2016-04-12 19:04:48 +02:00

137 lines
5.1 KiB
Lua

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