settlements/init.lua

55 lines
2.0 KiB
Lua

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");
dofile(settlements.modpath.."/const.lua")
dofile(settlements.modpath.."/utils.lua")
dofile(settlements.modpath.."/foundation.lua")
dofile(settlements.modpath.."/buildings.lua")
-- load settlements on server
settlements_in_world = settlements.load()
if minetest.get_modpath("mobs_npc") ~= nil then
--mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
mobs:register_spawn("mobs_npc:npc", {"default:junglewood"}, 20, 0, 1, 7, 31000, nil)
mobs:register_spawn("mobs_npc:trader", {"default:junglewood"}, 20, 0, 1, 7, 31000, nil)
end
--
-- on map generation, try to build a settlement
--
minetest.register_on_generated(function(minp, maxp)
if maxp.y < 0 then
return
end
if math.random(0,10)<9 then
-- check if too close to other settlements
local center_of_chunk = {x=maxp.x-40, y=maxp.y-40, z=maxp.z-40}
local dist_ok = settlements.check_distance_other_settlements(center_of_chunk)
if dist_ok == false then
return
end
settlements.place_settlement_circle(minp, maxp)
end
end)
--
-- manually place buildings, for debugging
--
minetest.register_craftitem("settlements:tool", {
description = "settlements build tool",
inventory_image = "default_tool_woodshovel.png",
on_use = function(itemstack, placer, pointed_thing)
local center_surface = pointed_thing.under
if center_surface then
local building_all_info = {name = "church", mts = schem_path.."church.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
})