updated village mod
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@ -1,102 +1,5 @@
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village = {}
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village.houses = {}
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village.num = 1
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function village.facedir_to_text_1(f)
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local all = {[0]="0",[3]="90",[2]="180",[1]="270",[4]="360"}
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local o = all[f]
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return o
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end
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function village.facedir_to_text_2(f)
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local all = {[2]="0",[1]="90",[0]="180",[3]="270",[4]="360"}
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local o = all[f]
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return o
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end
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--main func
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function village.gen(pos)
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village.road(pos, math.random(1,3))
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village.road(pos, math.random(1,3))
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village.road(pos, math.random(1,3))
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end
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function village.road(pos, n)
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local path_house_1 = minetest.get_modpath("village") .. "/schematics/house_1.mts"
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local path_house_2 = minetest.get_modpath("village") .. "/schematics/house_2.mts"
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local path_road = minetest.get_modpath("village") .. "/schematics/road.mts"
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local facedir = math.random(0,2)
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local dir = minetest.facedir_to_dir(facedir)
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pos = vector.add(pos, vector.multiply(dir, 6))
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for x=0,3,1 do
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minetest.place_schematic({x = pos.x+(dir.x*6*x), y = pos.y - 1, z = pos.z+(dir.z*6*x)}, path_road, 0, nil, true)
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if dir.x < 0 then
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minetest.place_schematic({x = pos.x+(dir.x*6*x), y = pos.y - 1, z = pos.z+(dir.z*6*x)+6}, village.houses[ math.random( #village.houses ) ] , village.facedir_to_text_2(facedir), 0, nil, true)
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minetest.place_schematic({x = pos.x+(dir.x*6*x), y = pos.y - 1, z = pos.z+(dir.z*6*x)-6}, village.houses[ math.random( #village.houses ) ], village.facedir_to_text_1(facedir), 0, nil, true)
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elseif dir.x > 0 then
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minetest.place_schematic({x = pos.x+(dir.x*6*x), y = pos.y - 1, z = pos.z+(dir.z*6*x)+6}, village.houses[ math.random( #village.houses ) ], village.facedir_to_text_1(facedir), 0, nil, true)
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minetest.place_schematic({x = pos.x+(dir.x*6*x), y = pos.y - 1, z = pos.z+(dir.z*6*x)-6}, village.houses[ math.random( #village.houses ) ], village.facedir_to_text_2(facedir), 0, nil, true)
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elseif dir.z > 0 then
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minetest.place_schematic({x = pos.x+(dir.x*6*x)+6, y = pos.y - 1, z = pos.z+(dir.z*6*x)}, village.houses[ math.random( #village.houses ) ], village.facedir_to_text_1(facedir), 0, nil, true)
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minetest.place_schematic({x = pos.x+(dir.x*6*x)-6, y = pos.y - 1, z = pos.z+(dir.z*6*x)}, village.houses[ math.random( #village.houses ) ], village.facedir_to_text_2(facedir), 0, nil, true)
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else
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minetest.place_schematic({x = pos.x+(dir.x*6*x)+6, y = pos.y - 1, z = pos.z+(dir.z*6*x)}, village.houses[ math.random( #village.houses ) ], village.facedir_to_text_2(facedir), 0, nil, true)
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minetest.place_schematic({x = pos.x+(dir.x*6*x)-6, y = pos.y - 1, z = pos.z+(dir.z*6*x)}, village.houses[ math.random( #village.houses ) ], village.facedir_to_text_1(facedir), 0, nil, true)
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end
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end
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minetest.place_schematic({x = pos.x+(dir.x*6*4), y = pos.y - 1, z = pos.z+(dir.z*6*4)}, path_road, 0, nil, true)
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if n > 0 then
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village.road(vector.add(pos, vector.multiply(dir, 6*4)), n-1)
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else
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return
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end
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end
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function village.register_house(f)
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table.insert(village.houses, minetest.get_modpath("village") .. "/schematics/"..f)
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end
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village.register_house("house_1.mts")
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village.register_house("house_2.mts")
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village.register_house("garden.mts")
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village.register_house("farm.mts")
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minetest.register_node("village:spawn", {
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description = "Village",
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tiles = {"village_spawn.png"},
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groups = {crumbly = 3},
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})
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minetest.register_abm({
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nodenames = {"village:spawn"},
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interval = 1.0,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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minetest.set_node(pos, {name = "air"})
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village.gen(pos)
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if not places.pos["village_" .. tostring(village.num)] then
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places.pos["village_" .. tostring(village.num)] = {x=pos.x, y=pos.y, z=pos.z}
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village.num = village.num +1
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places.save_places()
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else
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-- TODO : save village num
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village.num = village.num +10
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if not places.pos["village_" .. tostring(village.num)] then
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places.pos["village_" .. tostring(village.num)] = {x=pos.x, y=pos.y, z=pos.z}
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village.num = village.num +1
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places.save_places()
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end
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end
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end,
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})
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minetest.register_decoration({
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deco_type = "simple",
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deco_type = "schematic",
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place_on = {"default:grass"},
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sidelen = 16,
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noise_params = {offset=0, scale=0.0001, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
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@ -105,33 +8,7 @@ minetest.register_decoration({
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},
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y_min = 6,
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y_max = 20,
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decoration = "village:spawn",
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schematic = minetest.get_modpath("village").."/schematics/village.mts",
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flags = "place_center_x, place_center_z, force_placement",
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rotation = "random",
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})
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-- after start game
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minetest.register_on_joinplayer(function(player)
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if not places.pos["home_village"] and minetest.get_player_privs(player:get_player_name()).server then
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minetest.chat_send_player(player:get_player_name(), "Choose a point for the home village!")
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minetest.chat_send_player(player:get_player_name(), "Try to find a grassland biome - the start is much easier there :)")
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minetest.chat_send_player(player:get_player_name(), "The biome should be flat.")
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player:get_inventory():add_item("main", "village:create_start_game")
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end
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end)
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minetest.register_craftitem("village:create_start_game", {
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description = "Create Home Village",
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inventory_image = "village_create.png",
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type == "node" then
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village.gen(pointed_thing.above)
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itemstack:take_item()
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places.pos["home_village"] = pointed_thing.above
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placer:setpos(pointed_thing.above)
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places.save_places()
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end
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return itemstack
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end,
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})
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BIN
mods/village/schematics/village.mts
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BIN
mods/village/schematics/village.mts
Normal file
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