settlements/init.lua

275 lines
7.6 KiB
Lua

-- eclipse debugging lines
--require("debugger")(idehost, ideport, idekey)
--zerobrane debugging lines
--package.cpath = package.cpath .. ";/usr/share/lua/5.2/?.so"
--package.path = package.path .. ";/usr/share/zbstudio/lualibs/mobdebug/?.lua"
--require('mobdebug').start()
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
--
settlements_in_world = settlements.load()
--
-- register block for npc spawn
--
minetest.register_node("settlements:junglewood", {
description = "special junglewood floor",
tiles = {"default_junglewood.png"},
groups = {choppy=3, wood=2},
sounds = default.node_sound_wood_defaults(),
})
--
-- register inhabitants
--
if minetest.get_modpath("mobs_npc") ~= nil then
mobs:register_spawn("mobs_npc:npc", --name
{"settlements:junglewood"}, --nodes
20, --max_light
0, --min_light
20, --chance
2, --active_object_count
31000, --max_height
nil) --day_toggle
mobs:register_spawn("mobs_npc:trader", --name
{"settlements:junglewood"}, --nodes
20, --max_light
0, --min_light
20, --chance
2, --active_object_count
31000, --max_height
nil)--day_toggle
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)<6 then
--
-- time between cration of two settlements
--
if os.difftime(os.time(), settlements.last_settlement) < settlements.min_timer
then
return
end
--
-- don't build settlement underground
--
if maxp.y < 0 then
return
end
--
-- don't build settlements too close to each other
--
local center_of_chunk = {
x=maxp.x-half_map_chunk_size,
y=maxp.y-half_map_chunk_size,
z=maxp.z-half_map_chunk_size
}
local dist_ok = settlements.check_distance_other_settlements(center_of_chunk)
if dist_ok == false
then
return
end
--
-- don't build settlements on (too) uneven terrain
--
local height_difference = settlements.evaluate_heightmap(minp, maxp)
-- local height_difference = settlements.determine_heightmap(data, va, minp, maxp)
if height_difference > max_height_difference
then
return
end
-- 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
--
-- set timestamp of actual settlement
--
settlements.last_settlement = os.time()
--
-- 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)
--
-- manually place buildings, for debugging only
--
minetest.register_craftitem("settlements:tool", {
description = "settlements build tool",
inventory_image = "default_tool_woodshovel.png",
--
-- build single house
--
on_use = function(itemstack, placer, pointed_thing)
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"}
settlements.build_schematic(center_surface,
building_all_info["mts"],
building_all_info["rplc"],
building_all_info["name"])
-- settlements.convert_mts_to_lua()
-- settlements.mts_save()
end
end,
--
-- build ssettlement
--
on_place = function(itemstack, placer, pointed_thing)
-- enable debug routines
settlements.debug = true
local center_surface = pointed_thing.under
if center_surface then
local minp = {
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
--
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
})