111 lines
4.1 KiB
Lua
111 lines
4.1 KiB
Lua
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)
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village.road(pos)
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village.road(pos)
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village.road(pos)
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end
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function village.road(pos)
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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 math.random(2) == 1 then
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village.road(vector.add(pos, vector.multiply(dir, 6*4)))
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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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if math.random(150) == 50 then
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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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end,
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})
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minetest.register_decoration({
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deco_type = "simple",
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place_on = {"default:grass", "default:wet_grass"},
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sidelen = 16,
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fill_ratio = 0.004,
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biomes = {
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"grassland", "jungle"
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},
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y_min = 0,
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y_max = 31000,
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decoration = "village:spawn",
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})
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