local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass") local c_dirt_with_snow = minetest.get_content_id("default:dirt_with_snow") local c_dirt_with_dry_grass = minetest.get_content_id("default:dirt_with_dry_grass") local c_dirt_with_coniferous_litter = minetest.get_content_id("default:dirt_with_coniferous_litter") local c_sand = minetest.get_content_id("default:sand") local c_desert_sand = minetest.get_content_id("default:desert_sand") local c_silver_sand = minetest.get_content_id("default:silver_sand") -- local c_air = minetest.get_content_id("air") local c_snow = minetest.get_content_id("default:snow") local c_fern_1 = minetest.get_content_id("default:fern_1") local c_fern_2 = minetest.get_content_id("default:fern_2") local c_fern_3 = minetest.get_content_id("default:fern_3") local c_rose = minetest.get_content_id("flowers:rose") local c_viola = minetest.get_content_id("flowers:viola") local c_geranium = minetest.get_content_id("flowers:geranium") local c_tulip = minetest.get_content_id("flowers:tulip") local c_dandelion_y = minetest.get_content_id("flowers:dandelion_yellow") local c_dandelion_w = minetest.get_content_id("flowers:dandelion_white") local c_bush_leaves = minetest.get_content_id("default:bush_leaves") 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 copy[key] = value end return copy end -- -- -- 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, c_silver_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, minp) --ab hier altes verfahren local p6 = settlements.shallowCopy(pos) 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 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]) if data[vi] == c_air then itter = -1 else itter = 1 end while cnt < cnt_max do cnt = cnt+1 local vi = va:index(p6.x, p6.y, p6.z) -- local tmp = minetest.get_name_from_content_id(data[vi]) -- if vi == nil -- then -- return nil -- end 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 and data[node_check] ~= c_water_flowing ) then 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 --]] end ------------------------------------------------------------------------------- -- function to find surface block y coordinate -- returns surface postion ------------------------------------------------------------------------------- function settlements.find_surface(pos) local p6 = settlements.shallowCopy(pos) -- -- baseplate material, to replace dirt with grass and where buildings can be built -- local surface_mat = { "default:dirt_with_grass", "default:dirt_with_snow", "default:dirt_with_dry_grass", "default:dirt_with_coniferous_litter", "default:sand", "default:desert_sand", -- "default:snow" } local cnt = 0 local itter -- count up or down local cnt_max = 200 -- 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 itter = -1 else itter = 1 end while cnt < cnt_max do cnt = cnt+1 s = minetest.get_node_or_nil(p6) if s == nil or s.name == "ignore" then return nil end for i, mats in ipairs(surface_mat) do local node_check = minetest.get_node_or_nil({ x=p6.x, y=p6.y+1, z=p6.z}) if node_check and s and s.name == mats and (string.find(node_check.name,"air") or string.find(node_check.name,"snow") or string.find(node_check.name,"fern") or string.find(node_check.name,"flower") or string.find(node_check.name,"bush") or string.find(node_check.name,"tree") or string.find(node_check.name,"grass")) then return p6, mats end end p6.y = p6.y + itter if p6.y < 0 then return nil end 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 distance = math.sqrt( ((building_pos.x - built_house["pos"].x)*(building_pos.x - built_house["pos"].x))+ ((building_pos.z - built_house["pos"].z)*(building_pos.z - built_house["pos"].z))) if distance < building_size or distance < built_house["hsize"] then return false end 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 file:write(minetest.serialize(settlements_in_world)) 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 local table = minetest.deserialize(file:read("*all")) if type(table) == "table" then return table end 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 local distance = vector.distance(center_new_chunk, pos) -- minetest.chat_send_all("dist ".. distance) if distance < settlements.min_dist_settlements then return false end 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 = pos -- initialize chest (mts chests don't have meta) local meta = minetest.get_meta(chestpos) if meta:get_string("infotext") ~= "Chest" then minetest.registered_nodes["default:chest"].on_construct(chestpos) end -- fill chest local inv = minetest.get_inventory( {type="node", pos=chestpos} ) -- always inv:add_item("main", "default:apple "..math.random(1,3)) -- low value items if math.random(0,1) < 1 then inv:add_item("main", "farming:bread "..math.random(0,3)) inv:add_item("main", "default:steel_ingot "..math.random(0,3)) -- additional fillings when farmin mod enabled if minetest.get_modpath("farming") ~= nil and farming.mod == "redo" then if math.random(0,1) < 1 then inv:add_item("main", "farming:melon_slice "..math.random(0,3)) inv:add_item("main", "farming:carrot "..math.random(0,3)) inv:add_item("main", "farming:corn "..math.random(0,3)) end end end -- medium value items if math.random(0,3) < 1 then inv:add_item("main", "default:pick_steel "..math.random(0,1)) inv:add_item("main", "default:pick_bronze "..math.random(0,1)) inv:add_item("main", "fire:flint_and_steel "..math.random(0,1)) inv:add_item("main", "bucket:bucket_empty "..math.random(0,1)) 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, 7, --radius {"default:furnace"}) -- initialize furnacepos (mts furnacepos don't have meta) if furnacepos then local meta = minetest.get_meta(furnacepos) if meta:get_string("infotext") ~= "furnace" then minetest.registered_nodes["default:furnace"].on_construct(furnacepos) end end end ------------------------------------------------------------------------------- -- initialize furnace, chests, bookshelves ------------------------------------------------------------------------------- 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 for i = size, 1, -1 do local rand = math.random(size) table[i], table[rand] = table[rand], table[i] 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 local min_y = 100 -- -- only analyze the center 40x40 of a chunk -- local cmaxp = { x=maxp.x-quarter_map_chunk_size, y=maxp.y, -- -quarter_map_chunk_size, z=maxp.z-quarter_map_chunk_size } local cminp = { x=minp.x+quarter_map_chunk_size, y=minp.y, -- +quarter_map_chunk_size, z=minp.z+quarter_map_chunk_size } -- -- walk through chunk and find surfaces -- for xi = cminp.x,cmaxp.x do for zi = cminp.z,cmaxp.z do local pos_surface = settlements.find_surface({x=xi, y=cmaxp.y, z=zi}, data, va) -- check, if new found surface is higher or lower stored min_y or max_y if pos_surface then if pos_surface.y < min_y then min_y = pos_surface.y end if pos_surface.y > max_y then max_y = pos_surface.y end end end end -- return the difference between highest and lowest pos in chunk return max_y - min_y end ------------------------------------------------------------------------------- -- evaluate heightmap ------------------------------------------------------------------------------- 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 for j = 1 , 40, 1 do for i = square_start, square_end, 1 do -- skip buggy heightmaps, return high value if heightmap[i] == -31000 or heightmap[i] == 31000 then return max_height_difference + 1 end if heightmap[i] < min_y then min_y = heightmap[i] end if heightmap[i] > max_y then max_y = heightmap[i] end end -- set next line square_start = square_start + 80 square_end = square_end + 80 end -- return the difference between highest and lowest pos in chunk local height_diff = max_y - min_y -- filter buggy heightmaps if height_diff <= 1 then return max_height_difference + 1 end -- debug info if settlements.debug == true then minetest.chat_send_all("heightdiff ".. height_diff) 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) local va = VoxelArea:new{ MinEdge = emin, MaxEdge = emax } local data = vm:get_data() return vm, data, va, emin, emax end ------------------------------------------------------------------------------- -- get LVM of current chunk ------------------------------------------------------------------------------- function settlements.setlvm(vm, data) -- Write data vm:set_data(data) vm:write_to_map(true) end