt_with_grass 0 0
8 0 12 default:dirt_with_grass 0 0
8 0 13 default:dirt_with_grass 0 0
8 0 14 default:dirt_with_grass 0 0
8 1 5 default:ladder 141 3
8 1 6 default:fence_wood 157 0
8 1 8 default:fence_wood 157 0
8 1 9 default:ladder 141 3
8 2 5 default:ladder 157 3
8 2 9 default:ladder 157 3
8 3 5 default:ladder 141 3
8 3 9 default:ladder 141 3
8 4 5 default:ladder 157 3
8 4 9 default:ladder 125 3
8 5 5 default:ladder 173 3
8 5 9 default:ladder 125 3
9 0 0 default:dirt_with_grass 0 0
9 0 1 default:dirt_with_grass 0 0
9 0 2 default:dirt_with_grass 0 0
9 0 3 default:dirt_with_grass 0 0
9 0 4 default:brick 0 0
9 0 5 default:brick 0 0
9 0 6 default:brick 0 0
9 0 7 default:gravel 0 0
9 0 8 default:brick 0 0
9 0 9 default:brick 0 0
9 0 10 default:brick 0 0
9 0 11 default:dirt_with_grass 0 0
9 0 12 default:dirt_with_grass 0 0
9 0 13 default:dirt_with_grass 0 0
9 0 14 default:dirt_with_grass 0 0
9 1 4 default:fence_wood 109 0
9 1 5 default:fence_wood 125 0
9 1 6 default:fence_wood 141 0
9 1 8 default:fence_wood 141 0
9 1 9 default:fence_wood 125 0
9 1 10 default:fence_wood 109 0
10 0 0 default:dirt_with_grass 0 0
10 0 1 default:dirt_with_grass 0 0
10 0 2 default:dirt_with_grass 0 0
10 0 3 default:dirt_with_grass 0 0
10 0 4 default:brick 0 0
10 0 5 default:gravel 0 0
10 0 6 default:gravel 0 0
10 0 7 default:gravel 0 0
10 0 8 default:gravel 0 0
10 0 9 default:gravel 0 0
10 0 10 default:brick 0 0
10 0 11 default:dirt_with_grass 0 0
10 0 12 default:dirt_with_grass 0 0
10 0 13 default:dirt_with_grass 0 0
10 0 14 default:dirt_with_grass 0 0
10 1 4 default:fence_wood 93 0
10 1 10 default:fence_wood 93 0
11 0 0 default:dirt_with_grass 0 0
11 0 1 default:dirt_with_grass 0 0
11 0 2 default:dirt_with_grass 0 0
11 0 3 default:dirt_with_grass 0 0
11 0 4 default:brick 0 0
11 0 5 default:brick 0 0
11 0 6 default:brick 0 0
11 0 7 default:gravel 0 0
11 0 8 default:brick 0 0
11 0 9 default:brick 0 0
11 0 10 default:brick 0 0
11 0 11 default:dirt_with_grass 0 0
11 0 12 default:dirt_with_grass 0 0
11 0 13 default:dirt_with_grass 0 0
11 0 14 default:dirt_with_grass 0 0
11 1 4 default:fence_wood 77 0
11 1 5 default:fence_wood 93 0
11 1 6 default:fence_wood 109 0
11 1 8 default:fence_wood 109 0
11 1 9 default:fence_wood 93 0
11 1 10 default:fence_wood 77 0
12 0 0 default:dirt_with_grass 0 0
12 0 1 default:dirt_with_grass 0 0
12 0 2 default:dirt_with_grass 0 0
12 0 3 default:dirt_with_grass 0 0
12 0 4 default:dirt_with_grass 0 0
12 0 5 default:dirt_with_grass 0 0
12 0 6 default:brick 0 0
12 0 7 default:gravel 0 0
12 0 8 default:brick 0 0
12 0 9 default:dirt_with_grass 0 0
12 0 10 default:dirt_with_grass 0 0
12 0 11 default:dirt_with_grass 0 0
12 0 12 default:dirt_with_grass 0 0
12 0 13 default:dirt_with_grass 0 0
12 0 14 default:dirt_with_grass 0 0
12 1 6 default:fence_wood 93 0
12 1 8 default:fence_wood 93 0
13 0 0 default:dirt_with_grass 0 0
13 0 1 default:dirt_with_grass 0 0
13 0 2 default:dirt_with_grass 0 0
13 0 3 default:dirt_with_grass 0 0
13 0 4 default:dirt_with_grass 0 0
13 0 5 default:dirt_with_grass 0 0
13 0 6 default:brick 0 0
13 0 7 default:gravel 0 0
13 0 8 default:brick 0 0
13 0 9 default:dirt_with_grass 0 0
13 0 10 default:dirt_with_grass 0 0
13 0 11 default:dirt_with_grass 0 0
13 0 12 default:dirt_with_grass 0 0
13 0 13 default:dirt_with_grass 0 0
13 0 14 default:dirt_with_grass 0 0
13 1 6 default:fence_wood 77 0
13 1 8 default:fence_wood 77 0
14 0 0 default:dirt_with_grass 0 0
14 0 1 default:dirt_with_grass 0 0
14 0 2 default:dirt_with_grass 0 0
14 0 3 default:dirt_with_grass 0 0
14 0 4 default:dirt_with_grass 0 0
14 0 5 default:dirt_with_grass 0 0
14 0 6 default:brick 0 0
14 0 7 default:gravel 0 0
14 0 8 default:brick 0 0
14 0 9 default:dirt_with_grass 0 0
14 0 10 default:dirt_with_grass 0 0
14 0 11 default:dirt_with_grass 0 0
14 0 12 default:dirt_with_grass 0 0
14 0 13 default:dirt_with_grass 0 0
14 0 14 default:dirt_with_grass 0 0
14 1 6 default:fence_wood 61 0
14 1 8 default:fence_wood 61 0
15 0 0 default:dirt_with_grass 0 0
15 0 1 default:dirt_with_grass 0 0
15 0 2 default:dirt_with_grass 0 0
15 0 3 default:dirt_with_grass 0 0
15 0 4 default:dirt_with_grass 0 0
15 0 5 default:dirt_with_grass 0 0
15 0 6 default:brick 0 0
15 0 7 default:gravel 0 0
15 0 8 default:brick 0 0
15 0 9 default:dirt_with_grass 0 0
15 0 10 default:dirt_with_grass 0 0
15 0 11 default:dirt_with_grass 0 0
15 0 12 default:dirt_with_grass 0 0
15 0 13 default:dirt_with_grass 0 0
15 0 14 default:dirt_with_grass 0 0
15 1 6 default:fence_wood 45 0
15 1 8 default:fence_wood 45 0
16 0 0 default:dirt_with_grass 0 0
16 0 1 default:dirt_with_grass 0 0
16 0 2 default:dirt_with_grass 0 0
16 0 3 default:dirt_with_grass 0 0
16 0 4 default:dirt_with_grass 0 0
16 0 5 default:dirt_with_grass 0 0
16 0 6 default:brick 0 0
16 0 7 default:gravel 0 0
16 0 8 default:brick 0 0
16 0 9 default:dirt_with_grass 0 0
16 0 10 default:dirt_with_grass 0 0
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View File

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8 6 7 default:torch 0 1
8 6 8 default:cobble 0 0
8 6 16 default:leaves 109 0
8 6 17 default:leaves 125 0
8 7 1 default:cobble 0 0
8 7 7 default:cobble 0 0
8 8 2 default:cobble 0 0
8 8 6 default:cobble 0 0
8 9 3 default:cobble 0 0
8 9 4 default:cobble 0 0
8 9 5 default:cobble 0 0
9 0 0 default:dirt 0 0
9 0 1 default:dirt 0 0
9 0 2 default:dirt 0 0
9 0 3 default:dirt 0 0
9 0 4 default:cobble 0 0
9 0 5 default:dirt 0 0
9 0 6 default:dirt 0 0
9 0 7 default:dirt 0 0
9 0 8 default:dirt_with_grass 0 0
9 0 9 default:dirt_with_grass 0 0
9 0 10 default:dirt_with_grass 0 0
9 0 11 default:dirt_with_grass 0 0
9 0 12 default:dirt_with_grass 0 0
9 0 13 default:dirt_with_grass 0 0
9 0 14 default:dirt_with_grass 0 0
9 0 15 default:dirt_with_grass 0 0
9 0 16 default:dirt_with_grass 0 0
9 0 17 default:dirt_with_grass 0 0
9 0 18 default:dirt_with_grass 0 0
9 1 1 default:wood 0 0
9 1 2 default:wood 0 0
9 1 3 default:wood 0 0
9 1 4 default:wood 0 0
9 1 5 default:wood 0 0
9 1 6 default:wood 0 0
9 1 7 default:wood 0 0
9 1 11 default:apple 188 0
9 1 18 default:fence_wood 189 0
9 2 1 default:wood 0 0
9 2 2 default:sandstone 0 0
9 2 3 default:sandstone 0 0
9 2 4 default:wood 0 0
9 2 5 default:sandstone 0 0
9 2 6 default:sandstone 0 0
9 2 7 default:wood 0 0
9 3 1 default:wood 0 0
9 3 2 default:sandstone 0 0
9 3 3 default:sandstone 0 0
9 3 4 default:wood 0 0
9 3 5 default:sandstone 0 0
9 3 6 default:sandstone 0 0
9 3 7 default:wood 0 0
9 3 9 default:leaves 172 0
9 3 10 default:leaves 172 0
9 3 13 default:leaves 172 0
9 3 14 default:leaves 188 0
9 3 15 default:leaves 172 0
9 3 16 default:leaves 157 0
9 4 1 default:wood 0 0
9 4 2 default:wood 0 0
9 4 3 default:wood 0 0
9 4 4 default:wood 0 0
9 4 5 default:wood 0 0
9 4 6 default:wood 0 0
9 4 7 default:wood 0 0
9 4 9 default:apple 156 0
9 4 10 default:leaves 156 0
9 4 11 default:leaves 172 0
9 4 12 default:leaves 157 0
9 4 13 default:leaves 156 0
9 4 14 default:leaves 172 0
9 4 15 default:leaves 156 0
9 4 16 default:leaves 141 0
9 5 1 default:wood 0 0
9 5 2 default:wood 0 0
9 5 3 default:wood 0 0
9 5 4 default:wood 0 0
9 5 5 default:wood 0 0
9 5 6 default:wood 0 0
9 5 7 default:wood 0 0
9 5 9 default:leaves 141 0
9 5 10 default:leaves 141 0
9 5 11 default:leaves 157 0
9 5 12 default:leaves 141 0
9 5 14 default:leaves 157 0
9 5 15 default:leaves 141 0
9 5 16 default:leaves 125 0
9 6 0 default:cobble 0 0
9 6 1 default:wood 0 0
9 6 2 default:sandstone 0 0
9 6 3 default:sandstone 0 0
9 6 4 default:glass 156 0
9 6 5 default:sandstone 0 0
9 6 6 default:sandstone 0 0
9 6 7 default:wood 0 0
9 6 8 default:cobble 0 0
9 6 13 default:leaves 125 0
9 7 1 default:cobble 0 0
9 7 2 default:wood 0 0
9 7 3 default:sandstone 0 0
9 7 4 default:glass 140 0
9 7 5 default:sandstone 0 0
9 7 6 default:wood 0 0
9 7 7 default:cobble 0 0
9 7 13 default:leaves 109 0
9 8 2 default:cobble 0 0
9 8 3 default:wood 0 0
9 8 4 default:wood 0 0
9 8 5 default:wood 0 0
9 8 6 default:cobble 0 0
9 9 3 default:cobble 0 0
9 9 4 default:cobble 0 0
9 9 5 default:cobble 0 0
10 0 0 default:dirt 0 0
10 0 1 default:dirt 0 0
10 0 2 default:dirt 0 0
10 0 3 default:dirt_with_grass 0 0
10 0 4 default:dirt_with_grass 0 0
10 0 5 default:dirt_with_grass 0 0
10 0 6 default:dirt_with_grass 0 0
10 0 7 default:dirt_with_grass 0 0
10 0 8 default:dirt_with_grass 0 0
10 0 9 default:dirt_with_grass 0 0
10 0 10 default:dirt_with_grass 0 0
10 0 11 default:dirt_with_grass 0 0
10 0 12 default:dirt_with_grass 0 0
10 0 13 default:dirt_with_grass 0 0
10 0 14 default:dirt_with_grass 0 0
10 0 15 default:dirt_with_grass 0 0
10 0 16 default:dirt_with_grass 0 0
10 0 17 default:dirt_with_grass 0 0
10 0 18 default:dirt_with_grass 0 0
10 1 8 default:fence_wood 205 0
10 1 9 default:fence_wood 189 0
10 1 10 default:fence_wood 189 0
10 1 11 default:fence_wood 205 0
10 1 12 default:fence_wood 189 0
10 1 13 default:fence_wood 189 0
10 1 14 default:fence_wood 205 0
10 1 15 default:fence_wood 189 0
10 1 16 default:fence_wood 173 0
10 1 17 default:fence_wood 189 0
10 1 18 default:fence_wood 205 0
10 2 8 default:torch 0 1
10 2 11 default:torch 0 1
10 2 14 default:torch 0 1
10 2 18 default:torch 15 1
10 3 9 default:leaves 189 0
10 3 10 default:leaves 189 0
10 3 14 default:leaves 205 0
10 3 15 default:leaves 189 0
10 4 9 default:leaves 173 0
10 4 10 default:leaves 173 0
10 4 11 default:leaves 189 0
10 4 12 default:leaves 173 0
10 4 14 default:leaves 189 0
10 4 15 default:leaves 173 0
10 5 11 default:leaves 173 0
10 5 12 default:leaves 157 0
10 5 14 default:leaves 173 0
10 5 15 default:leaves 157 0
10 6 0 default:cobble 0 0
10 6 8 default:cobble 0 0
10 6 13 default:leaves 141 0
10 7 1 default:cobble 0 0
10 7 7 default:cobble 0 0
10 7 13 default:leaves 125 0
10 8 2 default:cobble 0 0
10 8 6 default:cobble 0 0
10 9 3 default:cobble 0 0
10 9 4 default:cobble 0 0
10 9 5 default:cobble 0 0

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0 0 4 default:wood 0 0
0 0 5 default:wood 0 0
0 0 6 default:wood 0 0
0 1 4 default:wood 0 0
0 1 5 default:wood 0 0
0 1 6 default:wood 0 0
0 2 4 default:wood 0 0
0 2 5 default:wood 0 0
0 2 6 default:wood 0 0
0 7 0 default:ladder 77 4
0 7 1 default:fence_wood 93 0
0 7 4 default:cobble 0 0
0 7 5 default:cobble 0 0
0 7 6 default:cobble 0 0
0 8 4 default:cobble 0 0
0 8 5 default:cobble 0 0
0 8 6 default:cobble 0 0
1 0 3 default:wood 0 0
1 0 7 default:wood 0 0
1 1 3 default:wood 0 0
1 1 7 default:wood 0 0
1 2 3 default:wood 0 0
1 2 7 default:wood 0 0
1 3 3 default:wood 0 0
1 3 4 default:wood 0 0
1 3 5 default:wood 0 0
1 3 6 default:wood 0 0
1 3 7 default:wood 0 0
1 4 4 default:wood 0 0
1 4 5 default:wood 0 0
1 4 6 default:wood 0 0
1 5 4 default:wood 0 0
1 5 5 default:wood 0 0
1 5 6 default:wood 0 0
1 6 4 default:wood 0 0
1 6 5 default:wood 0 0
1 6 6 default:wood 0 0
1 7 0 default:ladder 93 4
1 7 1 default:fence_wood 109 0
1 7 3 default:cobble 0 0
1 7 4 default:wood 0 0
1 7 5 default:wood 0 0
1 7 6 default:wood 0 0
1 7 7 default:cobble 0 0
1 8 3 default:cobble 0 0
1 8 4 default:wood 0 0
1 8 5 default:wood 0 0
1 8 6 default:wood 0 0
1 8 7 default:cobble 0 0
1 9 4 default:cobble 0 0
1 9 5 default:cobble 0 0
1 9 6 default:cobble 0 0
2 0 2 default:wood 0 0
2 0 8 default:wood 0 0
2 1 1 default:torch 0 4
2 1 2 default:wood 0 0
2 1 8 default:wood 0 0
2 2 2 default:wood 0 0
2 2 8 default:wood 0 0
2 3 3 default:wood 0 0
2 3 7 default:wood 0 0
2 4 3 default:wood 0 0
2 4 7 default:wood 0 0
2 5 3 default:wood 0 0
2 5 7 default:wood 0 0
2 6 3 default:wood 0 0
2 6 7 default:wood 0 0
2 7 1 default:fence_wood 125 0
2 7 2 default:cobble 0 0
2 7 3 default:wood 0 0
2 7 7 default:wood 0 0
2 7 8 default:cobble 0 0
2 8 2 default:cobble 0 0
2 8 3 default:wood 0 0
2 8 7 default:wood 0 0
2 8 8 default:cobble 0 0
2 9 3 default:cobble 0 0
2 9 7 default:cobble 0 0
2 10 4 default:cobble 0 0
2 10 5 default:cobble 0 0
2 10 6 default:cobble 0 0
3 0 8 default:wood 0 0
3 1 8 default:wood 0 0
3 2 2 default:wood 0 0
3 2 8 default:wood 0 0
3 3 3 default:wood 0 0
3 3 7 default:wood 0 0
3 4 0 default:ladder 141 4
3 4 1 default:fence_wood 156 0
3 4 3 default:wood 0 0
3 4 7 default:wood 0 0
3 5 0 default:ladder 125 4
3 5 1 default:fence_wood 140 0
3 5 3 default:wood 0 0
3 5 7 default:wood 0 0
3 6 1 default:fence_wood 124 0
3 6 3 default:wood 0 0
3 6 7 default:wood 0 0
3 7 1 default:fence_wood 108 0
3 7 2 default:fence_wood 123 0
3 7 3 default:fence_wood 138 0
3 7 7 default:wood 0 0
3 7 8 default:cobble 0 0
3 8 1 default:fence_wood 93 0
3 8 2 default:cobble 0 0
3 8 3 default:wood 0 0
3 8 7 default:wood 0 0
3 8 8 default:cobble 0 0
3 9 0 default:ladder 61 4
3 9 1 default:fence_wood 77 0
3 9 3 default:cobble 0 0
3 9 7 default:cobble 0 0
3 10 0 default:ladder 45 4
3 10 1 default:fence_wood 61 0
3 10 4 default:cobble 0 0
3 10 5 default:cobble 0 0
3 10 6 default:cobble 0 0
4 0 2 default:wood 0 0
4 0 8 default:wood 0 0
4 1 1 default:torch 0 4
4 1 2 default:wood 0 0
4 1 8 default:wood 0 0
4 2 2 default:wood 0 0
4 2 8 default:wood 0 0
4 3 3 default:wood 0 0
4 3 7 default:wood 0 0
4 4 3 default:wood 0 0
4 4 7 default:wood 0 0
4 5 3 default:wood 0 0
4 5 5 default:torch 0 2
4 5 7 default:wood 0 0
4 6 3 default:wood 0 0
4 6 7 default:wood 0 0
4 7 1 default:fence_wood 125 0
4 7 2 default:cobble 0 0
4 7 3 default:wood 0 0
4 7 7 default:wood 0 0
4 7 8 default:cobble 0 0
4 8 2 default:cobble 0 0
4 8 3 default:wood 0 0
4 8 7 default:wood 0 0
4 8 8 default:cobble 0 0
4 9 3 default:cobble 0 0
4 9 7 default:cobble 0 0
4 10 4 default:cobble 0 0
4 10 5 default:cobble 0 0
4 10 6 default:cobble 0 0
5 0 3 default:wood 0 0
5 0 7 default:wood 0 0
5 1 3 default:wood 0 0
5 1 7 default:wood 0 0
5 2 3 default:wood 0 0
5 2 7 default:wood 0 0
5 3 3 default:wood 0 0
5 3 4 default:wood 0 0
5 3 5 default:wood 0 0
5 3 6 default:wood 0 0
5 3 7 default:wood 0 0
5 4 4 default:wood 0 0
5 4 5 default:wood 0 0
5 4 6 default:wood 0 0
5 5 4 default:wood 0 0
5 5 5 default:wood 0 0
5 5 6 default:wood 0 0
5 6 4 default:wood 0 0
5 6 5 default:wood 0 0
5 6 6 default:wood 0 0
5 7 0 default:ladder 93 4
5 7 1 default:fence_wood 109 0
5 7 3 default:cobble 0 0
5 7 4 default:wood 0 0
5 7 5 default:wood 0 0
5 7 6 default:wood 0 0
5 7 7 default:cobble 0 0
5 8 3 default:cobble 0 0
5 8 4 default:wood 0 0
5 8 5 default:wood 0 0
5 8 6 default:wood 0 0
5 8 7 default:cobble 0 0
5 9 4 default:cobble 0 0
5 9 5 default:cobble 0 0
5 9 6 default:cobble 0 0
6 0 4 default:wood 0 0
6 0 5 default:wood 0 0
6 0 6 default:wood 0 0
6 1 4 default:wood 0 0
6 1 5 default:wood 0 0
6 1 6 default:wood 0 0
6 2 4 default:wood 0 0
6 2 5 default:wood 0 0
6 2 6 default:wood 0 0
6 7 0 default:ladder 77 4
6 7 1 default:fence_wood 93 0
6 7 4 default:cobble 0 0
6 7 5 default:cobble 0 0
6 7 6 default:cobble 0 0
6 8 4 default:cobble 0 0
6 8 5 default:cobble 0 0
6 8 6 default:cobble 0 0

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260
chest.lua Normal file
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local dprint = townchest.dprint --debug
local preparing_plan_chunk = 10000
--------------------------------------
-- get - get chest reference of existing (or new+not initialized) chest
--------------------------------------
local __get = function(pos)
local key = pos.x..","..pos.y..","..pos.z
local this = nil
if townchest.chest.list[key] then
this = townchest.chest.list[key]
dprint("get key from list", this)
else
this = townchest.chest.new()
this.key = key
this.pos = pos
this.meta = minetest.env:get_meta(pos) --just pointer
townchest.chest.list[key] = this
dprint("get new key", this)
end
return this
end
--------------------------------------
-- create - initial cleaned up chest after is placed
--------------------------------------
local __create = function(pos)
local key = pos.x..","..pos.y..","..pos.z
dprint("clean key", key)
townchest.chest.list[key] = nil --delete old reference
local this = __get(pos)
dprint("cleaned chest object", this)
return this
end
--------------------------------------
-- set_specwidget - set formspec to specific widget
--------------------------------------
local __set_specwidget = function(this,specname)
if not this.specwidget then
this.specwidget = townchest.specwidgets.new(this)
end
local info = minetest.deserialize(this.meta:get_string("specwidget")) --get add info
if info then --dont overwrite {} from new
this.specwidget.info = info
end
this.meta:set_string("formspec", this.specwidget:get_spec(specname)) --swap page
this.meta:set_string("specwidget", minetest.serialize(this.specwidget.info)) --set add info
end
--------------------------------------
-- set_specwidget - set formspec to specific widget actions
--------------------------------------
local __set_specwidget_receive_fields = function(this, pos, formname, fields, sender)
local ret_fields = nil
if not this.specwidget then
this.specwidget = townchest.specwidgets.new(this)
end
this.specwidget.info = minetest.deserialize(this.meta:get_string("specwidget")) --get add info
if not this.specwidget.receive_fields then
-- this.specwidget:get_spec() --restore last spec receive_fields
return nil --wait til restoring done
end
dprint("receive fields")
if this.specwidget.receive_fields then
ret_fields = this.specwidget:receive_fields(pos, formname, fields, sender)
end
this.meta:set_string("formspec", this.specwidget:get_spec()) --update page
this.meta:set_string("specwidget", minetest.serialize(this.specwidget.info)) --set add info
return ret_fields
end
--------------------------------------
-- read plan from file in chunk
--------------------------------------
local __prepare_building_plan_chain = function(this, we,startpos)
-- check if the chest was destroyed in the meantime
local chestinfo = minetest.deserialize(this.meta:get_string("chestinfo")) --get add info
if not chestinfo then
return -- chest removed during the load
end
-- go trough all file entries
for i=startpos, #we do
-- map to the internal node format
local node = townchest.nodes.new(we[i]):map() --mapped
if node and node.x and node.y and node.z then
this.plan:add_node(node)
this.plan:adjust_flatting_requrement(node)
end
if i % preparing_plan_chunk == 0 then --report and restart plan chain each 1000 node
dprint("next processing chunk")
this.statusmessage = "Reading node "..i.." of "..#we
this:set_specwidget("status")
-- save current state
minetest.after(0.5, this.prepare_building_plan_chain, this, we, i+1 ) --start next file processing chain
return
end
end
-- loop finished, all nodes processed
dprint("reading of building done. Save them to the chest metadata")
this.meta:set_string("chestinfo", minetest.serialize(this.info))
this.plan:prepare()
if this.restore_started then -- Restore the start status
this.started = true
this.restore_started = nil
end
this:set_specwidget("build_status")
-- TODO: maybe different formspec for building status (if started) and customizing
end
--------------------------------------
-- mark file reading as the next chest task
--------------------------------------
local __prepare_building_plan = function(this, filename)
this.statusmessage = "Reading file "..filename
this:set_specwidget("status")
-- create the info object if not exisits
if not this.info then
this.info = {}
if this.restore_started then
this.info.started = true
this.restore_started = nil
end
end
this.info.filename = filename
this.plan = townchest.plan.new(this)
-- check if file could be read
local we = townchest.files.readfile(this.info.filename)
if not we or #we == 0 then
this.statusmessage = "No building found in ".. filename
this:set_specwidget("status")
this.info.filename = nil
this.meta:set_string("chestinfo", minetest.serialize(this.info))
minetest.after(3, this.set_specwidget, this, "select_file") --back to file selection
return
end
--start first processing chunk
this.meta:set_string("chestinfo", minetest.serialize(this.info))
minetest.after(1, this.prepare_building_plan_chain, this, we, 1) --start file processing chain
end
--[[
--------------------------------------
-- Do a chest task
--------------------------------------
local __do_cheststep = function(this)
-- dprint("object in cheststep", this)
end
]]--
local __instant_build = function(this)
-- check if the chest was destroyed in the meantime (for minetest.after started chunks
local chestinfo = minetest.deserialize(this.meta:get_string("chestinfo")) --get add info
if not chestinfo then
dprint("no chestinfo - asume the chest is removed")
return -- chest removed during the load
end
if not this.instantbuild then --instantbuild disabled
return
end
local startingnode = this.plan:get_nodes(1)
-- go trough all file entries
if startingnode[1] then -- the one node given
dprint("start building chunk for", startingnode[1].x.."/"..startingnode[1].y.."/"..startingnode[1].z)
minetest.forceload_block(this.plan:get_world_pos(startingnode[1]))
for idx, node in ipairs(this.plan:get_nodes_from_chunk(startingnode[1])) do
-- for idx, node in ipairs(this.plan:get_nodes(instant_build_chunk)) do
local wpos = this.plan:get_world_pos(node)
if wpos.x ~= this.pos.x or wpos.y ~= this.pos.y or wpos.z ~= this.pos.z then --skip chest pos
--- Place node
minetest.env:add_node(wpos, node)
if node.meta then
minetest.env:get_meta(wpos):from_table(node.meta)
end
end
this.plan:set_node_processed(node)
end
minetest.forceload_free_block(this.plan:get_world_pos(startingnode[1]))
end
this:set_specwidget("build_status") -- building status
if this.plan.building_size > 0 then --report and restart next plan chain
dprint("next building chunk")
this.statusmessage = "Nodes left to build "..this.plan.building_size
minetest.after(1, this.instant_build, this ) --start next file processing chain
else
this.instantbuild = nil --disable instant build
end
end
local __restore = function(this)
local chestinfo = minetest.deserialize(this.meta:get_string("chestinfo")) --get add info
if not chestinfo then
dprint("no chestinfo - asume the chest is removed")
return -- chest removed during the load
end
dprint("restoral info", dump(chestinfo))
if chestinfo.filename and not this.plan then -- file selected but no plan. Restore the plan
if chestinfo.started then
this.restore_started = true
end
this:prepare_building_plan(chestinfo.filename)
elseif not chestinfo.filename then
this:set_specwidget("select_file")
end
end
--------------------------------------
-- class attributes and methods
--------------------------------------
townchest.chest = {
list = {}, -- cached chest list
create = __create,
get = __get,
restore = __restore
}
--------------------------------------
-- object definition / constructor
--------------------------------------
townchest.chest.new = function()
local this = {}
--attributes
this.statusmessage = nil --used in spec_status_form to display short status
--methods
this.set_specwidget = __set_specwidget
this.set_specwidget_receive_fields = __set_specwidget_receive_fields
this.prepare_building_plan = __prepare_building_plan
-- this.do_cheststep = __do_cheststep
this.prepare_building_plan_chain = __prepare_building_plan_chain
this.instant_build = __instant_build
this.restore = __restore
return this
end

1
depends.txt Normal file
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default

55
files.lua Normal file
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local dprint = townchest.dprint --debug
-- get worldedit parser load_schematic from worldedit mod
dofile(townchest.modpath.."/".."worldedit-serialization.lua")
-----------------------------------------------
-- get files
-- no input parameters
-- returns a table containing buildings
-----------------------------------------------
local __get = function()
local files = {}
if os.getenv('HOME')~=nil then
dprint("use GNU tools to get files")
files = io.popen('ls -a "'..townchest.modpath..'/buildings/"'):lines() -- linux/mac native "ls -a"
else
dprint("use DOS to get files")
files = io.popen('dir "'..townchest.modpath..'\\buildings\\*.*" /b'):lines() --windows native "dir /b"
end
local i, t = 0, {}
for filename in files do
if filename ~= "." and filename ~= ".." then
i = i + 1
t[i] = filename
end
end
table.sort(t,function(a,b) return a<b end)
return t
end
-----------------------------------------------
-- read file
-- filename - the building file to load
-- return - WE-Shema, containing the pos and nodes to build
-----------------------------------------------
local __readfile = function(filename)
local filepath = townchest.modpath.."/buildings/"..filename
local file, err = io.open(filepath, "rb")
if err ~= nil then
dprint("[townchest] error: could not open file \"" .. filepath .. "\"")
return
end
-- load the building starting from the lowest y
local building_plan = townchest.we_load_schematic(file:read("*a"))
return building_plan
end
townchest.files = {
get = __get,
readfile = __readfile
}

171
init.lua Normal file
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-- expose api
townchest = {}
townchest.modpath = minetest.get_modpath(minetest.get_current_modname())
-- debug. Used for debug messages. In production the function should be empty
local dprint = function(...)
-- debug print. Comment out the next line if you don't need debug out
-- print(unpack(arg))
end
townchest.dprint = dprint
-- The Chest
dofile(townchest.modpath.."/".."chest.lua")
-- UI tools/ formspec
dofile(townchest.modpath.."/".."specwidgets.lua")
-- Reading building files (WorldEdit)
dofile(townchest.modpath.."/".."files.lua")
-- Nodes mapping
dofile(townchest.modpath.."/".."nodes.lua")
-- building plan
dofile(townchest.modpath.."/".."plan.lua")
-- NPC's
dofile(townchest.modpath.."/".."npc.lua")
--[[
-----------------------------------------------
-- __cheststep - triggered building step
-----------------------------------------------
local __cheststep = function(pos)
local chest = townchest.chest.get(pos)
chest:do_cheststep()
end
]]--
-----------------------------------------------
-- on_receive_fields - called when a chest button is submitted
-----------------------------------------------
local __on_receive_fields = function(pos, formname, fields, sender)
local chest = townchest.chest.get(pos)
chest:set_specwidget_receive_fields(pos, formname, fields, sender)
end
-----------------------------------------------
-- on_construct - if the chest is placed
-----------------------------------------------
local __on_construct = function(pos)
local chest = townchest.chest.create(pos) --create new chest utils instance
chest:set_specwidget("select_file") -- set formspec to "select file"
end
-----------------------------------------------
-- on_destruct - if the chest destroyed
-----------------------------------------------
local __on_destruct = function(pos)
dprint("on_destruct")
-- remove all cached chest references
local key = pos.x..","..pos.y..","..pos.z
townchest.chest.list[key] = nil --delete old reference
end
-----------------------------------------------
-- restore - called in lbm, restore chest internal data if the server was restarted
-----------------------------------------------
local __restore = function(pos, node)
dprint("check and restore chest")
local chest = townchest.chest.get(pos)
chest:restore()
end
-----------------------------------------------
-- on_punch
-----------------------------------------------
local __on_punch = function(pos)
dprint("on_punch")
end
-----------------------------------------------
-- on_metadata_inventory_put
-----------------------------------------------
local __on_metadata_inventory_put = function(pos)
return 0
end
-----------------------------------------------
-- allow_metadata_inventory_move
-----------------------------------------------
local __allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
return 0
end
-----------------------------------------------
-- allow_metadata_inventory_put
-----------------------------------------------
local __allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return 0
end
-----------------------------------------------
-- allow_metadata_inventory_take
-----------------------------------------------
local __allow_metadata_inventory_take = function(pos, listname, index, stack, player)
return 0
end
-----------------------------------------------
-- register_node - the chest where you put the items
-----------------------------------------------
minetest.register_node("townchest:chest", {
description = "Building Chest",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
on_construct = __on_construct,
on_receive_fields = __on_receive_fields,
after_dig_node = __on_destruct,
on_punch = __on_punch,
on_metadata_inventory_put = __on_metadata_inventory_put,
allow_metadata_inventory_move = __allow_metadata_inventory_move,
allow_metadata_inventory_put = __allow_metadata_inventory_put,
allow_metadata_inventory_take = __allow_metadata_inventory_take,
})
--[[
-----------------------------------------------
-- register_abm - builds the building
-----------------------------------------------
minetest.register_abm({
nodenames = {"townchest:chest"},
interval = 0.1, --TODO: 0.5
chance = 1,
action = __cheststep,
})
]]--
-----------------------------------------------
-- register_lbm - restore all chestinfo
-----------------------------------------------
minetest.register_lbm({
name = "townchest:chest",
nodenames = {"townchest:chest"},
run_at_every_load = true,
action = __restore
})
-----------------------------------------------
-- register craft recipe for the chest
-----------------------------------------------
minetest.register_craft({
output = 'townchest:chest',
recipe = {
{'default:mese_crystal', 'default:chest_locked', 'default:mese_crystal'},
{'default:book', 'default:diamond', 'default:book'},
{'default:mese_crystal', 'default:chest_locked', 'default:mese_crystal'},
}
})
-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..townchest.modpath)

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name = townchest

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local dprint = townchest.dprint --debug
local _c_free_item = "default:cloud"
-- Fallback nodes replacement of unknown nodes
-- Maybe it is beter to use aliases for unknown notes. But anyway
-- TODO: should be editable in game trough a nice gui, to customize the building before build
local __map_unknown = function(self)
local map = townchest.nodes.unknown_nodes_data[self.name]
if not map or map.name == self.name then -- no fallback mapping. don't use the node
dprint("mapping failed:", self.name, dump(map))
print("unknown node in building", self.name)
return nil
end
dprint("mapped", self.name, "to", self.name)
local mappednode = townchest.nodes.new(self)
mappednode.name = map.name -- must be there!
if map.meta then
if not mappednode.meta then
mappednode.meta = {}
end
for k, v in pairs(map.meta) do
mappednode.meta[k] = v
end
end
if map.param1 then
if type(map.param1) == "function" then
dprint("map param1 by function")
mappednode.param1 = map.param1(node)
else
mappednode.param1 = map.param1
dprint("map param1 by value")
end
end
if map.param2 then
if type(map.param2) == "function" then
dprint("map param2 by function")
mappednode.param2 = map.param2(map)
else
dprint("map param2 by value")
mappednode.param2 = map.param2
end
end
return mappednode
end
-- Nodes replacement to customizie buildings
-- TODO: should be editable in game trough a nice gui, to customize the building before build
local __customize = function(self)
local map = townchest.nodes.customize_data[self.name]
if not map then -- no mapping. return unchanged
return self
end
-- dprint("map", self.name, "to", map.name, map.matname)
local mappednode = townchest.nodes.new(self)
if map.name then
mappednode.name = map.name
end
if map.matname then
mappednode.matname = map.matname
end
if map.meta then
if not mappednode.meta then
mappednode.meta = {}
end
for k, v in pairs(map.meta) do
mappednode.meta[k] = v
end
end
return mappednode
end
-----------------------------------------------
-- towntest_chest.mapping.mapnode Take filters and actions on nodes before building. Currently the payment item determination and check for registred node only
-- node - Node (from file) to check if buildable and payable
-- return - node with enhanced informations
-----------------------------------------------
local __map = function(self)
local node_chk = minetest.registered_items[self.name]
if not node_chk then
local fallbacknode = self:map_unknown()
if fallbacknode then
return fallbacknode:map()
end
else
-- known node Map them?
local customizednode = self:customize()
if customizednode.name == "" then --disabled by mapping
return nil
end
if not customizednode.matname then --no matname override customizied.
--Check for price or if it is free
local recipe = minetest.get_craft_recipe(node_chk.name)
if (node_chk.groups.not_in_creative_inventory and --not in creative
not (node_chk.groups.not_in_creative_inventory == 0) and
(not recipe or not recipe.items)) --and not craftable
or
(not node_chk.description or node_chk.description == "") then -- no description
if node_chk.drop and node_chk.drop ~= "" then
-- use possible drop as payment
if type(node_chk.drop) == "table" then -- drop table
customizednode.matname = node_chk.drop[1] -- use the first one
else
customizednode.matname = node_chk.drop
end
else --something not supported, but known
customizednode.matname = _c_free_item -- will be build for free. they are something like doors:hidden or second part of coffee lrfurn:coffeetable_back
end
else -- build for payment the 1:1
customizednode.matname = customizednode.name
end
end
return customizednode
end
end
-----------------------------------------------
-- is_equal_meta - compare meta information of 2 nodes
-- name - Node name to check and map
-- return - item name used as payment
-----------------------------------------------
local __is_equal_meta = function(a,b)
local typa = type(a)
local typb = type(b)
if typa ~= typb then
return false
end
if typa == "table" then
if #a ~= #b then
return false
else
for i,v in ipairs(a) do
if not is_equal_meta(a[i],b[i]) then
return false
end
end
return true
end
else
if a == b then
return true
end
end
end
-- door compatibility. Seems the old doors was facedir and now the wallmounted values should be used
local __param2_wallmounted_to_facedir = function(self)
if self.param2 == 0 then -- +y?
return 0
elseif self.param2 == 1 then -- -y?
return 1
elseif self.param2 == 2 then --unsure
return 3
elseif self.param2 == 3 then --unsure
return 1
elseif self.param2 == 4 then --unsure
return 2
elseif self.param2 == 5 then --unsure
return 0
end
end
local __id = function(this)
return this.x..","..this.y..","..this.z
end
local u = {}
-- Fallback nodes replacement of unknown nodes
-- Maybe it is beter to use aliases for unknown notes. But anyway
u["xpanes:pane_glass_10"] = { name = "xpanes:pane_10" }
u["xpanes:pane_glass_5"] = { name = "xpanes:pane_5" }
u["beds:bed_top_blue"] = { name = "beds:bed_top" }
u["beds:bed_bottom_blue"] = { name = "beds:bed_bottom" }
u["homedecor:table_lamp_max"] = { name = "homedecor:table_lamp_white_max" }
u["homedecor:refrigerator"] = { name = "homedecor:refrigerator_steel" }
u["ethereal:green_dirt"] = { name = "default:dirt_with_grass" }
u["doors:door_wood_b_c"] = {name = "doors:door_wood_b", {["meta"] = {["fields"] = {["state"] = "0"}}},param2 = __param2_wallmounted_to_facedir} --closed
u["doors:door_wood_b_o"] = {name = "doors:door_wood_b", {["meta"] = {["fields"] = {["state"] = "1"}}},param2 = __param2_wallmounted_to_facedir} --open
u["doors:door_wood_b_1"] = {name = "doors:door_wood_b", {["meta"] = {["fields"] = {["state"] = "0"}}}} --closed
u["doors:door_wood_b_2"] = {name = "doors:door_wood_b", {["meta"] = {["fields"] = {["state"] = "3"}}}} --closed / reversed ??
u["doors:door_wood_a_c"] = {name = "doors:hidden" }
u["doors:door_wood_a_o"] = {name = "doors:hidden" }
u["doors:door_wood_t_1"] = {name = "doors:hidden" }
u["doors:door_wood_t_2"] = {name = "doors:hidden" }
u["doors:door_glass_b_c"] = {name = "doors:door_glass_b", {["meta"] = {["fields"] = {["state"] = "0"}}},param2 = __param2_wallmounted_to_facedir} --closed
u["doors:door_glass_b_o"] = {name = "doors:door_glass_b", {["meta"] = {["fields"] = {["state"] = "1"}}},param2 = __param2_wallmounted_to_facedir} --open
u["doors:door_glass_b_1"] = {name = "doors:door_glass_b", {["meta"] = {["fields"] = {["state"] = "0"}}}} --closed
u["doors:door_glass_b_2"] = {name = "doors:door_glass_b", {["meta"] = {["fields"] = {["state"] = "3"}}}} --closed / reversed ??
u["doors:door_glass_a_c"] = {name = "doors:hidden" }
u["doors:door_glass_a_o"] = {name = "doors:hidden" }
u["doors:door_glass_t_1"] = {name = "doors:hidden" }
u["doors:door_glass_t_2"] = {name = "doors:hidden" }
u["doors:door_steel_b_c"] = {name = "doors:door_steel_b", {["meta"] = {["fields"] = {["state"] = "0"}}},param2 = __param2_wallmounted_to_facedir} --closed
u["doors:door_steel_b_o"] = {name = "doors:door_steel_b", {["meta"] = {["fields"] = {["state"] = "1"}}},param2 = __param2_wallmounted_to_facedir} --open
u["doors:door_steel_b_1"] = {name = "doors:door_steel_b", {["meta"] = {["fields"] = {["state"] = "0"}}}} --closed
u["doors:door_steel_b_2"] = {name = "doors:door_steel_b", {["meta"] = {["fields"] = {["state"] = "3"}}}} --closed / reversed ??
u["doors:door_steel_a_c"] = {name = "doors:hidden" }
u["doors:door_steel_a_o"] = {name = "doors:hidden" }
u["doors:door_steel_t_1"] = {name = "doors:hidden" }
u["doors:door_steel_t_2"] = {name = "doors:hidden" }
local c = {}
-- "name" and "matname" are optional.
-- if name is missed it will not be changed
-- if matname is missed it will be determinated as usual (from changed name)
-- a crazy sample is: instead of cobble place goldblock, use wood as payment
-- c["default:cobble"] = { name = "default:goldblock", matname = "default:wood" }
c["beds:bed_top"] = { matname = _c_free_item } -- the bottom of the bed is payed, so buld the top for free
-- it is hard to get a source in survival, so we use buckets. Note, the bucket is lost after usage by NPC
c["default:lava_source"] = { matname = "bucket:bucket_lava" }
c["default:river_water_source"] = { matname = "bucket:bucket_river_water" }
c["default:water_source"] = { matname = "bucket:bucket_water" }
-- does not sense to set flowing water because it flow away without the source (and will be generated trough source)
c["default:water_flowing"] = { name = "" }
c["default:lava_flowing"] = { name = "" }
c["default:river_water_flowing"] = { name = "" }
-- pay different dirt types by the sane dirt
c["default:dirt_with_dry_grass"] = { matname = "default:dirt" }
c["default:dirt_with_grass"] = { matname = "default:dirt" }
c["default:dirt_with_snow"] = { matname = "default:dirt" }
townchest.nodes = {
-- We need a free item that always available to get visible working on them
c_free_item = _c_free_item,
unknown_nodes_data = u,
customize_data = c,
is_equal_meta = __is_equal_meta
}
townchest.nodes.new = function(nodelike)
local this = {}
if nodelike then
this = nodelike --!by reference It will remain the same node, but just
end
this.id = __id
this.map_unknown = __map_unknown
this.customize = __customize
this.map = __map
this.param2_wallmounted_to_facedir = __param2_wallmounted_to_facedir
return this
end

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local dprint = townchest.dprint --debug
--[[
local __die = function(this)
dprint("npc:die")
townchest.npc.entity_list[this.lua.npc_key] = nil --not needed, already no this
this.entity:remove()
end
]]--
-- API
-- self: the lua entity
-- pos: the position to move to
-- range: the distance within pos the npc will go to
-- range_y: the height within pos the npc will go to
-- speed: the speed at which the npc will move
-- after: callback function(self) which is triggered when the npc gets within range of pos
local __moveto = function(self, pos)
-- self.target = pos
self.target = {} --independend table/reference
self.target.x = pos.x
self.target.y = pos.y + 1.5 --always try to be over the working place
self.target.z = pos.z
self.speed = 1
self.range = 0.5
self.range_y = 0.5
self.speed = 1
end
local __get_staticdata = function(this)
if this.data then
return minetest.serialize(this.data)
end
end
local __on_activate = function(this, staticdata)
dprint("npc: on_activate")
this.data = minetest.deserialize(staticdata)
if not this.data then
this.data = {}
end
local data = this.data
end
local __on_punch = function(this)
--[[
-- remove npc from the list of npcs when they die
if self.object:get_hp() <= 0 and self.npc_pos then
townchest.npc.entity_list[self.npc_pos] = nil
end
]]--
end
local __select_chest = function(this)
-- do nothing if the chest not ready
if not this.data.chestpos or not this.chest or not this.chest.started or
not townchest.chest.list[this.data.chestpos.x..","..this.data.chestpos.y..","..this.data.chestpos.z] then
local npcpos = this.object:getpos()
local selectedchest = nil
for key, chest in pairs(townchest.chest.list) do
if (not selectedchest or vector.distance(npcpos, chest.pos) < vector.distance(npcpos, selectedchest.pos)) and
chest.started then
selectedchest = chest
end
end
if selectedchest then
this.data.chestpos = selectedchest.pos
this.chest = selectedchest
dprint("Now I will build for chest",this.chest)
else --stay if no chest assigned
this.chest = nil
this.chestpos = nil
this.target = nil
this.speed = nil
end
else
dprint("Chest ok:",this.chest)
end
end
local __get_if_buildable = function(this, realpos)
local pos = this.chest.plan:get_plan_pos(realpos)
-- dprint("in plan", pos.x.."/"..pos.y.."/"..pos.z)
local node = this.chest.plan.building_full[pos.x..","..pos.y..","..pos.z]
if not node then
return nil
end
-- skip the chest position
if realpos.x == this.chest.pos.x and realpos.y == this.chest.pos.y and realpos.z == this.chest.pos.z then --skip chest pos
this.chest.plan:set_node_processed(node)
return nil
end
-- check if already build (skip the most air)
local success = minetest.forceload_block(realpos) --keep the target node loaded
if not success then
dprint("error forceloading:", realpos.x.."/"..realpos.y.."/"..realpos.z)
end
local orig_node = minetest.get_node(realpos)
minetest.forceload_free_block(realpos)
if orig_node.name == "ignore" then
minetest.get_voxel_manip():read_from_map(realpos, realpos)
orig_node = minetest.get_node(realpos)
end
if orig_node.name == "ignore" then --not loaded chunk. can be forced by forceload_block before check if buildable
dprint("check ignored")
return nil
end
if orig_node.name == node.name or orig_node.name == minetest.registered_nodes[node.name].name then
-- right node is at the place. there are no costs to touch them. Check if a touch needed
if (node.param2 ~= orig_node.param2 and not (node.param2 == nil and orig_node.param2 == 0)) then
--param2 adjustment
-- node.matname = townchest.nodes.c_free_item -- adjust params for free
return node
elseif not node.meta then
--same item without metadata. nothing to do
this.chest.plan:set_node_processed(node)
return nil
elseif townchest.nodes.is_equal_meta(minetest.get_meta(realpos):to_table(), node.meta) then
--metadata adjustment
this.chest.plan:set_node_processed(node)
return nil
elseif node.matname == townchest.nodes.c_free_item then
-- TODO: check if nearly nodes are already built
return node
else
return node
end
else
-- no right node at place
return node
end
end
local __get_target = function(this)
local npcpos = this.object:getpos()
local plan = this.chest.plan
npcpos.y = npcpos.y - 3 -- npc is 1.5 blocks over the work, so we need to be "lower" in calculation
-- prefer lower building nodes, so we check the distance to the next 1.5 blocks lower
local selectednode
-- first try: look for nearly buildable nodes
dprint("search for nearly node")
for x=math.floor(npcpos.x)-3, math.floor(npcpos.x)+3 do
for y=math.floor(npcpos.y)-3, math.floor(npcpos.y)+3 do
for z=math.floor(npcpos.z)-3, math.floor(npcpos.z)+3 do
local node = __get_if_buildable(this,{x=x,y=y,z=z})
if node then
node.pos = plan:get_world_pos(node)
if not selectednode or vector.distance(npcpos, node.pos) < vector.distance(npcpos, selectednode.pos) then
selectednode = node
end
end
end
end
end
if not selectednode then
-- get the old target to compare
if this.targetnode and this.targetnode.pos then -- this.targetnode.pos extra check because on building reload the target is there but the position is away
-- minetest.forceload_block(this.targetnode.pos) --keep the target node loaded
selectednode = __get_if_buildable(this, this.targetnode.pos)
-- minetest.forceload_free_block(this.targetnode.pos)
end
-- second try. Check the current chunk
dprint("search for node in current chunk")
for idx, nodeplan in ipairs(plan:get_nodes_from_chunk(plan:get_plan_pos(npcpos))) do
local node = __get_if_buildable(this, plan:get_world_pos(nodeplan))
if node then
node.pos = plan:get_world_pos(node)
if not selectednode or vector.distance(npcpos, node.pos) < vector.distance(npcpos, selectednode.pos) then
selectednode = node
end
end
end
--get anything - with forceloading, so the NPC can go away
dprint("get node with random jump")
local jump = plan.building_size
if jump > 1000 then
jump = 1000
end
if jump > 1 then
jump = math.floor(math.random(jump))
else
jump = 0
end
local startingnode = plan:get_nodes(1,jump)
if startingnode[1] then -- the one node given
dprint("---check chunk", startingnode[1].x.."/"..startingnode[1].y.."/"..startingnode[1].z)
for idx, nodeplan in ipairs(plan:get_nodes_from_chunk(startingnode[1])) do
local node_wp = plan:get_world_pos(nodeplan)
-- minetest.forceload_block(node_wp)
-- dprint("---check node (real)", node_wp.x.."/"..node_wp.y.."/"..node_wp.z)
local node = __get_if_buildable(this, node_wp)
-- minetest.forceload_free_block(node_wp)
if node then
node.pos = node_wp
if not selectednode or vector.distance(npcpos, node.pos) < vector.distance(npcpos, selectednode.pos) then
selectednode = node
end
end
end
else
dprint("something wrong with startningnode")
end
end
if selectednode then
selectednode.pos = plan:get_world_pos(selectednode)
return selectednode
end
end
local __on_step = function(this, dtime)
-- handle frequency
if not this.timer then
this.timer = 0
end
this.timer = this.timer + dtime;
if this.timer > 1 then
--it's time to check/get target
this.timer = 0
--get the chest assignment
__select_chest(this)
if not this.chest then
dprint("npc: No chest :(" )
this.object:setvelocity({x=0, y=0, z=0})
this.target = nil
this.speed = nil
return
end
if not this.chest.plan or this.chest.plan.building_size == 0 then
dprint("building done, disable them")
this.chest.started = nil
return
end
this.targetnode = __get_target(this)
local npcpos = this.object:getpos()
npcpos.y = npcpos.y - 1.5 -- npc is 1.5 blocks over the work, so we need to be "lower" in calculations
if this.targetnode then
dprint("npc: Move to", this.targetnode.pos.x.."/"..this.targetnode.pos.y.."/"..this.targetnode.pos.z )
__moveto(this, this.targetnode.pos)
else
dprint("npc: No destination :(" )
this.object:setvelocity({x=0, y=0, z=0})
this.target = nil
this.speed = nil
end
dprint ("---", this.chest.plan.building_size, "Nodes in building left---")
if this.targetnode and vector.distance(npcpos, this.targetnode.pos) < 2 then
dprint("target reached. build",this.targetnode.name)
--- Place node
-- minetest.forceload_block(this.targetnode.pos)
minetest.env:add_node(this.targetnode.pos, this.targetnode)
if this.targetnode.meta then
minetest.env:get_meta(this.targetnode.pos):from_table(this.targetnode.meta)
end
this.chest.plan:set_node_processed(this.targetnode)
end
this.chest:set_specwidget("build_status")
end
-- walk to target destination
if this.target and this.speed then
local s = this.object:getpos()
local t = this.target
local diff = {x=t.x-s.x, y=t.y-s.y, z=t.z-s.z}
--yaw calculation (http://dev.minetest.net/Player)
local yaw
if diff.z<0 then yaw = -math.atan(diff.x/diff.z)
elseif diff.z>0 then yaw = math.pi-math.atan(diff.x/diff.z)
elseif diff.x<0 then yaw = 0
else yaw = math.pi end
--yaw calculation end
this.object:setyaw(yaw) -- turn and look in given direction
-- check if destination reached, reset target in this case
if math.abs(diff.x) < this.range and math.abs(diff.y) < this.range_y and math.abs(diff.z) < this.range then
dprint("npc: destination reached")
this.object:setvelocity({x=0, y=0, z=0})
this.target = nil
this.speed = nil
else
local v = this.speed
-- if self.food > 0 then
-- self.food = self.food - dtime
-- v = v*4
-- end
local amount = (diff.x^2+diff.y^2+diff.z^2)^0.5
local vec = {x=0, y=0, z=0}
vec.x = diff.x*v/amount
vec.y = diff.y*v/amount
vec.z = diff.z*v/amount
this.object:setvelocity(vec) -- walk in given direction
end
else
this.object:setvelocity({x=0, y=0, z=0})
this.target = nil
this.speed = nil
-- look around if idle
if math.random(50) == 1 then
this.object:setyaw(this.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
end
end
--------------------------------------
-- class attributes and methods
--------------------------------------
townchest.npc = {
-- entity_list = {}, --global entity list
-- get_npc = __get_npc
}
--------------------------------------
-- object definition / constructor
--------------------------------------
townchest.npc.new = function()
local this = {}
-- this.die = __die
return this
end
local function x(val) return ((val -80) / 160) end
local function z(val) return ((val -80) / 160) end
local function y(val) return ((val + 80) / 160) end
minetest.register_node("townchest:builder_box", {
tiles = {
"towntest_npc_builder_top.png",
"towntest_npc_builder_bottom.png",
"towntest_npc_builder_front.png",
"towntest_npc_builder_back.png",
"towntest_npc_builder_left.png",
"towntest_npc_builder_right.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
--head
{x(95),y(-10), z(65), x(65), y(-40), z(95)},
--neck
{x(90),y(-40),z(70) , x(70), y(-50),z(90) },
--body
{x(90),y(-50), z(60), x(70), y(-100), z(100)},
--legs
{x(90),y(-100), z(60),x(70), y(-160),z(79) },
{x(90),y(-100), z(81),x(70), y(-160), z(100)},
--shoulders
{x(89),y(-50), z(58), x(71),y(-68),z(60)},
{x(89),y(-50), z(100),x(71) ,y(-68),z(102)},
--left arm
{x(139),y(-50),z(45),x(71),y(-63),z(58)},
--right arm
{x(89),y(-50),z(102),x(71),y(-100),z(115)},
{x(115),y(-87),z(102),x(71),y(-100),z(115)},
}
},
})
-- register template (static data) to minetest
minetest.register_entity("townchest:builder", {
hp_max = 1,
physical = false,
makes_footstep_sound = true,
collisionbox = {-0.4, -1, -0.4, 0.4, 1, 0.4},
visual_size = nil,
visual = "wielditem",
textures = {"townchest:builder_box"},
target = nil,
speed = nil,
range = nil,
range_y = nil,
after = nil,
after_param = nil,
food = 0,
get_staticdata = __get_staticdata,
on_activate = __on_activate,
on_punch = __on_punch,
on_step = __on_step,
moveto = __moveto
})

177
plan.lua Normal file
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local dprint = townchest.dprint --debug
local __add_node = function(this,node)
-- add to the full list
this.building_full[node:id()] = node --collect references for direct access
this.building_size = this.building_size + 1
end
local __adjust_flatting_requrement = function(this,node)
-- create relative sizing information
if not this.relative.min_x or this.relative.min_x > node.x then
this.relative.min_x = node.x
end
if not this.relative.max_x or this.relative.max_x < node.x then
this.relative.max_x = node.x
end
if not this.relative.min_y or this.relative.min_y > node.y then
this.relative.min_y = node.y
end
if not this.relative.max_y or this.relative.max_y < node.y then
this.relative.max_y = node.y
end
if not this.relative.min_z or this.relative.min_z > node.z then
this.relative.min_z = node.z
end
if not this.relative.max_z or this.relative.max_z < node.z then
this.relative.max_z = node.z
end
-- create ground level information
if string.sub(node.name, 1, 18) == "default:dirt_with_" or
node.name == "farming:soil_wet" then
if not this.relative.groundnode_count then
this.relative.groundnode_count = 1
this.relative.ground_y = node.y + 1
else
this.relative.groundnode_count = this.relative.groundnode_count + 1
this.relative.ground_y = this.relative.ground_y + (node.y + 1 - this.relative.ground_y) / this.relative.groundnode_count
dprint("ground calc:", node.name, this.relative.groundnode_count, node.y, this.relative.ground_y)
end
end
end
local __prepare = function(this)
-- round ground level to full block
this.relative.ground_y = math.floor(this.relative.ground_y)
local additional = 0
local add_max = 5
dprint("create flatting plan")
for y = this.relative.min_y, this.relative.max_y + 5 do -- with additional 5 on top
--calculate additional grounding
if y >= this.relative.ground_y then --only over ground
local high = y-this.relative.ground_y
additional = high+1
if additional > add_max then --set to max
additional = add_max
end
dprint("additional flat", y, additional)
end
for x = this.relative.min_x - additional, this.relative.max_x + additional do
for z = this.relative.min_z - additional, this.relative.max_z + additional do
if not this.building_full[x..","..y..","..z] then -- not in plan - flat them
local node = townchest.nodes.new({ x=x, y=y, z=z, name="air", matname = townchest.nodes.c_free_item })
this:add_node(node)
end
end
end
end
dprint("flatting plan done")
end
local __get_world_pos = function(this,pos)
local fpos = { x=pos.x+this.chest.pos.x,
y=pos.y+this.chest.pos.y - this.relative.ground_y,
z=pos.z+this.chest.pos.z
}
-- dprint("world_pos y:"..pos.y.."+"..this.chest.pos.y.."-"..this.relative.ground_y)
return fpos
end
-- revert get_world_pos
local __get_plan_pos = function(this,pos)
local fpos = { x=pos.x-this.chest.pos.x,
y=pos.y-this.chest.pos.y + this.relative.ground_y,
z=pos.z-this.chest.pos.z
}
-- dprint("plan_pos y:"..pos.y.."-"..this.chest.pos.y.."+"..this.relative.ground_y)
return fpos
end
local __get_nodes = function(this, count, skip)
local ret = {}
local counter = 0
if not skip then
skip = 0
end
for key, node in pairs(this.building_full) do
counter = counter + 1
if counter > skip then
table.insert(ret, node)
end
if counter >= count + skip then
break
end
end
return ret
end
-- to be able working with forceload chunks
local __get_nodes_from_chunk = function(this, node)
-- calculate the begin of the chunk
--local BLOCKSIZE = core.MAP_BLOCKSIZE
local BLOCKSIZE = 16
local wpos = this:get_world_pos(node)
wpos.x = (math.floor(wpos.x/BLOCKSIZE))*BLOCKSIZE
wpos.y = (math.floor(wpos.y/BLOCKSIZE))*BLOCKSIZE
wpos.z = (math.floor(wpos.z/BLOCKSIZE))*BLOCKSIZE
dprint("nodes for chunk (wpos)", wpos.x, wpos.y, wpos.z)
local vpos = this:get_plan_pos(wpos)
dprint("nodes for chunk (vpos)", vpos.x, vpos.y, vpos.z)
local ret = {}
for x = vpos.x, vpos.x + BLOCKSIZE do
for y = vpos.y, vpos.y + BLOCKSIZE do
for z = vpos.z, vpos.z + BLOCKSIZE do
--local node = this.building_full[node:id()]
local node = this.building_full[x..","..y..","..z]
if node then
table.insert(ret, node)
end
end
end
end
return ret
end
local __set_node_processed = function(this, node)
this.building_full[node:id()] = nil
this.building_size = this.building_size - 1
end
townchest.plan = {}
townchest.plan.new = function( chest )
local this = {}
this.relative = {} --relative infos
this.relative.ground_y = 0
this.chest = chest
-- full plan - key-indexed - equvalent to the we-file
this.building_full = {}
this.building_size = 0
this.add_node = __add_node
this.adjust_flatting_requrement = __adjust_flatting_requrement
this.prepare = __prepare
this.get_world_pos = __get_world_pos
this.get_plan_pos = __get_plan_pos
this.get_nodes = __get_nodes
this.set_node_processed = __set_node_processed
this.get_nodes_from_chunk = __get_nodes_from_chunk
return this
end

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local dprint = townchest.dprint --debug
townchest.specwidgets = {}
-----------------------------------------------
-- Select file dialog
-----------------------------------------------
local _spec_select_file_form = function(this)
this.chest.meta:set_string("infotext", "please select a building")
local formspec = "size[12,10]"
if not this.info.files then
this.info.files = townchest.files.get()
end
local x,y = 0,0
local file
if not this.info.firstpage then
this.info.firstpage = 1
end
local firstfile = (this.info.firstpage - 1) * 30 + 1 -- 1, 31, 61, ...
local lastfile = #this.info.files
if lastfile >= firstfile + 30 then
lastfile = firstfile + 30 -1
end
for i = firstfile,lastfile,1 do
file = this.info.files[i]
if x == 12 then
y = y+1
x = 0
end
formspec = formspec .."button["..(x)..","..(y)..";4,0.5;building;"..file.."]"
x = x+4
end
if #this.info.files == 0 then
formspec = formspec
.."label[4,4.5; no files found in buildings folder:]"
.."label[4,5.0; "..townchest.modpath.."/buildings".."]"
end
local nav = {}
nav.back = 0 --initialized for nav.next calculation
if this.info.firstpage > 1 then
if this.info.firstpage - 30 < 1 then
nav.back = 1
else
nav.back = this.info.firstpage - 1
end
formspec = formspec .."button[1,10;2,0.5;prev;page "..nav.back.."]"
end
if #this.info.files >= firstfile + 30 then
nav.next = this.info.firstpage + 1
formspec = formspec .."button[9,10;2,0.5;next;page "..nav.next.."]"
end
return formspec
end
-----------------------------------------------
-- Select file dialog action
-----------------------------------------------
local _spec_select_file_action = function(this, pos, formname, fields, sender)
if fields.building then
dprint("building selected:", fields.building)
this.chest:prepare_building_plan(fields.building)
elseif fields.prev then
dprint("prev page")
this.info.firstpage = this.info.firstpage - 1 --just navigation
elseif fields.next then
dprint("next page")
this.info.firstpage = this.info.firstpage + 1 --just navigation
end
end
-----------------------------------------------
-- Status dialog
-----------------------------------------------
local _spec_status_form = function(this)
local message = "no message"
if this.chest.statusmessage then
message = this.chest.statusmessage
end
local formspec = "size[10,3]"
formspec = formspec.."label[1,1; "..message
this.chest.meta:set_string("infotext", message)
return formspec
end
-----------------------------------------------
-- Customization dialog
-----------------------------------------------
local _spec_build_status_form = function(this)
this.chest.meta:set_string("infotext", "Nodes in plan: "..this.chest.plan.building_size)
local relative = this.chest.plan.relative
local formspec = "size[12,10]"
formspec = formspec.."label[1,0.5; Building "..this.chest.info.filename.." selected]"
formspec = formspec.."label[1,1; Size: "..(relative.max_x-relative.min_x).." x "..(relative.max_z-relative.min_z).."]"
formspec = formspec.."label[1,1.5; Building high: "..(relative.max_y-relative.min_y).." Ground high: "..relative.ground_y-relative.min_y.."]"
formspec = formspec.."label[1,2; Nodes to do: "..this.chest.plan.building_size.."]"
-- first buttons row
if this.chest.instantbuild then
formspec = formspec.."button[1,8;3,0.5;stop_instant;Stop instant build]"
else
formspec = formspec.."button[1,8;3,0.5;start_instant;Start instant build]"
end
if this.chest.started then
formspec = formspec.."button[5,8;3,0.5;stop;Stop NPC build]"
else
formspec = formspec.."button[5,8;3,0.5;start;Start NPC build]"
end
-- second buttons row
formspec = formspec.."button[1,9;3,0.5;take_npc;Spawn NPC]"
-- reload available if nothing started only
if not this.chest.started and not this.chest.instantbuild then
formspec = formspec.."button[5,9;3,0.5;reload_file;Reload nodes]"
end
return formspec
end
-----------------------------------------------
-- Customization dialog
-----------------------------------------------
local _spec_build_status_action = function(this, pos, formname, fields, sender)
if fields.start_instant then
this.chest.instantbuild = true
this.chest:instant_build()
elseif fields.stop_instant then
this.chest.instantbuild = nil
elseif fields.take_npc then
minetest.add_entity({x=(pos.x+math.random(0,4)-2),y=(pos.y+math.random(0,2)),z=(pos.z+math.random(0,4)-2)}, "townchest:builder")
elseif fields.start then
this.chest.started = true --is used by NPC
this.chest.info.started = true --is used by restore
this.chest.meta:set_string("chestinfo", minetest.serialize(this.chest.info))
elseif fields.stop then
this.chest.started = nil
this.chest.info.started = nil
this.chest.meta:set_string("chestinfo", minetest.serialize(this.chest.info))
elseif fields.reload_file then
this.chest:prepare_building_plan(this.chest.info.filename)
end
end
local __get_spec = function(this,specname)
local spec = specname
if not spec then
spec = this.info.specname
end
this.info.specname = spec
if spec == "select_file" then
this.receive_fields = _spec_select_file_action --set function
return _spec_select_file_form(this)
elseif spec == "status" then
this.receive_fields = nil
return _spec_status_form(this)
elseif spec == "build_status" then
this.receive_fields = _spec_build_status_action --set function
return _spec_build_status_form(this)
end
end
--------------------------------------
-- object definition / constructor
--------------------------------------
townchest.specwidgets.new = function(chest)
local this = {}
this.info = {} --additional functions
this.get_spec = __get_spec
this.chest = chest
return this
end

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--- Schematic serialization and deserialiation.
-- @module worldedit.serialization
--worldedit.LATEST_SERIALIZATION_VERSION = 5
--local LATEST_SERIALIZATION_HEADER = worldedit.LATEST_SERIALIZATION_VERSION .. ":"
--[[
Serialization version history:
1: Original format. Serialized Lua table with a weird linked format...
2: Position and node seperated into sub-tables in fields `1` and `2`.
3: List of nodes, one per line, with fields seperated by spaces.
Format: <X> <Y> <Z> <Name> <Param1> <Param2>
4: Serialized Lua table containing a list of nodes with `x`, `y`, `z`,
`name`, `param1`, `param2`, and `meta` fields.
5: Added header and made `param1`, `param2`, and `meta` fields optional.
Header format: <Version>,<ExtraHeaderField1>,...:<Content>
--]]
--- Reads the header of serialized data.
-- @param value Serialized WorldEdit data.
-- @return The version as a positive natural number, or 0 for unknown versions.
-- @return Extra header fields as a list of strings, or nil if not supported.
-- @return Content (data after header).
function townchest.we_read_header(value)
if value:find("^[0-9]+[%-:]") then
local header_end = value:find(":", 1, true)
local header = value:sub(1, header_end - 1):split(",")
local version = tonumber(header[1])
table.remove(header, 1)
local content = value:sub(header_end + 1)
return version, header, content
end
-- Old versions that didn't include a header with a version number
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then -- List format
return 3, nil, value
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then -- Meta flat table format
return 2, nil, value
end
return 1, nil, value -- Flat table format
elseif value:find("%{") then -- Raw nested table format
return 4, nil, value
end
return nil
end
--- Loads the schematic in `value` into a node list in the latest format.
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
-- @return A node list in the latest format, or nil on failure.
function townchest.we_load_schematic(value)
local version, header, content = townchest.we_read_header(value)
local nodes = {}
if version == 1 or version == 2 then -- Original flat table format
local tables = minetest.deserialize(content)
if not tables then return nil end
-- Transform the node table into an array of nodes
for i = 1, #tables do
for j, v in pairs(tables[i]) do
if type(v) == "table" then
tables[i][j] = tables[v[1]]
end
end
end
nodes = tables[1]
if version == 1 then --original flat table format
for i, entry in ipairs(nodes) do
local pos = entry[1]
entry.x, entry.y, entry.z = pos.x, pos.y, pos.z
entry[1] = nil
local node = entry[2]
entry.name, entry.param1, entry.param2 = node.name, node.param1, node.param2
entry[2] = nil
end
end
elseif version == 3 then -- List format
for x, y, z, name, param1, param2 in content:gmatch(
"([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+" ..
"([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do
param1, param2 = tonumber(param1), tonumber(param2)
table.insert(nodes, {
x = tonumber(x),
y = tonumber(y),
z = tonumber(z),
name = name,
param1 = param1 ~= 0 and param1 or nil,
param2 = param2 ~= 0 and param2 or nil,
})
end
elseif version == 4 or version == 5 then -- Nested table format
if not jit then
-- This is broken for larger tables in the current version of LuaJIT
nodes = minetest.deserialize(content)
else
-- XXX: This is a filthy hack that works surprisingly well - in LuaJIT, `minetest.deserialize` will fail due to the register limit
nodes = {}
content = content:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) -- remove the starting and ending values to leave only the node data
local escaped = content:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = content:sub(startpos1, startpos)
local entry = minetest.deserialize("return " .. current)
table.insert(nodes, entry)
startpos, startpos1 = endpos, endpos
end
local entry = minetest.deserialize("return " .. content:sub(startpos1)) -- process the last entry
table.insert(nodes, entry)
end
else
return nil
end
return nodes
end