optimizing and banchmarking lvm versus get/set_node
parent
3a7e65d8ad
commit
a205ecec4f
483
buildings.lua
483
buildings.lua
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@ -1,16 +1,12 @@
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local count_buildings ={}
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-- iterate over whole table to get all keys
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local keyset = {}
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for k in pairs(schematic_table) do
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table.insert(keyset, k)
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end
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--local variables for buildings
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local building_all_info
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local number_of_buildings
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local number_built
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--
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-------------------------------------------------------------------------------
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-- build schematic, replace material, rotation
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--
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-------------------------------------------------------------------------------
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function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
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-- get building node material for better integration to surrounding
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local platform_material = minetest.get_node_or_nil(pos)
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@ -42,199 +38,27 @@ function settlements.build_schematic(vm, data, va, pos, building, replace_wall,
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local possible_rotations = {"0", "90", "180", "270"}
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local rotation = possible_rotations[ math.random( #possible_rotations ) ]
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settlements.foundation(
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vm,
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data,
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va,
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pos,
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width,
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depth,
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height,
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rotation)
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vm:set_data(data)
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-- place schematic
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minetest.after(3, function() --increase waiting time, if "block not found" in debug.txt
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minetest.place_schematic(pos,
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schematic,
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rotation,
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nil,
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true)
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-- initialize special nodes (chests, furnace)
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minetest.after(2, settlements.initialize_nodes, pos, width, depth, height)
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end)
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minetest.place_schematic_on_vmanip(
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vm,
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pos,
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schematic,
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rotation,
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nil,
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true)
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vm:write_to_map(true)
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end
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--
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-- placing buildings within lvm
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--
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function settlements.place_settlement_lvm(vm, data, va, minp, maxp)
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-- find center of chunk
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local center = {
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x=maxp.x-half_map_chunk_size,
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y=maxp.y,
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z=maxp.z-half_map_chunk_size
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}
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-- find center_surcafe of chunk
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local center_surface = settlements.find_surface_lvm(center, data, va)
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-- go build settlement around center
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if center_surface then
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-- add settlement to list
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table.insert(settlements_in_world,
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center_surface)
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-- save list to file
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settlements.save()
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-- initialize all settlement information
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settlements.initialize_settlement()
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-- build well in the center
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building_all_info = schematic_table[1]
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settlements.build_schematic(
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vm,
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data,
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va,
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center_surface,
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building_all_info["mts"],
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building_all_info["rplc"],
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building_all_info["name"])
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-- add to settlement info table
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local index = 1
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settlement_info[index] = {pos = center_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"]}
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--increase index for following buildings
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index = index + 1
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-- now some buildings around in a circle, radius = size of town center
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local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
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-- draw j circles around center and increase radius by math.random(2,5)
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for j = 1,20 do
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if number_built < number_of_buildings then
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-- set position on imaginary circle
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for j = 0, 360, 15 do
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local angle = j * math.pi / 180
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local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
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ptx = settlements.round(ptx, 0)
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ptz = settlements.round(ptz, 0)
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local pos1 = { x=ptx, y=center_surface.y, z=ptz}
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--
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local pos_surface = settlements.find_surface_lvm(pos1, data, va)
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--local pos_surface = settlements.find_surface(pos1)
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if pos_surface
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then
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if settlements.pick_next_building(pos_surface)
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then
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settlements.build_schematic(
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vm,
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data,
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va,
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pos_surface,
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building_all_info["mts"],
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building_all_info["rplc"],
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building_all_info["name"]
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)
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number_built = number_built + 1
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settlement_info[index] = {
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pos = pos_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"]
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}
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index = index + 1
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if number_of_buildings == number_built
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then
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break
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end
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end
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else
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break
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end
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end
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r = r + math.random(2,5)
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end
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end
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if settlements.debug == true
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then
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minetest.chat_send_all("really ".. number_built)
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end
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minetest.after(2, settlements.paths)
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-- settlements.paths()
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end
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end
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--
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-- placing buildings in circles around center
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--
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function settlements.place_settlement_circle(minp, maxp)
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-- find center of chunk
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local center = {
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x=maxp.x-half_map_chunk_size,
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y=maxp.y-half_map_chunk_size,
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z=maxp.z-half_map_chunk_size
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}
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-- find center_surcafe of chunk
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local center_surface = settlements.find_surface(center)
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-- go build settlement around center
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if center_surface then
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-- add settlement to list
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table.insert(settlements_in_world,
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center_surface)
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-- save list to file
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settlements.save()
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-- initialize all settlement information
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settlements.initialize_settlement()
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-- build well in the center
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building_all_info = schematic_table[1]
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settlements.build_schematic(
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center_surface,
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building_all_info["mts"],
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building_all_info["rplc"],
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building_all_info["name"])
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-- add to settlement info table
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local index = 1
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settlement_info[index] = {pos = center_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"]}
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--increase index for following buildings
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index = index + 1
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-- now some buildings around in a circle, radius = size of town center
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local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
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-- draw j circles around center and increase radius by math.random(2,5)
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for j = 1,20 do
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if number_built < number_of_buildings then
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-- set position on imaginary circle
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for j = 0, 360, 15 do
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local angle = j * math.pi / 180
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local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
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local pos1 = { x=ptx, y=center_surface.y, z=ptz}
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--
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local pos_surface = settlements.find_surface(pos1)
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if pos_surface
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then
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if settlements.pick_next_building(pos_surface)
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then
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settlements.build_schematic(pos_surface,
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building_all_info["mts"],
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building_all_info["rplc"],
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building_all_info["name"])
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number_built = number_built + 1
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settlement_info[index] = {pos = pos_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"]}
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index = index + 1
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if number_of_buildings == number_built
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then
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break
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end
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end
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else
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break
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end
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end
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r = r + math.random(2,5)
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end
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end
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if settlements.debug == true
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then
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minetest.chat_send_all("really ".. number_built)
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end
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minetest.after(2, settlements.paths)
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-- settlements.paths()
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end
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end
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function settlements.initialize_settlement()
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-------------------------------------------------------------------------------
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-- initialize settlement_info
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-------------------------------------------------------------------------------
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function settlements.initialize_settlement_info()
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-- settlement_info table reset
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for k,v in pairs(settlement_info) do
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settlement_info[k] = nil
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@ -253,9 +77,9 @@ function settlements.initialize_settlement()
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minetest.chat_send_all("settlement ".. number_of_buildings)
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end
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end
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--
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-------------------------------------------------------------------------------
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-- everything necessary to pick a fitting next building
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--
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-------------------------------------------------------------------------------
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function settlements.pick_next_building(pos_surface)
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local randomized_schematic_table = shuffle(schematic_table)
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-- pick schematic
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@ -276,4 +100,273 @@ function settlements.pick_next_building(pos_surface)
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end
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end
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return nil
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end
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end
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-------------------------------------------------------------------------------
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-- fill settlement_info with LVM
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--------------------------------------------------------------------------------
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function settlements.create_site_plan_lvm(maxp, minp)
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local possible_rotations = {"0", "90", "180", "270"}
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-- find center of chunk
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local center = {
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x=maxp.x-half_map_chunk_size,
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y=maxp.y,
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z=maxp.z-half_map_chunk_size
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}
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-- find center_surcafe of chunk
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local center_surface , surface_material = settlements.find_surface_lvm(center, minp)
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-- go build settlement around center
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if center_surface then
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-- add settlement to list
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table.insert(settlements_in_world,
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center_surface)
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-- save list to file
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settlements.save()
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-- initialize all settlement_info table
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settlements.initialize_settlement_info()
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-- first building is townhall in the center
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building_all_info = schematic_table[1]
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local rotation = possible_rotations[ math.random( #possible_rotations ) ]
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-- add to settlement info table
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local index = 1
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settlement_info[index] = {
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pos = center_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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--increase index for following buildings
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index = index + 1
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-- now some buildings around in a circle, radius = size of town center
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local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
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-- draw j circles around center and increase radius by math.random(2,5)
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for j = 1,20 do
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if number_built < number_of_buildings then
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-- set position on imaginary circle
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for j = 0, 360, 15 do
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local angle = j * math.pi / 180
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local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
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ptx = settlements.round(ptx, 0)
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ptz = settlements.round(ptz, 0)
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local pos1 = { x=ptx, y=center_surface.y+50, z=ptz}
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--
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local pos_surface , surface_material = settlements.find_surface_lvm(pos1, minp)
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if pos_surface
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then
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if settlements.pick_next_building(pos_surface)
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then
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rotation = possible_rotations[ math.random( #possible_rotations ) ]
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number_built = number_built + 1
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settlement_info[index] = {
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pos = pos_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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index = index + 1
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if number_of_buildings == number_built
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then
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break
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end
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end
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else
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break
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end
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end
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r = r + math.random(2,5)
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end
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end
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if settlements.debug == true
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then
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minetest.chat_send_all("really ".. number_built)
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end
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return true
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else
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return false
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end
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end
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-------------------------------------------------------------------------------
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-- fill settlement_info
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--------------------------------------------------------------------------------
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function settlements.create_site_plan(maxp, minp)
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local possible_rotations = {"0", "90", "180", "270"}
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-- find center of chunk
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local center = {
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x=maxp.x-half_map_chunk_size,
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y=maxp.y,
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z=maxp.z-half_map_chunk_size
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}
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-- find center_surcafe of chunk
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local center_surface , surface_material = settlements.find_surface(center)
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-- go build settlement around center
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if center_surface then
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-- add settlement to list
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table.insert(settlements_in_world,
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center_surface)
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-- save list to file
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settlements.save()
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-- initialize all settlement_info table
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settlements.initialize_settlement_info()
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-- first building is townhall in the center
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building_all_info = schematic_table[1]
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local rotation = possible_rotations[ math.random( #possible_rotations ) ]
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-- add to settlement info table
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local index = 1
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settlement_info[index] = {
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pos = center_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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--increase index for following buildings
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index = index + 1
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-- now some buildings around in a circle, radius = size of town center
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local x, z, r = center_surface.x, center_surface.z, building_all_info["hsize"]
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-- draw j circles around center and increase radius by math.random(2,5)
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for j = 1,20 do
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if number_built < number_of_buildings then
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-- set position on imaginary circle
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for j = 0, 360, 15 do
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local angle = j * math.pi / 180
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local ptx, ptz = x + r * math.cos( angle ), z + r * math.sin( angle )
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ptx = settlements.round(ptx, 0)
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ptz = settlements.round(ptz, 0)
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local pos1 = { x=ptx, y=center_surface.y+50, z=ptz}
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--
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local pos_surface , surface_material = settlements.find_surface(pos1)
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if pos_surface
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then
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if settlements.pick_next_building(pos_surface)
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then
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rotation = possible_rotations[ math.random( #possible_rotations ) ]
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number_built = number_built + 1
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settlement_info[index] = {
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pos = pos_surface,
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name = building_all_info["name"],
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hsize = building_all_info["hsize"],
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rotat = rotation,
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surface_mat = surface_material
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}
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index = index + 1
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if number_of_buildings == number_built
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then
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break
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end
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end
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else
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break
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end
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end
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r = r + math.random(2,5)
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end
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end
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if settlements.debug == true
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then
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minetest.chat_send_all("really ".. number_built)
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end
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return true
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else
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return false
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end
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end
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-------------------------------------------------------------------------------
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-- evaluate settlement_info and place schematics
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-------------------------------------------------------------------------------
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function settlements.place_schematics_lvm()
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for i, built_house in ipairs(settlement_info) do
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for j, schem in ipairs(schematic_table) do
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if settlement_info[i]["name"] == schem["name"]
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then
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building_all_info = schem
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break
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end
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end
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local pos = settlement_info[i]["pos"]
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local rotation = settlement_info[i]["rotat"]
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-- get building node material for better integration to surrounding
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local platform_material = settlement_info[i]["surface_mat"]
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platform_material_name = minetest.get_name_from_content_id(platform_material)
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-- pick random material
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local material = wallmaterial[math.random(1,#wallmaterial)]
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--
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local building = building_all_info["mts"]
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local replace_wall = building_all_info["rplc"]
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-- schematic conversion to lua
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local schem_lua = minetest.serialize_schematic(building,
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"lua",
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{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
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-- replace material
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if replace_wall == "y" then
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schem_lua = schem_lua:gsub("default:cobble", material)
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end
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schem_lua = schem_lua:gsub("default:dirt_with_grass",
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platform_material_name)
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-- special material for spawning npcs
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schem_lua = schem_lua:gsub("default:junglewood",
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"settlements:junglewood")
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-- format schematic string
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local schematic = loadstring(schem_lua)()
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-- build foundation for the building an make room above
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-- place schematic
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minetest.place_schematic_on_vmanip(
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vm,
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pos,
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schematic,
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rotation,
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nil,
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true)
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end
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end
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-------------------------------------------------------------------------------
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-- evaluate settlement_info and place schematics
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-------------------------------------------------------------------------------
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function settlements.place_schematics()
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for i, built_house in ipairs(settlement_info) do
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for j, schem in ipairs(schematic_table) do
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if settlement_info[i]["name"] == schem["name"]
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then
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building_all_info = schem
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break
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end
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end
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local pos = settlement_info[i]["pos"]
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local rotation = settlement_info[i]["rotat"]
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-- get building node material for better integration to surrounding
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local platform_material = settlement_info[i]["surface_mat"]
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||||
--platform_material_name = minetest.get_name_from_content_id(platform_material)
|
||||
-- pick random material
|
||||
local material = wallmaterial[math.random(1,#wallmaterial)]
|
||||
--
|
||||
local building = building_all_info["mts"]
|
||||
local replace_wall = building_all_info["rplc"]
|
||||
-- schematic conversion to lua
|
||||
local schem_lua = minetest.serialize_schematic(building,
|
||||
"lua",
|
||||
{lua_use_comments = false, lua_num_indent_spaces = 0}).." return(schematic)"
|
||||
-- replace material
|
||||
if replace_wall == "y" then
|
||||
schem_lua = schem_lua:gsub("default:cobble", material)
|
||||
end
|
||||
schem_lua = schem_lua:gsub("default:dirt_with_grass",
|
||||
platform_material)
|
||||
-- special material for spawning npcs
|
||||
schem_lua = schem_lua:gsub("default:junglewood",
|
||||
"settlements:junglewood")
|
||||
-- format schematic string
|
||||
local schematic = loadstring(schem_lua)()
|
||||
-- build foundation for the building an make room above
|
||||
-- place schematic
|
||||
minetest.place_schematic(
|
||||
pos,
|
||||
schematic,
|
||||
rotation,
|
||||
nil,
|
||||
true)
|
||||
end
|
||||
end
|
||||
|
|
20
const.lua
20
const.lua
|
@ -3,6 +3,10 @@
|
|||
--
|
||||
settlements.debug = false
|
||||
--
|
||||
-- switch for lvm
|
||||
settlements.lvm = false
|
||||
--
|
||||
--
|
||||
-- material to replace cobblestone with
|
||||
--
|
||||
wallmaterial = {
|
||||
|
@ -25,14 +29,14 @@ schem_path = settlements.modpath.."/schematics/"
|
|||
-- list of schematics
|
||||
--
|
||||
schematic_table = {
|
||||
{name = "townhall", mts = schem_path.."townhall.mts", hsize = 15, max_num = 0, rplc = "n"},
|
||||
{name = "well", mts = schem_path.."well.mts", hsize = 11, max_num = 0.045, rplc = "n"},
|
||||
{name = "hut", mts = schem_path.."hut.mts", hsize = 11, max_num = 0.9, rplc = "y"},
|
||||
{name = "garden", mts = schem_path.."garden.mts", hsize = 11, max_num = 0.1, rplc = "n"},
|
||||
{name = "lamp", mts = schem_path.."lamp.mts", hsize = 10, max_num = 0.1, rplc = "n"},
|
||||
{name = "tower", mts = schem_path.."tower.mts", hsize = 11, max_num = 0.055, rplc = "n"},
|
||||
{name = "church", mts = schem_path.."church.mts", hsize = 17, max_num = 0.050, rplc = "n"},
|
||||
{name = "blacksmith", mts = schem_path.."blacksmith.mts", hsize = 11, max_num = 0.050, rplc = "n"},
|
||||
{name = "townhall", mts = schem_path.."townhall.mts", hwidth = 10, hdepth = 11, hheight = 12, hsize = 15, max_num = 0, rplc = "n"},
|
||||
{name = "well", mts = schem_path.."well.mts", hwidth = 5, hdepth = 5, hheight = 13, hsize = 11, max_num = 0.045, rplc = "n"},
|
||||
{name = "hut", mts = schem_path.."hut.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 11, max_num = 0.9, rplc = "y"},
|
||||
{name = "garden", mts = schem_path.."garden.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 11, max_num = 0.1, rplc = "n"},
|
||||
{name = "lamp", mts = schem_path.."lamp.mts", hwidth = 3, hdepth = 3, hheight = 13, hsize = 10, max_num = 0.1, rplc = "n"},
|
||||
{name = "tower", mts = schem_path.."tower.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 11, max_num = 0.055, rplc = "n"},
|
||||
{name = "church", mts = schem_path.."church.mts", hwidth = 7, hdepth = 10, hheight = 13, hsize = 17, max_num = 0.050, rplc = "n"},
|
||||
{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 7, hdepth = 7, hheight = 13, hsize = 11, max_num = 0.050, rplc = "n"},
|
||||
}
|
||||
--
|
||||
-- temporary info for currentliy built settlement (position of each building)
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
--
|
||||
function settlements.convert_mts_to_lua()
|
||||
local building = schem_path.."hut.mts"
|
||||
local building = schem_path.."townhall.mts"
|
||||
local str = minetest.serialize_schematic(building, "lua", {lua_use_comments = true, lua_num_indent_spaces = 0}).." return(schematic)"
|
||||
local schematic = loadstring(str)()
|
||||
local file = io.open(schem_path.."hut"..".lua", "w")
|
||||
local file = io.open(schem_path.."church"..".lua", "w")
|
||||
file:write(dump(schematic))
|
||||
file:close()
|
||||
print(dump(schematic))
|
||||
|
|
155
foundation.lua
155
foundation.lua
|
@ -1,11 +1,11 @@
|
|||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to fill empty space below baseplate when building on a hill
|
||||
--
|
||||
function settlements.ground(vm, data, va, pos) -- role model: Wendelsteinkircherl, Brannenburg
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.ground_lvm(pos) -- role model: Wendelsteinkircherl, Brannenburg
|
||||
local c_dirt = minetest.get_content_id("default:dirt")
|
||||
local c_stone = minetest.get_content_id("default:stone")
|
||||
--
|
||||
local p2 = pos
|
||||
local p2 = settlements.shallowCopy(pos)
|
||||
local cnt = 0
|
||||
local mat = c_dirt
|
||||
p2.y = p2.y-1
|
||||
|
@ -18,44 +18,133 @@ function settlements.ground(vm, data, va, pos) -- role model: Wendelsteinkircher
|
|||
data[vi] = mat
|
||||
p2.y = p2.y-1
|
||||
end
|
||||
return data
|
||||
-- return data
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to fill empty space below baseplate when building on a hill
|
||||
--
|
||||
function settlements.foundation(vm, data, va, pos, width, depth, height, rotation)
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.ground(pos) -- role model: Wendelsteinkircherl, Brannenburg
|
||||
local p2 = settlements.shallowCopy(pos)
|
||||
local cnt = 0
|
||||
local mat = "default:dirt"
|
||||
p2.y = p2.y-1
|
||||
while true do
|
||||
cnt = cnt+1
|
||||
if cnt > 20 then break end
|
||||
if cnt>math.random(2,4)
|
||||
then
|
||||
mat = "default:stone"
|
||||
end
|
||||
minetest.swap_node(p2, {name=mat})
|
||||
p2.y = p2.y-1
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- function clear space above baseplate
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.terraform_lvm()
|
||||
local c_air = minetest.get_content_id("air")
|
||||
local p5 = settlements.shallowCopy(pos)
|
||||
local fheight = height * 3 -- remove trees and leaves above
|
||||
local fheight
|
||||
local fwidth
|
||||
local fdepth
|
||||
if rotation == "0" or rotation == "180" then
|
||||
fwidth = width
|
||||
fdepth = depth
|
||||
else
|
||||
fwidth = depth
|
||||
fdepth = width
|
||||
end
|
||||
for yi = 0,fheight do
|
||||
for xi = 0,fwidth-1 do
|
||||
for zi = 0,fdepth-1 do
|
||||
if yi == 0 then
|
||||
local p = {x=p5.x+xi, y=p5.y, z=p5.z+zi}
|
||||
data = settlements.ground(vm, data, va, p)
|
||||
else
|
||||
-- write ground
|
||||
local vi = va:index(p5.x+xi, p5.y+yi, p5.z+zi)
|
||||
if data[vi] ~= c_air
|
||||
--local node = minetest.get_node_or_nil({x=p5.x+xi, y=p5.y+yi, z=p5.z+zi})
|
||||
--if node then
|
||||
|
||||
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
-- pick right schematic_info to current built_house
|
||||
for j, schem in ipairs(schematic_table) do
|
||||
if settlement_info[i]["name"] == schem["name"]
|
||||
then
|
||||
schematic_data = schem
|
||||
break
|
||||
end
|
||||
end
|
||||
local pos = settlement_info[i]["pos"]
|
||||
if settlement_info[i]["rotat"] == "0" or settlement_info[i]["rotat"] == "180"
|
||||
then
|
||||
fwidth = schematic_data["hwidth"]
|
||||
fdepth = schematic_data["hdepth"]
|
||||
else
|
||||
fwidth = schematic_data["hdepth"]
|
||||
fdepth = schematic_data["hwidth"]
|
||||
end
|
||||
fheight = schematic_data["hheight"] * 3 -- remove trees and leaves above
|
||||
--
|
||||
-- now that every info is available -> create platform and clear space above
|
||||
--
|
||||
for zi = 0,fdepth-1 do
|
||||
for yi = 0,fheight do
|
||||
for xi = 0,fwidth-1 do
|
||||
if yi == 0 then
|
||||
local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
|
||||
settlements.ground_lvm(p)
|
||||
else
|
||||
--break --todo
|
||||
-- write ground
|
||||
local vi = va:index(pos.x+xi, pos.y+yi, pos.z+zi)
|
||||
if data[vi] ~= c_air
|
||||
--local node = minetest.get_node_or_nil({x=p5.x+xi, y=p5.y+yi, z=p5.z+zi})
|
||||
--if node then
|
||||
--if node.name ~= "air"
|
||||
then
|
||||
--minetest.swap_node({x=p5.x+xi, y=p5.y+yi, z=p5.z+zi},{name="air"})
|
||||
data[vi] = c_air
|
||||
then
|
||||
--minetest.swap_node({x=pos.x+xi, y=pos.y+yi, z=pos.z+zi},{name="air"})
|
||||
data[vi] = c_air
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- function clear space above baseplate
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.terraform()
|
||||
local fheight
|
||||
local fwidth
|
||||
local fdepth
|
||||
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
-- pick right schematic_info to current built_house
|
||||
for j, schem in ipairs(schematic_table) do
|
||||
if settlement_info[i]["name"] == schem["name"]
|
||||
then
|
||||
schematic_data = schem
|
||||
break
|
||||
end
|
||||
end
|
||||
local pos = settlement_info[i]["pos"]
|
||||
if settlement_info[i]["rotat"] == "0" or settlement_info[i]["rotat"] == "180"
|
||||
then
|
||||
fwidth = schematic_data["hwidth"]
|
||||
fdepth = schematic_data["hdepth"]
|
||||
else
|
||||
fwidth = schematic_data["hdepth"]
|
||||
fdepth = schematic_data["hwidth"]
|
||||
end
|
||||
fheight = schematic_data["hheight"] * 3 -- remove trees and leaves above
|
||||
--
|
||||
-- now that every info is available -> create platform and clear space above
|
||||
--
|
||||
for xi = 0,fwidth-1 do
|
||||
for zi = 0,fdepth-1 do
|
||||
for yi = 0,fheight do
|
||||
if yi == 0 then
|
||||
local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
|
||||
settlements.ground(p)
|
||||
else
|
||||
-- write ground
|
||||
local node = minetest.get_node_or_nil({x=pos.x+xi, y=pos.y+yi, z=pos.z+zi})
|
||||
if node then
|
||||
if node.name ~= "air"
|
||||
then
|
||||
minetest.swap_node({x=pos.x+xi, y=pos.y+yi, z=pos.z+zi},{name="air"})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
settlements.setlvm(vm, data)
|
||||
end
|
160
init.lua
160
init.lua
|
@ -5,11 +5,14 @@
|
|||
settlements = {}
|
||||
settlements.modpath = minetest.get_modpath("settlements");
|
||||
|
||||
vm, data, va, emin, emax = 1
|
||||
|
||||
dofile(settlements.modpath.."/const.lua")
|
||||
dofile(settlements.modpath.."/utils.lua")
|
||||
dofile(settlements.modpath.."/foundation.lua")
|
||||
dofile(settlements.modpath.."/buildings.lua")
|
||||
dofile(settlements.modpath.."/paths.lua")
|
||||
dofile(settlements.modpath.."/convert_lua_mts.lua")
|
||||
--
|
||||
-- load settlements on server
|
||||
--
|
||||
|
@ -48,10 +51,14 @@ end
|
|||
-- on map generation, try to build a settlement
|
||||
--
|
||||
minetest.register_on_generated(function(minp, maxp)
|
||||
--
|
||||
-- needed for manual and automated settlement building
|
||||
--
|
||||
heightmap = minetest.get_mapgen_object("heightmap")
|
||||
--
|
||||
-- randomly try to build settlements
|
||||
--
|
||||
if math.random(1,10)<9 then
|
||||
if math.random(1,10)<7 then
|
||||
--
|
||||
-- don't build settlement underground
|
||||
--
|
||||
|
@ -72,10 +79,6 @@ minetest.register_on_generated(function(minp, maxp)
|
|||
return
|
||||
end
|
||||
--
|
||||
-- get LVM of current chunk
|
||||
--
|
||||
local vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
|
||||
--
|
||||
-- don't build settlements on (too) uneven terrain
|
||||
--
|
||||
local height_difference = settlements.evaluate_heightmap(minp, maxp)
|
||||
|
@ -84,11 +87,66 @@ minetest.register_on_generated(function(minp, maxp)
|
|||
then
|
||||
return
|
||||
end
|
||||
--
|
||||
-- if nothing prevents the settlement -> do it
|
||||
--
|
||||
--settlements.place_settlement_circle(minp, maxp)
|
||||
settlements.place_settlement_lvm(vm, data, va, minp, maxp)
|
||||
-- waiting necessary for chunk to load, otherwise, townhall is not in the middle, no map found behind townhall
|
||||
minetest.after(2, function()
|
||||
|
||||
|
||||
--
|
||||
-- if nothing prevents the settlement -> do it
|
||||
--
|
||||
--
|
||||
-- fill settlement_info with buildings and their data
|
||||
--
|
||||
if settlements.lvm == true
|
||||
then
|
||||
--
|
||||
-- get LVM of current chunk
|
||||
--
|
||||
vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
|
||||
suitable_place_found = settlements.create_site_plan_lvm(maxp, minp)
|
||||
else
|
||||
suitable_place_found = settlements.create_site_plan(maxp, minp)
|
||||
end
|
||||
if not suitable_place_found
|
||||
then
|
||||
return
|
||||
end
|
||||
--
|
||||
-- evaluate settlement_info and prepair terrain
|
||||
--
|
||||
if settlements.lvm == true
|
||||
then
|
||||
settlements.terraform_lvm()
|
||||
else
|
||||
settlements.terraform()
|
||||
end
|
||||
|
||||
--
|
||||
-- evaluate settlement_info and build paths between buildings
|
||||
--
|
||||
if settlements.lvm == true
|
||||
then
|
||||
settlements.paths_lvm(minp)
|
||||
else
|
||||
settlements.paths()
|
||||
end
|
||||
--
|
||||
-- evaluate settlement_info and place schematics
|
||||
--
|
||||
if settlements.lvm == true
|
||||
then
|
||||
vm:set_data(data)
|
||||
settlements.place_schematics_lvm()
|
||||
vm:write_to_map(true)
|
||||
else
|
||||
settlements.place_schematics()
|
||||
end
|
||||
--
|
||||
-- evaluate settlement_info and initialize furnaces and chests
|
||||
--
|
||||
settlements.initialize_nodes()
|
||||
end)
|
||||
|
||||
|
||||
end
|
||||
end)
|
||||
|
@ -105,14 +163,14 @@ minetest.register_craftitem("settlements:tool", {
|
|||
local center_surface = pointed_thing.under
|
||||
if center_surface then
|
||||
local building_all_info = {name = "blacksmith",
|
||||
mts = schem_path.."blacksmith.mts",
|
||||
hsize = 13,
|
||||
max_num = 0.9,
|
||||
rplc = "n"}
|
||||
mts = schem_path.."blacksmith.mts",
|
||||
hsize = 13,
|
||||
max_num = 0.9,
|
||||
rplc = "n"}
|
||||
settlements.build_schematic(center_surface,
|
||||
building_all_info["mts"],
|
||||
building_all_info["rplc"],
|
||||
building_all_info["name"])
|
||||
building_all_info["mts"],
|
||||
building_all_info["rplc"],
|
||||
building_all_info["name"])
|
||||
|
||||
-- settlements.convert_mts_to_lua()
|
||||
-- settlements.mts_save()
|
||||
|
@ -130,17 +188,71 @@ minetest.register_craftitem("settlements:tool", {
|
|||
x=center_surface.x-half_map_chunk_size,
|
||||
y=center_surface.y-half_map_chunk_size,
|
||||
z=center_surface.z-half_map_chunk_size
|
||||
}
|
||||
}
|
||||
local maxp = {
|
||||
x=center_surface.x+half_map_chunk_size,
|
||||
y=center_surface.y+half_map_chunk_size,
|
||||
z=center_surface.z+half_map_chunk_size
|
||||
}
|
||||
--
|
||||
-- get LVM of current chunk
|
||||
--
|
||||
local vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
|
||||
settlements.place_settlement_lvm(vm, data, va, minp, maxp)
|
||||
}
|
||||
--
|
||||
-- get LVM of current chunk
|
||||
--
|
||||
vm, data, va, emin, emax = settlements.getlvm(minp, maxp)
|
||||
--
|
||||
-- fill settlement_info with buildings and their data
|
||||
--
|
||||
local start_time = os.time()
|
||||
if settlements.lvm == true
|
||||
then
|
||||
suitable_place_found = settlements.create_site_plan_lvm(maxp, minp)
|
||||
else
|
||||
suitable_place_found = settlements.create_site_plan(maxp, minp)
|
||||
end
|
||||
if not suitable_place_found
|
||||
then
|
||||
return
|
||||
end
|
||||
--
|
||||
-- evaluate settlement_info and prepair terrain
|
||||
--
|
||||
if settlements.lvm == true
|
||||
then
|
||||
settlements.terraform_lvm()
|
||||
else
|
||||
settlements.terraform()
|
||||
end
|
||||
|
||||
--
|
||||
-- evaluate settlement_info and build paths between buildings
|
||||
--
|
||||
if settlements.lvm == true
|
||||
then
|
||||
settlements.paths_lvm(minp)
|
||||
else
|
||||
settlements.paths()
|
||||
end
|
||||
--
|
||||
-- evaluate settlement_info and place schematics
|
||||
--
|
||||
if settlements.lvm == true
|
||||
then
|
||||
vm:set_data(data)
|
||||
settlements.place_schematics_lvm()
|
||||
vm:write_to_map(true)
|
||||
else
|
||||
settlements.place_schematics()
|
||||
end
|
||||
|
||||
--
|
||||
-- evaluate settlement_info and initialize furnaces and chests
|
||||
--
|
||||
settlements.initialize_nodes()
|
||||
local end_time = os.time()
|
||||
minetest.chat_send_all("Zeit ".. end_time - start_time)
|
||||
--
|
||||
--settlements.convert_mts_to_lua()
|
||||
--settlements.mts_save()
|
||||
|
||||
end
|
||||
end
|
||||
})
|
||||
|
|
238
paths.lua
238
paths.lua
|
@ -1,88 +1,180 @@
|
|||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- generate paths between buildings
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.paths_lvm(minp)
|
||||
local c_gravel = minetest.get_content_id("default:gravel")
|
||||
local starting_point
|
||||
local end_point
|
||||
local distance
|
||||
--for k,v in pairs(settlement_info) do
|
||||
starting_point = settlement_info[1]["pos"]
|
||||
for o,p in pairs(settlement_info) do
|
||||
|
||||
end_point = settlement_info[o]["pos"]
|
||||
if starting_point ~= end_point
|
||||
then
|
||||
-- loop until end_point is reched (distance == 0)
|
||||
while true do
|
||||
|
||||
-- define surrounding pos to starting_point
|
||||
local north_p = {x=starting_point.x+1, y=starting_point.y, z=starting_point.z}
|
||||
local south_p = {x=starting_point.x-1, y=starting_point.y, z=starting_point.z}
|
||||
local west_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z+1}
|
||||
local east_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z-1}
|
||||
-- measure distance to end_point
|
||||
local dist_north_p_to_end = math.sqrt(
|
||||
((north_p.x - end_point.x)*(north_p.x - end_point.x))+
|
||||
((north_p.z - end_point.z)*(north_p.z - end_point.z))
|
||||
)
|
||||
local dist_south_p_to_end = math.sqrt(
|
||||
((south_p.x - end_point.x)*(south_p.x - end_point.x))+
|
||||
((south_p.z - end_point.z)*(south_p.z - end_point.z))
|
||||
)
|
||||
local dist_west_p_to_end = math.sqrt(
|
||||
((west_p.x - end_point.x)*(west_p.x - end_point.x))+
|
||||
((west_p.z - end_point.z)*(west_p.z - end_point.z))
|
||||
)
|
||||
local dist_east_p_to_end = math.sqrt(
|
||||
((east_p.x - end_point.x)*(east_p.x - end_point.x))+
|
||||
((east_p.z - end_point.z)*(east_p.z - end_point.z))
|
||||
)
|
||||
-- evaluate which pos is closer to the end_point
|
||||
if dist_north_p_to_end <= dist_south_p_to_end and
|
||||
dist_north_p_to_end <= dist_west_p_to_end and
|
||||
dist_north_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = north_p
|
||||
distance = dist_north_p_to_end
|
||||
|
||||
elseif dist_south_p_to_end <= dist_north_p_to_end and
|
||||
dist_south_p_to_end <= dist_west_p_to_end and
|
||||
dist_south_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = south_p
|
||||
distance = dist_south_p_to_end
|
||||
|
||||
elseif dist_west_p_to_end <= dist_north_p_to_end and
|
||||
dist_west_p_to_end <= dist_south_p_to_end and
|
||||
dist_west_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = west_p
|
||||
distance = dist_west_p_to_end
|
||||
|
||||
elseif dist_east_p_to_end <= dist_north_p_to_end and
|
||||
dist_east_p_to_end <= dist_south_p_to_end and
|
||||
dist_east_p_to_end <= dist_west_p_to_end
|
||||
then
|
||||
starting_point = east_p
|
||||
distance = dist_east_p_to_end
|
||||
end
|
||||
-- find surface of new starting point
|
||||
local surface_point, surface_mat = settlements.find_surface_lvm(starting_point, minp)
|
||||
-- replace surface node with default:gravel
|
||||
if surface_point
|
||||
then
|
||||
local vi = va:index(surface_point.x, surface_point.y, surface_point.z)
|
||||
data[vi] = c_gravel
|
||||
|
||||
--minetest.swap_node(surface_point,{name="default:gravel"})
|
||||
-- don't set y coordinate, surface might be too low or high
|
||||
starting_point.x = surface_point.x
|
||||
starting_point.z = surface_point.z
|
||||
end
|
||||
if distance <= 1 or
|
||||
starting_point == end_point
|
||||
then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--end
|
||||
--return data
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- generate paths between buildings
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.paths()
|
||||
local starting_point
|
||||
local end_point
|
||||
local distance
|
||||
--for k,v in pairs(settlement_info) do
|
||||
starting_point = settlement_info[1]["pos"]
|
||||
for o,p in pairs(settlement_info) do
|
||||
starting_point = settlement_info[1]["pos"]
|
||||
for o,p in pairs(settlement_info) do
|
||||
|
||||
end_point = settlement_info[o]["pos"]
|
||||
if starting_point ~= end_point
|
||||
then
|
||||
-- loop until end_point is reched (distance == 0)
|
||||
while true do
|
||||
end_point = settlement_info[o]["pos"]
|
||||
if starting_point ~= end_point
|
||||
then
|
||||
-- loop until end_point is reched (distance == 0)
|
||||
while true do
|
||||
|
||||
-- define surrounding pos to starting_point
|
||||
local north_p = {x=starting_point.x+1, y=starting_point.y, z=starting_point.z}
|
||||
local south_p = {x=starting_point.x-1, y=starting_point.y, z=starting_point.z}
|
||||
local west_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z+1}
|
||||
local east_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z-1}
|
||||
-- measure distance to end_point
|
||||
local dist_north_p_to_end = math.sqrt(
|
||||
((north_p.x - end_point.x)*(north_p.x - end_point.x))+
|
||||
((north_p.z - end_point.z)*(north_p.z - end_point.z))
|
||||
)
|
||||
local dist_south_p_to_end = math.sqrt(
|
||||
((south_p.x - end_point.x)*(south_p.x - end_point.x))+
|
||||
((south_p.z - end_point.z)*(south_p.z - end_point.z))
|
||||
)
|
||||
local dist_west_p_to_end = math.sqrt(
|
||||
((west_p.x - end_point.x)*(west_p.x - end_point.x))+
|
||||
((west_p.z - end_point.z)*(west_p.z - end_point.z))
|
||||
)
|
||||
local dist_east_p_to_end = math.sqrt(
|
||||
((east_p.x - end_point.x)*(east_p.x - end_point.x))+
|
||||
((east_p.z - end_point.z)*(east_p.z - end_point.z))
|
||||
)
|
||||
-- evaluate which pos is closer to the end_point
|
||||
if dist_north_p_to_end <= dist_south_p_to_end and
|
||||
dist_north_p_to_end <= dist_west_p_to_end and
|
||||
dist_north_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = north_p
|
||||
distance = dist_north_p_to_end
|
||||
-- define surrounding pos to starting_point
|
||||
local north_p = {x=starting_point.x+1, y=starting_point.y, z=starting_point.z}
|
||||
local south_p = {x=starting_point.x-1, y=starting_point.y, z=starting_point.z}
|
||||
local west_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z+1}
|
||||
local east_p = {x=starting_point.x, y=starting_point.y, z=starting_point.z-1}
|
||||
-- measure distance to end_point
|
||||
local dist_north_p_to_end = math.sqrt(
|
||||
((north_p.x - end_point.x)*(north_p.x - end_point.x))+
|
||||
((north_p.z - end_point.z)*(north_p.z - end_point.z))
|
||||
)
|
||||
local dist_south_p_to_end = math.sqrt(
|
||||
((south_p.x - end_point.x)*(south_p.x - end_point.x))+
|
||||
((south_p.z - end_point.z)*(south_p.z - end_point.z))
|
||||
)
|
||||
local dist_west_p_to_end = math.sqrt(
|
||||
((west_p.x - end_point.x)*(west_p.x - end_point.x))+
|
||||
((west_p.z - end_point.z)*(west_p.z - end_point.z))
|
||||
)
|
||||
local dist_east_p_to_end = math.sqrt(
|
||||
((east_p.x - end_point.x)*(east_p.x - end_point.x))+
|
||||
((east_p.z - end_point.z)*(east_p.z - end_point.z))
|
||||
)
|
||||
-- evaluate which pos is closer to the end_point
|
||||
if dist_north_p_to_end <= dist_south_p_to_end and
|
||||
dist_north_p_to_end <= dist_west_p_to_end and
|
||||
dist_north_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = north_p
|
||||
distance = dist_north_p_to_end
|
||||
|
||||
elseif dist_south_p_to_end <= dist_north_p_to_end and
|
||||
dist_south_p_to_end <= dist_west_p_to_end and
|
||||
dist_south_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = south_p
|
||||
distance = dist_south_p_to_end
|
||||
elseif dist_south_p_to_end <= dist_north_p_to_end and
|
||||
dist_south_p_to_end <= dist_west_p_to_end and
|
||||
dist_south_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = south_p
|
||||
distance = dist_south_p_to_end
|
||||
|
||||
elseif dist_west_p_to_end <= dist_north_p_to_end and
|
||||
dist_west_p_to_end <= dist_south_p_to_end and
|
||||
dist_west_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = west_p
|
||||
distance = dist_west_p_to_end
|
||||
elseif dist_west_p_to_end <= dist_north_p_to_end and
|
||||
dist_west_p_to_end <= dist_south_p_to_end and
|
||||
dist_west_p_to_end <= dist_east_p_to_end
|
||||
then
|
||||
starting_point = west_p
|
||||
distance = dist_west_p_to_end
|
||||
|
||||
elseif dist_east_p_to_end <= dist_north_p_to_end and
|
||||
dist_east_p_to_end <= dist_south_p_to_end and
|
||||
dist_east_p_to_end <= dist_west_p_to_end
|
||||
then
|
||||
starting_point = east_p
|
||||
distance = dist_east_p_to_end
|
||||
end
|
||||
-- find surface of new starting point
|
||||
local surface_point = settlements.find_surface(starting_point)
|
||||
-- replace surface node with default:gravel
|
||||
if surface_point
|
||||
then
|
||||
minetest.swap_node(surface_point,{name="default:gravel"})
|
||||
-- don't set y coordinate, surface might be too low or high
|
||||
starting_point.x = surface_point.x
|
||||
starting_point.z = surface_point.z
|
||||
end
|
||||
if distance <= 1 or
|
||||
starting_point == end_point
|
||||
then
|
||||
break
|
||||
end
|
||||
elseif dist_east_p_to_end <= dist_north_p_to_end and
|
||||
dist_east_p_to_end <= dist_south_p_to_end and
|
||||
dist_east_p_to_end <= dist_west_p_to_end
|
||||
then
|
||||
starting_point = east_p
|
||||
distance = dist_east_p_to_end
|
||||
end
|
||||
-- find surface of new starting point
|
||||
local surface_point, surface_mat = settlements.find_surface(starting_point)
|
||||
-- replace surface node with default:gravel
|
||||
if surface_point
|
||||
then
|
||||
minetest.swap_node(surface_point,{name="default:gravel"})
|
||||
-- don't set y coordinate, surface might be too low or high
|
||||
starting_point.x = surface_point.x
|
||||
starting_point.z = surface_point.z
|
||||
end
|
||||
if distance <= 1 or
|
||||
starting_point == end_point
|
||||
then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
--end
|
||||
end
|
||||
end
|
File diff suppressed because it is too large
Load Diff
172
utils.lua
172
utils.lua
|
@ -21,9 +21,10 @@ local c_bush_stem = minetest.get_content_id("default:bush_stem
|
|||
local c_a_bush_leaves = minetest.get_content_id("default:acacia_bush_leaves")
|
||||
local c_a_bush_stem = minetest.get_content_id("default:acacia_bush_stem")
|
||||
local c_water_source = minetest.get_content_id("default:water_source")
|
||||
--
|
||||
local c_water_flowing = minetest.get_content_id("default:water_flowing")
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to copy tables
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.shallowCopy(original)
|
||||
local copy = {}
|
||||
for key, value in pairs(original) do
|
||||
|
@ -38,10 +39,42 @@ function settlements.round(num, numDecimalPlaces)
|
|||
local mult = 10^(numDecimalPlaces or 0)
|
||||
return math.floor(num * mult + 0.5) / mult
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.find_surface_heightmap(pos, minp)
|
||||
local surface_mat = {
|
||||
c_dirt_with_grass,
|
||||
c_dirt_with_snow ,
|
||||
c_dirt_with_dry_grass,
|
||||
c_dirt_with_coniferous_litter,
|
||||
c_sand,
|
||||
c_desert_sand
|
||||
}
|
||||
local p6 = settlements.shallowCopy(pos)
|
||||
local heightmap = minetest.get_mapgen_object("heightmap")
|
||||
-- get height of current pos p6
|
||||
local hm_i = (p6.x - minp.x + 1) + (((p6.z - minp.z)) * 80)
|
||||
p6.y = heightmap[hm_i]
|
||||
local vi = va:index(p6.x, p6.y, p6.z)
|
||||
local viname = minetest.get_name_from_content_id(data[vi])
|
||||
|
||||
for i, mats in ipairs(surface_mat) do
|
||||
local node_check = va:index(p6.x, p6.y+1, p6.z)
|
||||
if node_check and vi and data[vi] == mats and
|
||||
(data[node_check] ~= c_water_source
|
||||
)
|
||||
then
|
||||
-- local tmp = minetest.get_name_from_content_id(data[node_check])
|
||||
return p6, mats
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to find surface block y coordinate
|
||||
--
|
||||
function settlements.find_surface_lvm(pos, data, va)
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.find_surface_lvm(pos, minp)
|
||||
--ab hier altes verfahren
|
||||
local p6 = settlements.shallowCopy(pos)
|
||||
local surface_mat = {
|
||||
c_dirt_with_grass,
|
||||
|
@ -50,14 +83,14 @@ function settlements.find_surface_lvm(pos, data, va)
|
|||
c_dirt_with_coniferous_litter,
|
||||
c_sand,
|
||||
c_desert_sand
|
||||
}
|
||||
}
|
||||
local cnt = 0
|
||||
local itter -- count up or down
|
||||
local cnt_max = 200
|
||||
-- starting point for looking for surface
|
||||
local vi = va:index(p6.x, p6.y, p6.z)
|
||||
if data[vi] == nil then return nil end
|
||||
-- local tmp = minetest.get_name_from_content_id(data[vi])
|
||||
local tmp = minetest.get_name_from_content_id(data[vi])
|
||||
if data[vi] == c_air then
|
||||
itter = -1
|
||||
else
|
||||
|
@ -74,22 +107,23 @@ function settlements.find_surface_lvm(pos, data, va)
|
|||
for i, mats in ipairs(surface_mat) do
|
||||
local node_check = va:index(p6.x, p6.y+1, p6.z)
|
||||
if node_check and vi and data[vi] == mats and
|
||||
(data[node_check] ~= c_water_source
|
||||
)
|
||||
(data[node_check] ~= c_water_source and
|
||||
data[node_check] ~= c_water_flowing
|
||||
)
|
||||
then
|
||||
-- local tmp = minetest.get_name_from_content_id(data[node_check])
|
||||
return p6
|
||||
local tmp = minetest.get_name_from_content_id(data[node_check])
|
||||
return p6, mats
|
||||
end
|
||||
end
|
||||
p6.y = p6.y + itter
|
||||
if p6.y < 0 then return nil end
|
||||
end
|
||||
return nil
|
||||
return nil --]]
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- function to find surface block y coordinate
|
||||
-- returns surface postion
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.find_surface(pos)
|
||||
local p6 = settlements.shallowCopy(pos)
|
||||
--
|
||||
|
@ -110,7 +144,6 @@ function settlements.find_surface(pos)
|
|||
-- check, in which direction to look for surface
|
||||
local s = minetest.get_node_or_nil(p6)
|
||||
if s and string.find(s.name,"air") then
|
||||
--p6.y = p6.y+50
|
||||
itter = -1
|
||||
else
|
||||
itter = 1
|
||||
|
@ -130,7 +163,7 @@ function settlements.find_surface(pos)
|
|||
string.find(node_check.name,"tree") or
|
||||
string.find(node_check.name,"grass"))
|
||||
then
|
||||
return p6
|
||||
return p6, mats
|
||||
end
|
||||
end
|
||||
p6.y = p6.y + itter
|
||||
|
@ -138,9 +171,9 @@ function settlements.find_surface(pos)
|
|||
end
|
||||
return nil
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- check distance for new building
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.check_distance(building_pos, building_size)
|
||||
local distance
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
|
@ -155,9 +188,9 @@ function settlements.check_distance(building_pos, building_size)
|
|||
end
|
||||
return true
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- save list of generated settlements
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.save()
|
||||
local file = io.open(minetest.get_worldpath().."/settlements.txt", "w")
|
||||
if file then
|
||||
|
@ -165,9 +198,9 @@ function settlements.save()
|
|||
file:close()
|
||||
end
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- load list of generated settlements
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.load()
|
||||
local file = io.open(minetest.get_worldpath().."/settlements.txt", "r")
|
||||
if file then
|
||||
|
@ -178,9 +211,9 @@ function settlements.load()
|
|||
end
|
||||
return {}
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- check distance to other settlements
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.check_distance_other_settlements(center_new_chunk)
|
||||
local min_dist_settlements = 300
|
||||
for i, pos in ipairs(settlements_in_world) do
|
||||
|
@ -191,12 +224,13 @@ function settlements.check_distance_other_settlements(center_new_chunk)
|
|||
end
|
||||
return true
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- fill chests
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.fill_chest(pos)
|
||||
-- find chests within radius
|
||||
local chestpos = minetest.find_node_near(pos, 6, {"default:chest"})
|
||||
--local chestpos = minetest.find_node_near(pos, 6, {"default:chest"})
|
||||
local chestpos = pos
|
||||
-- initialize chest (mts chests don't have meta)
|
||||
local meta = minetest.get_meta(chestpos)
|
||||
if meta:get_string("infotext") ~= "Chest" then
|
||||
|
@ -228,9 +262,9 @@ function settlements.fill_chest(pos)
|
|||
inv:add_item("main", "default:sword_steel "..math.random(0,1))
|
||||
end
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- initialize furnace
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.initialize_furnace(pos)
|
||||
-- find chests within radius
|
||||
local furnacepos = minetest.find_node_near(pos,
|
||||
|
@ -246,33 +280,47 @@ function settlements.initialize_furnace(pos)
|
|||
end
|
||||
end
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- initialize furnace, chests, bookshelves
|
||||
--
|
||||
function settlements.initialize_nodes(pos, width, depth, height)
|
||||
local p = settlements.shallowCopy(pos)
|
||||
for yi = 1,height do
|
||||
for xi = 0,width do
|
||||
for zi = 0,depth do
|
||||
local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi}
|
||||
local node = minetest.get_node(ptemp)
|
||||
if node.name == "default:furnace" or
|
||||
node.name == "default:chest" or
|
||||
node.name == "default:bookshelf"
|
||||
then
|
||||
minetest.registered_nodes[node.name].on_construct(ptemp)
|
||||
end
|
||||
-- when chest is found -> fill with stuff
|
||||
if node.name == "default:chest" then
|
||||
minetest.after(3,settlements.fill_chest,pos)
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.initialize_nodes()
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
for j, schem in ipairs(schematic_table) do
|
||||
if settlement_info[i]["name"] == schem["name"]
|
||||
then
|
||||
building_all_info = schem
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
local width = building_all_info["hwidth"]
|
||||
local depth = building_all_info["hdepth"]
|
||||
local height = building_all_info["hheight"]
|
||||
|
||||
local p = settlement_info[i]["pos"]
|
||||
for yi = 1,height do
|
||||
for xi = 0,width do
|
||||
for zi = 0,depth do
|
||||
local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi}
|
||||
local node = minetest.get_node(ptemp)
|
||||
if node.name == "default:furnace" or
|
||||
node.name == "default:chest" or
|
||||
node.name == "default:bookshelf"
|
||||
then
|
||||
minetest.registered_nodes[node.name].on_construct(ptemp)
|
||||
end
|
||||
-- when chest is found -> fill with stuff
|
||||
if node.name == "default:chest" then
|
||||
minetest.after(3,settlements.fill_chest,ptemp)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- randomize table
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function shuffle(tbl)
|
||||
local table = settlements.shallowCopy(tbl)
|
||||
local size = #table
|
||||
|
@ -282,9 +330,9 @@ function shuffle(tbl)
|
|||
end
|
||||
return table
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- get heightmap
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.determine_heightmap(data, va, minp, maxp)
|
||||
-- max height and min height, initialize with impossible values for easier first time setting
|
||||
local max_y = -100
|
||||
|
@ -325,17 +373,16 @@ function settlements.determine_heightmap(data, va, minp, maxp)
|
|||
-- return the difference between highest and lowest pos in chunk
|
||||
return max_y - min_y
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- evaluate heightmap
|
||||
--
|
||||
function settlements.evaluate_heightmap(minp, maxp)
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.evaluate_heightmap()
|
||||
-- max height and min height, initialize with impossible values for easier first time setting
|
||||
local max_y = -50000
|
||||
local min_y = 50000
|
||||
-- only evaluate the center square of heightmap 40 x 40
|
||||
local square_start = 1621
|
||||
local square_end = 1661
|
||||
local heightmap = minetest.get_mapgen_object("heightmap")
|
||||
for j = 1 , 40, 1 do
|
||||
for i = square_start, square_end, 1 do
|
||||
-- skip buggy heightmaps, return high value
|
||||
|
@ -371,9 +418,9 @@ function settlements.evaluate_heightmap(minp, maxp)
|
|||
end
|
||||
return height_diff
|
||||
end
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
-- get LVM of current chunk
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.getlvm(minp, maxp)
|
||||
local vm = minetest.get_voxel_manip()
|
||||
local emin, emax = vm:read_from_map(minp, maxp)
|
||||
|
@ -383,11 +430,12 @@ function settlements.getlvm(minp, maxp)
|
|||
}
|
||||
local data = vm:get_data()
|
||||
return vm, data, va, emin, emax
|
||||
end--
|
||||
end
|
||||
-------------------------------------------------------------------------------
|
||||
-- get LVM of current chunk
|
||||
--
|
||||
-------------------------------------------------------------------------------
|
||||
function settlements.setlvm(vm, data)
|
||||
-- Write data
|
||||
vm:set_data(data)
|
||||
vm:write_to_map(true)
|
||||
end
|
||||
-- Write data
|
||||
vm:set_data(data)
|
||||
vm:write_to_map(true)
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue