520 lines
15 KiB
Lua

VILLAGE_CHECK_RADIUS = 2
VILLAGE_CHECK_COUNT = 1
VILLAGE_CHANCE = 28
VILLAGE_MIN_SIZE = 20
VILLAGE_MAX_SIZE = 40
FIRST_ROADSIZE = 3
BIG_ROAD_CHANCE = 0
-- Enable that for really big villages (there are also really slow to generate)
--[[VILLAGE_CHECK_RADIUS = 3
VILLAGE_CHECK_COUNT = 3
VILLAGE_CHANCE = 28
VILLAGE_MIN_SIZE = 100
VILLAGE_MAX_SIZE = 150
FIRST_ROADSIZE = 5
BIG_ROAD_CHANCE = 50]]
local function is_village_block(minp)
local x, z = math.floor(minp.x/80), math.floor(minp.z/80)
local vcc = VILLAGE_CHECK_COUNT
return (x%vcc == 0) and (z%vcc == 0)
end
function village_at_point(minp, noise1)
if not is_village_block(minp) then return 0,0,0,0 end
local vcr, vcc = VILLAGE_CHECK_RADIUS, VILLAGE_CHECK_COUNT
for xi = -vcr, vcr, vcc do
for zi = -vcr, 0, vcc do
if xi~=0 or zi~=0 then
local mp = {x=minp.x+80*xi, z=minp.z+80*zi}
local pi = PseudoRandom(get_bseed(mp))
local s = pi:next(1, 400)
local x = pi:next(mp.x, mp.x+79)
local z = pi:next(mp.z, mp.z+79)
if s<=VILLAGE_CHANCE and noise1:get2d({x=x, y=z})>=-0.3 then return 0,0,0,0 end
end
end
end
local pr = PseudoRandom(get_bseed(minp))
if pr:next(1,400)>VILLAGE_CHANCE then return 0,0,0,0 end
local x = pr:next(minp.x, minp.x+79)
local z = pr:next(minp.z, minp.z+79)
if noise1:get2d({x=x, y=z})<-0.3 then return 0,0,0,0 end
local size = pr:next(VILLAGE_MIN_SIZE, VILLAGE_MAX_SIZE)
local height = pr:next(5, 20)
print("A village spawned at: x="..x..", z="..z)
return x,z,size,height
end
--local function dist_center2(ax, bsizex, az, bsizez)
-- return math.max((ax+bsizex)*(ax+bsizex),ax*ax)+math.max((az+bsizez)*(az+bsizez),az*az)
--end
local function inside_village2(bx, sx, bz, sz, vx, vz, vs, vnoise)
return inside_village(bx, bz, vx, vz, vs, vnoise) and inside_village(bx+sx, bz, vx, vz, vs, vnoise) and inside_village(bx, bz+sz, vx, vz, vs, vnoise) and inside_village(bx+sx, bz+sz, vx, vz, vs, vnoise)
end
local function choose_building(l, pr)
--::choose::
local btype
while true do
local p = pr:next(1, 3000)
for b, i in ipairs(buildings) do
if i.max_weight >= p then
btype = b
break
end
end
if buildings[btype].pervillage ~= nil then
local n = 0
for j=1, #l do
if l[j].btype == btype then
n = n + 1
end
end
--if n >= buildings[btype].pervillage then
-- goto choose
--end
if n < buildings[btype].pervillage then
return btype
end
else
return btype
end
end
--return btype
end
local function choose_building_rot(l, pr, orient)
local btype = choose_building(l, pr)
local rotation
if buildings[btype].no_rotate then
rotation = 0
else
if buildings[btype].orients == nil then
buildings[btype].orients = {0,1,2,3}
end
rotation = (orient+buildings[btype].orients[pr:next(1, #buildings[btype].orients)])%4
end
local bsizex = buildings[btype].sizex
local bsizez = buildings[btype].sizez
if rotation%2 == 1 then
bsizex, bsizez = bsizez, bsizex
end
return btype, rotation, bsizex, bsizez
end
local function placeable(bx, bz, bsizex, bsizez, l, exclude_roads)
for _, a in ipairs(l) do
if (a.btype ~= "road" or not exclude_roads) and math.abs(bx+bsizex/2-a.x-a.bsizex/2)<=(bsizex+a.bsizex)/2 and math.abs(bz+bsizez/2-a.z-a.bsizez/2)<=(bsizez+a.bsizez)/2 then return false end
end
return true
end
local function road_in_building(rx, rz, rdx, rdz, roadsize, l)
if rdx == 0 then
return not placeable(rx-roadsize+1, rz, 2*roadsize-2, 0, l, true)
else
return not placeable(rx, rz-roadsize+1, 0, 2*roadsize-2, l, true)
end
end
local function when(a, b, c)
if a then return b else return c end
end
local function generate_road(vx, vz, vs, vh, l, pr, roadsize, rx, rz, rdx, rdz, vnoise)
local calls_to_do = {}
local rxx = rx
local rzz = rz
local mx, m2x, mz, m2z, mmx, mmz
mx, m2x, mz, m2z = rx, rx, rz, rz
local orient1, orient2
local bsizex = 0
local bsizez = 0
local tries = 0
local btype
local rotation = 0
if rdx == 0 then
orient1 = 0
orient2 = 2
else
orient1 = 3
orient2 = 1
end
while inside_village(rx, rz, vx, vz, vs, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
-- protect this area
--local chunk = landrush.get_chunk({x=rx, y=0, z=rz})
--landrush.claims[chunk] = {owner="NPCs",shared={},claimtype="landclaim"}
--landrush.save_claims()
if roadsize > 1 and pr:next(1, 4) == 1 then
--generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, math.abs(rdz), math.abs(rdx))
calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=math.abs(rdz), rdz=math.abs(rdx)}
m2x = rx + (roadsize - 1)*rdx
m2z = rz + (roadsize - 1)*rdz
rx = rx + (2*roadsize - 1)*rdx
rz = rz + (2*roadsize - 1)*rdz
end
--else
--::loop::
local exitloop = false
local bx
local bz
while true do
if not inside_village(rx, rz, vx, vz, vs, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
exitloop = true
break
end
btype, rotation, bsizex, bsizez = choose_building_rot(l, pr, orient1)
bx = rx + math.abs(rdz)*(roadsize+1) - when(rdx==-1, bsizex-1, 0)
bz = rz + math.abs(rdx)*(roadsize+1) - when(rdz==-1, bsizez-1, 0)
if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, vx, vz, vs, vnoise) then
break
end
if tries > 5 then
rx = rx + rdx
rz = rz + rdz
tries = 0
else
tries = tries + 1
end
--goto loop
end
if exitloop then break end
rx = rx + (bsizex+1)*rdx
rz = rz + (bsizez+1)*rdz
mx = rx - 2*rdx
mz = rz - 2*rdz
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation}
--end
end
rx = rxx
rz = rzz
while inside_village(rx, rz, vx, vz, vs, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
if roadsize > 1 and pr:next(1, 4) == 1 then
--generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, -math.abs(rdz), -math.abs(rdx))
calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=-math.abs(rdz), rdz=-math.abs(rdx)}
m2x = rx + (roadsize - 1)*rdx
m2z = rz + (roadsize - 1)*rdz
rx = rx + (2*roadsize - 1)*rdx
rz = rz + (2*roadsize - 1)*rdz
end
--else
--::loop::
local exitloop = false
local bx
local bz
local tries = 0
while true do
if not inside_village(rx, rz, vx, vz, vs, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
exitloop = true
break
end
btype, rotation, bsizex, bsizez = choose_building_rot(l, pr, orient2)
bx = rx - math.abs(rdz)*(bsizex+roadsize) - when(rdx==-1, bsizex-1, 0)
bz = rz - math.abs(rdx)*(bsizez+roadsize) - when(rdz==-1, bsizez-1, 0)
if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, vx, vz, vs, vnoise) then
break
end
if tries > 5 then
rx = rx + rdx
rz = rz + rdz
tries = 0
else
tries = tries + 1
end
--goto loop
end
if exitloop then break end
rx = rx + (bsizex+1)*rdx
rz = rz + (bsizez+1)*rdz
m2x = rx - 2*rdx
m2z = rz - 2*rdz
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation}
--end
end
if road_in_building(rx, rz, rdx, rdz, roadsize, l) then
mmx = rx - 2*rdx
mmz = rz - 2*rdz
end
local rxmin = nil
local rxmax = nil
local rzmin = nil
local rzmax = nil
mx = mmx or rdx*math.max(rdx*mx, rdx*m2x)
mz = mmz or rdz*math.max(rdz*mz, rdz*m2z)
if rdx == 0 then
rxmin = rx - roadsize + 1
rxmax = rx + roadsize - 1
rzmin = math.min(rzz, mz)
rzmax = math.max(rzz, mz)
else
rzmin = rz - roadsize + 1
rzmax = rz + roadsize - 1
rxmin = math.min(rxx, mx)
rxmax = math.max(rxx, mx)
end
l[#l+1] = {x=rxmin, y=vh, z=rzmin, btype="road", bsizex=rxmax-rxmin+1, bsizez=rzmax-rzmin+1, brotate = 0}
for _,i in ipairs(calls_to_do) do
local new_roadsize = roadsize-1
if pr:next(1, 100) <= BIG_ROAD_CHANCE then
new_roadsize = roadsize
end
--generate_road(vx, vz, vs, vh, l, pr, new_roadsize, i.rx, i.rz, i.rdx, i.rdz, vnoise)
calls[calls.index] = {vx, vz, vs, vh, l, pr, new_roadsize, i.rx, i.rz, i.rdx, i.rdz, vnoise}
calls.index = calls.index+1
end
end
local function generate_bpos(vx, vz, vs, vh, pr, vnoise)
--[=[local l={}
local total_weight = 0
for _, i in ipairs(buildings) do
if i.weight == nil then i.weight = 1 end
total_weight = total_weight+i.weight
i.max_weight = total_weight
end
local multiplier = 3000/total_weight
for _,i in ipairs(buildings) do
i.max_weight = i.max_weight*multiplier
end
for i=1, 2000 do
bx = pr:next(vx-vs, vx+vs)
bz = pr:next(vz-vs, vz+vs)
::choose::
--[[btype = pr:next(1, #buildings)
if buildings[btype].chance ~= nil then
if pr:next(1, buildings[btype].chance) ~= 1 then
goto choose
end
end]]
p = pr:next(1, 3000)
for b, i in ipairs(buildings) do
if i.max_weight > p then
btype = b
break
end
end
if buildings[btype].pervillage ~= nil then
local n = 0
for j=1, #l do
if l[j].btype == btype then
n = n + 1
end
end
if n >= buildings[btype].pervillage then
goto choose
end
end
local rotation
if buildings[btype].no_rotate then
rotation = 0
else
rotation = pr:next(0, 3)
end
bsizex = buildings[btype].sizex
bsizez = buildings[btype].sizez
if rotation%2 == 1 then
bsizex, bsizez = bsizez, bsizex
end
if dist_center2(bx-vx, bsizex, bz-vz, bsizez)>vs*vs then goto out end
for _, a in ipairs(l) do
if math.abs(bx-a.x)<=(bsizex+a.bsizex)/2+2 and math.abs(bz-a.z)<=(bsizez+a.bsizez)/2+2 then goto out end
end
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation}
::out::
end
return l]=]--
local l={}
local rx = vx-vs
local rz = vz
while inside_village(rx, rz, vx, vz, vs, vnoise) do
rx = rx - 1
end
rx = rx + 5
calls = {index = 1}
generate_road(vx, vz, vs, vh, l, pr, FIRST_ROADSIZE, rx, rz, 1, 0, vnoise)
local i = 1
while i < calls.index do
generate_road(unpack(calls[i]))
i = i+1
end
return l
--[=[while rx1 < vx+vs do
local building = choose_building(l, pr)
local rotation
if buildings[btype].no_rotate then
rotation = 0
else
rotation = pr:next(0, 3)
end
bsizex = buildings[btype].sizex
bsizez = buildings[btype].sizez
if rotation%2 == 1 then
bsizex, bsizez = bsizez, bsizex
end
local bx = rx1
rx1 = rx1+bsizex+1
local bz = rz - bsizez - 3
if dist_center2(bx-vx, bsizex, bz-vz, bsizez)>vs*vs then goto out end
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation}
::out::
end
while rx2 < vx+vs do
local building = choose_building(l, pr)
local rotation
if buildings[btype].no_rotate then
rotation = 0
else
rotation = pr:next(0, 3)
end
bsizex = buildings[btype].sizex
bsizez = buildings[btype].sizez
if rotation%2 == 1 then
bsizex, bsizez = bsizez, bsizex
end
local bx = rx2
rx2 = rx2+bsizex+1
local bz = rz + 3
if dist_center2(bx-vx, bsizex, bz-vz, bsizez)>vs*vs then goto out end
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation}
::out::
end
return l]=]
end
local function generate_building(pos, minp, maxp, data, a, pr, extranodes, barbarian_village)
local binfo = buildings[pos.btype]
local scm
if type(binfo.scm) == "string" then
scm = import_scm(binfo.scm)
else
scm = binfo.scm
end
scm = rotate(scm, pos.brotate)
local c_ignore = minetest.get_content_id("ignore")
local c_air = minetest.get_content_id("air")
local t
local newBuilding = false
for x = 0, pos.bsizex-1 do
for y = 0, binfo.ysize-1 do
for z = 0, pos.bsizez-1 do
local ax, ay, az = pos.x+x, pos.y+y+binfo.yoff, 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
if scm[y+1] ~= nil then
if scm[y+1][x+1] ~= nil then
if scm[y+1][x+1][z+1] ~= nil then
t = scm[y+1][x+1][z+1]
if type(t) == "table" then
table.insert(extranodes, {node=t.node, meta=t.meta, pos={x=ax, y=ay, z=az},})
newBuilding = true
elseif t ~= c_ignore and t ~= c_air then
data[a:index(ax, ay, az)] = t
end
end
end
end
end
end
end
end
if newBuilding == true then
--print("New building around "..minetest.pos_to_string(pos))
local numNPCs = math.random(0,1)
--print("Spawning "..tostring(numNPCs).." NPCs")
if numNPCs > 0 then
for i=0,numNPCs,1 do
local npos = pos
npos.x = npos.x + math.random(-8,8)
npos.y = npos.y + 2
npos.z = npos.z + math.random(-8,8)
local spawnerpos = {x=npos.x, y=npos.y, z=npos.z}
spawnerpos.y = spawnerpos.y - 5
if barbarian_village == true then
local barbarian = mobs:get_random('barbarian')
minetest.log("action","Spawning "..barbarian.." at "..minetest.pos_to_string(npos))
local mob = minetest.add_entity(pos, barbarian)
if mob then
local distance_rating = ( ( get_distance({x=0,y=0,z=0},npos) ) / 15000 )
mob = mob:get_luaentity()
local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
mob.object:set_hp( newHP )
local metatable = { fields = { entity = barbarian, active_objects = 6 } }
table.insert(extranodes, {node={name="mobs:spawner",param1=0, param2=0}, pos=spawnerpos,mob="barbarian"})
end
else
local npc = mobs:get_random('npc')
minetest.log("action","Spawning "..npc.." at "..minetest.pos_to_string(npos))
local mob = minetest.add_entity(pos, npc)
if mob then
mob = mob:get_luaentity()
local p = mob.object:getpos()
math.randomseed( ( p.x * p.y * p.z ) )
local metatable = { fields = { entity = npc, active_objects = 6 } }
table.insert(extranodes, {node={name="mobs:spawner",param1=0, param2=0}, pos=spawnerpos, mob="npc"})
end
end
end
end
end
end
local MIN_DIST = 1
local function pos_far_buildings(x, z, l)
for _,a in ipairs(l) do
if a.x-MIN_DIST<=x and x<=a.x+a.bsizex+MIN_DIST and a.z-MIN_DIST<=z and z<=a.z+a.bsizez+MIN_DIST then
return false
end
end
return true
end
local function generate_walls(bpos, data, a, minp, maxp, vh, vx, vz, vs, vnoise)
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local xx = (vnoise:get2d({x=x, y=z})-2)*20+(40/(vs*vs))*((x-vx)*(x-vx)+(z-vz)*(z-vz))
if xx>=40 and xx <= 44 then
bpos[#bpos+1] = {x=x, z=z, y=vh, btype="wall", bsizex=1, bsizez=1, brotate=0}
end
end
end
end
function generate_village(vx, vz, vs, vh, minp, maxp, data, a, vnoise, to_grow)
local seed = get_bseed({x=vx, z=vz})
local pr_village = PseudoRandom(seed)
local pr_vtype = PseudoRandom(seed)
local bpos = generate_bpos(vx, vz, vs, vh, pr_village, vnoise)
local hasWalls = false
local rptype = pr_vtype:next(1,10)
local barbarian_village = nil
if rptype <= 3 then
barbarian_village = true
else
barbarian_village = false
end
--generate_walls(bpos, data, a, minp, maxp, vh, vx, vz, vs, vnoise)
local pr = PseudoRandom(seed)
for _, g in ipairs(to_grow) do
if pos_far_buildings(g.x, g.z, bpos) then
mg.registered_trees[g.id].grow(data, a, g.x, g.y, g.z, minp, maxp, pr)
end
end
local extranodes = {}
for _, pos in ipairs(bpos) do
generate_building(pos, minp, maxp, data, a, pr_village, extranodes, barbarian_village)
end
return extranodes
end