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