mg-cd2025/villages.lua

344 lines
10 KiB
Lua

VILLAGE_CHECK_RADIUS = 2
VILLAGE_CHECK_COUNT = 1
VILLAGE_CHANCE = 28
VILLAGE_MIN_SIZE = 20
VILLAGE_MAX_SIZE = 40
FIRST_ROADSIZE = 3
BIG_ROAD_CHANCE = 0
-- Enable that for really big villages (there are also really slow to generate)
--[[VILLAGE_CHECK_RADIUS = 3
VILLAGE_CHECK_COUNT = 3
VILLAGE_CHANCE = 28
VILLAGE_MIN_SIZE = 100
VILLAGE_MAX_SIZE = 150
FIRST_ROADSIZE = 5
BIG_ROAD_CHANCE = 50]]
local function is_village_block(minp)
local x, z = math.floor(minp.x/80), math.floor(minp.z/80)
local vcc = VILLAGE_CHECK_COUNT
return (x%vcc == 0) and (z%vcc == 0)
end
function villages_at_point(minp, noise1)
if not is_village_block(minp) then return {} end
local vcr, vcc = VILLAGE_CHECK_RADIUS, VILLAGE_CHECK_COUNT
-- Check if there's another village nearby
for xi = -vcr, vcr, vcc do
for zi = -vcr, 0, vcc do
if xi ~= 0 or zi ~= 0 then
local mp = {x = minp.x + 80*xi, z = minp.z + 80*zi}
local pi = PseudoRandom(get_bseed(mp))
local s = pi:next(1, 400)
local x = pi:next(mp.x, mp.x + 79)
local z = pi:next(mp.z, mp.z + 79)
if s <= VILLAGE_CHANCE and noise1:get2d({x = x, y = z}) >= -0.3 then return {} end
end
end
end
local pr = PseudoRandom(get_bseed(minp))
if pr:next(1, 400) > VILLAGE_CHANCE then return {} end -- No village here
local x = pr:next(minp.x, minp.x + 79)
local z = pr:next(minp.z, minp.z + 79)
if noise1:get2d({x = x, y = z}) < -0.3 then return {} end -- Deep in the ocean
local type = pr:next(1, 1) -- TODO: actually make them
local size = pr:next(VILLAGE_MIN_SIZE, VILLAGE_MAX_SIZE) -- TODO: change to type-dependant sizes
local height = pr:next(5, 20)
--print("A village spawned at: x = "..x..", z = "..z)
return {{vx = x, vz = z, vs = size, vh = height, type = type}}
end
--local function dist_center2(ax, bsizex, az, bsizez)
-- return math.max((ax+bsizex)*(ax+bsizex),ax*ax)+math.max((az+bsizez)*(az+bsizez),az*az)
--end
local function inside_village2(bx, sx, bz, sz, village, vnoise)
return inside_village(bx, bz, village, vnoise) and inside_village(bx+sx, bz, village, vnoise) and inside_village(bx, bz+sz, village, vnoise) and inside_village(bx+sx, bz+sz, village, vnoise)
end
local function choose_building(l, pr)
--::choose::
local btype
while true do
local p = pr:next(1, 3000)
for b, i in ipairs(buildings) do
if i.max_weight >= p then
btype = b
break
end
end
if buildings[btype].pervillage ~= nil then
local n = 0
for j=1, #l do
if l[j].btype == btype then
n = n + 1
end
end
--if n >= buildings[btype].pervillage then
-- goto choose
--end
if n < buildings[btype].pervillage then
return btype
end
else
return btype
end
end
--return btype
end
local function choose_building_rot(l, pr, orient)
local btype = choose_building(l, pr)
local rotation
if buildings[btype].no_rotate then
rotation = 0
else
if buildings[btype].orients == nil then
buildings[btype].orients = {0,1,2,3}
end
rotation = (orient+buildings[btype].orients[pr:next(1, #buildings[btype].orients)])%4
end
local bsizex = buildings[btype].sizex
local bsizez = buildings[btype].sizez
if rotation%2 == 1 then
bsizex, bsizez = bsizez, bsizex
end
return btype, rotation, bsizex, bsizez
end
local function placeable(bx, bz, bsizex, bsizez, l, exclude_roads)
for _, a in ipairs(l) do
if (a.btype ~= "road" or not exclude_roads) and math.abs(bx+bsizex/2-a.x-a.bsizex/2)<=(bsizex+a.bsizex)/2 and math.abs(bz+bsizez/2-a.z-a.bsizez/2)<=(bsizez+a.bsizez)/2 then return false end
end
return true
end
local function road_in_building(rx, rz, rdx, rdz, roadsize, l)
if rdx == 0 then
return not placeable(rx-roadsize+1, rz, 2*roadsize-2, 0, l, true)
else
return not placeable(rx, rz-roadsize+1, 0, 2*roadsize-2, l, true)
end
end
local function when(a, b, c)
if a then return b else return c end
end
local calls
local function generate_road(village, l, pr, roadsize, rx, rz, rdx, rdz, vnoise)
local vx, vz, vh, vs = village.vx, village.vz, village.vh, village.vs
local calls_to_do = {}
local rxx = rx
local rzz = rz
local mx, m2x, mz, m2z, mmx, mmz
mx, m2x, mz, m2z = rx, rx, rz, rz
local orient1, orient2
if rdx == 0 then
orient1 = 0
orient2 = 2
else
orient1 = 3
orient2 = 1
end
while inside_village(rx, rz, village, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
if roadsize > 1 and pr:next(1, 4) == 1 then
--generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, math.abs(rdz), math.abs(rdx))
calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=math.abs(rdz), rdz=math.abs(rdx)}
m2x = rx + (roadsize - 1)*rdx
m2z = rz + (roadsize - 1)*rdz
rx = rx + (2*roadsize - 1)*rdx
rz = rz + (2*roadsize - 1)*rdz
end
--else
--::loop::
local exitloop = false
local tries = 0
local btype, rotation, bsizex, bsizez
local bx, bz
while true do
if not inside_village(rx, rz, village, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
exitloop = true
break
end
btype, rotation, bsizex, bsizez = choose_building_rot(l, pr, orient1)
bx = rx + math.abs(rdz) * (roadsize + 1) - when(rdx == -1, bsizex - 1, 0)
bz = rz + math.abs(rdx) * (roadsize + 1) - when(rdz == -1, bsizez - 1, 0)
if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, village, vnoise) then
break
end
if tries > 5 then
rx = rx + rdx
rz = rz + rdz
tries = 0
else
tries = tries + 1
end
--goto loop
end
if exitloop then break end
rx = rx + (bsizex + 1) * rdx
rz = rz + (bsizez + 1) * rdz
mx = rx - 2 * rdx
mz = rz - 2 * rdz
l[#l + 1] = {x = bx, y = vh, z = bz, btype = btype, bsizex = bsizex, bsizez = bsizez, brotate = rotation}
--end
end
rx = rxx
rz = rzz
while inside_village(rx, rz, village, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
if roadsize > 1 and pr:next(1, 4) == 1 then
--generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, -math.abs(rdz), -math.abs(rdx))
calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=-math.abs(rdz), rdz=-math.abs(rdx)}
m2x = rx + (roadsize - 1)*rdx
m2z = rz + (roadsize - 1)*rdz
rx = rx + (2*roadsize - 1)*rdx
rz = rz + (2*roadsize - 1)*rdz
end
--else
--::loop::
local exitloop = false
local tries = 0
local btype, rotation, bsizex, bsizez
local bx, bz
while true do
if not inside_village(rx, rz, village, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
exitloop = true
break
end
btype, rotation, bsizex, bsizez = choose_building_rot(l, pr, orient2)
bx = rx - math.abs(rdz) * (bsizex + roadsize) - when(rdx == -1, bsizex - 1, 0)
bz = rz - math.abs(rdx) * (bsizez + roadsize) - when(rdz == -1, bsizez - 1, 0)
if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, village, vnoise) then
break
end
if tries > 5 then
rx = rx + rdx
rz = rz + rdz
tries = 0
else
tries = tries + 1
end
--goto loop
end
if exitloop then break end
rx = rx + (bsizex + 1) * rdx
rz = rz + (bsizez + 1) * rdz
m2x = rx - 2 * rdx
m2z = rz - 2 * rdz
l[#l + 1] = {x = bx, y = vh, z = bz, btype = btype, bsizex = bsizex, bsizez = bsizez, brotate = rotation}
--end
end
if road_in_building(rx, rz, rdx, rdz, roadsize, l) then
mmx = rx - 2*rdx
mmz = rz - 2*rdz
end
mx = mmx or rdx*math.max(rdx*mx, rdx*m2x)
mz = mmz or rdz*math.max(rdz*mz, rdz*m2z)
local rxmin, rxmax, rzmin, rzmax
if rdx == 0 then
rxmin = rx - roadsize + 1
rxmax = rx + roadsize - 1
rzmin = math.min(rzz, mz)
rzmax = math.max(rzz, mz)
else
rzmin = rz - roadsize + 1
rzmax = rz + roadsize - 1
rxmin = math.min(rxx, mx)
rxmax = math.max(rxx, mx)
end
l[#l + 1] = {x = rxmin, y = vh, z = rzmin, btype = "road",
bsizex = rxmax - rxmin + 1, bsizez = rzmax - rzmin + 1, brotate = 0}
for _, i in ipairs(calls_to_do) do
local new_roadsize = roadsize - 1
if pr:next(1, 100) <= BIG_ROAD_CHANCE then
new_roadsize = roadsize
end
calls[calls.index] = {village, l, pr, new_roadsize, i.rx, i.rz, i.rdx, i.rdz, vnoise}
calls.index = calls.index+1
end
end
local function generate_bpos(village, pr, vnoise)
local vx, vz, vh, vs = village.vx, village.vz, village.vh, village.vs
local l = {}
local rx = vx - vs
local rz = vz
while inside_village(rx, rz, village, vnoise) do
rx = rx - 1
end
rx = rx + 5
calls = {index = 1}
generate_road(village, l, pr, FIRST_ROADSIZE, rx, rz, 1, 0, vnoise)
local i = 1
while i < calls.index do
generate_road(unpack(calls[i]))
i = i + 1
end
return l
end
local function generate_building(pos, minp, maxp, data, param2_data, a, pr, extranodes)
local binfo = buildings[pos.btype]
local scm
if type(binfo.scm) == "string" then
scm = import_scm(binfo.scm)
else
scm = binfo.scm
end
scm = rotate(scm, pos.brotate)
for x = 0, pos.bsizex - 1 do
for y = 0, binfo.ysize - 1 do
for z = 0, pos.bsizez - 1 do
local ax, ay, az = pos.x + x, pos.y + y + binfo.yoff, pos.z + z
if (ax >= minp.x and ax <= maxp.x) and (ay >= minp.y and ay <= maxp.y) and (az >= minp.z and az <= maxp.z) then
local t = scm[y +1][x +1][z + 1]
if type(t) == "table" then
if t.extranode then
table.insert(extranodes, {node = t.node, meta = t.meta, pos = {x = ax, y = ay, z = az}})
else
data[a:index(ax, ay, az)] = t.node.content
param2_data[a:index(ax, ay, az)] = t.node.param2
end
elseif t ~= c_ignore then
data[a:index(ax, ay, az)] = t
end
end
end
end
end
end
local MIN_DIST = 1
local function pos_far_buildings(x, z, l)
for _, a in ipairs(l) do
if a.x - MIN_DIST <= x and x <= a.x + a.bsizex + MIN_DIST and
a.z - MIN_DIST <= z and z <= a.z + a.bsizez + MIN_DIST then
return false
end
end
return true
end
function generate_village(village, minp, maxp, data, param2_data, a, vnoise)
local vx, vz, vs, vh = village.vx, village.vz, village.vs, village.vh
local seed = get_bseed({x=vx, z=vz})
local pr_village = PseudoRandom(seed)
local bpos = generate_bpos(village, pr_village, vnoise)
local pr = PseudoRandom(seed)
for _, g in ipairs(village.to_grow) do
if pos_far_buildings(g.x, g.z, bpos) then
mg.registered_trees[g.id].grow(data, a, g.x, g.y, g.z, minp, maxp, pr)
end
end
local extranodes = {}
for _, pos in ipairs(bpos) do
generate_building(pos, minp, maxp, data, param2_data, a, pr_village, extranodes)
end
return extranodes
end