mg_villages/mapgen.lua

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mg_villages.wseed = 0;
minetest.register_on_mapgen_init(function(mgparams)
mg_villages.wseed = math.floor(mgparams.seed/10000000000)
end)
function mg_villages.get_bseed(minp)
return mg_villages.wseed + math.floor(5*minp.x/47) + math.floor(873*minp.z/91)
end
function mg_villages.get_bseed2(minp)
return mg_villages.wseed + math.floor(87*minp.x/47) + math.floor(73*minp.z/91) + math.floor(31*minp.y/12)
end
mg_villages.inside_village = function(x, z, village, vnoise)
return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 40
end
mg_villages.inside_village_area = function(x, z, village, vnoise)
return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 80
end
mg_villages.get_vn = function(x, z, noise, village)
local vx, vz, vs = village.vx, village.vz, village.vs
return (noise - 2) * 20 +
(40 / (vs * vs)) * ((x - vx) * (x - vx) + (z - vz) * (z - vz))
end
mg_villages.villages_in_mapchunk = function( minp )
local noise1raw = minetest.get_perlin(12345, 6, 0.5, 256)
local vcr = VILLAGE_CHECK_RADIUS
local villages = {}
local generate_new_villages = true;
for xi = -vcr, vcr do
for zi = -vcr, vcr do
for _, village in ipairs(mg_villages.villages_at_point({x = minp.x + xi * 80, z = minp.z + zi * 80}, noise1raw)) do
village.to_grow = {}
villages[#villages+1] = village
end
-- check if the village exists already
local v_nr = 1;
for v_nr, village in ipairs(villages) do
local village_id = tostring( village.vx )..':'..tostring( village.vz );
if( mg_villages.all_villages and mg_villages.all_villages[ village_id ]) then
villages[ v_nr ] = mg_villages.all_villages[ village_id ];
generate_new_villages = false;
end
end
end
end
return villages;
end
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mg_villages.node_is_ground = {}; -- store nodes which have previously been identified as ground
mg_villages.check_if_ground = function( ci )
if( not( ci )) then
return false;
end
if( mg_villages.node_is_ground[ ci ]) then
return true;
end
-- analyze the node
-- only nodes on which walking is possible may be counted as ground
local node_name = minetest.get_name_from_content_id( ci );
local def = minetest.registered_nodes[ node_name ];
if( def and def.walkable == true and def.is_ground_content == true) then
-- store information about this node type for later use
mg_villages.node_is_ground[ ci ] = 1;
return true;
end
end
-- adjust the terrain level to the respective height of the village
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mg_villages.flatten_village_area = function( villages, village_noise, minp, maxp, vm, data, param2_data, a, village_area )
local c_air = minetest.get_content_id( 'air' );
local c_ignore = minetest.get_content_id( 'ignore' );
local c_stone = minetest.get_content_id( 'default:stone');
local c_dirt = minetest.get_content_id( 'default:dirt');
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local c_snow = minetest.get_content_id( 'default:snow');
local c_dirt_with_grass = minetest.get_content_id( 'default:dirt_with_grass' );
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
for _, village in ipairs(villages) do
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if( village_area[ x ][ z ][ 2 ] > 0 ) then -- inside a village
-- if( mg_villages.inside_village(x, z, village, village_noise)) then
local buffer = {};
local buffer_param2 = {};
local buffer_index = 0;
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local has_snow = false;
y = maxp.y;
while( y > minp.y ) do
local ci = data[a:index(x, y, z)];
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if( ci == c_snow ) then
has_snow = true;
elseif( ci ~= c_air and ci ~= c_ignore and buffer_index == 0) then
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if( mg_villages.check_if_ground( ci ) == true) then
-- from now on, save the nodes below
buffer_index = 1;
end
end
-- save found nodes for later use
if( buffer_index > 0 ) then
buffer[ buffer_index ] = ci;
buffer_param2[ buffer_index ] = param2_data[a:index(x, y, z)];
buffer_index = buffer_index + 1;
end
-- make sure there is air for the village
if( y > village.vh and ci ~= c_ignore and ci ~= c_air ) then
data[a:index( x, y, z)] = c_air;
end
y = y-1;
end
-- apply the data found in the buffer
for i,v in ipairs( buffer ) do
if( village.vh - i + 1 >= minp.y ) then
if( i==1 and buffer[i]==c_dirt ) then
buffer[i] = c_dirt_with_grass;
end
data[ a:index( x, village.vh - i +1, z)] = buffer[ i ];
param2_data[a:index( x, village.vh - i +1, z)] = buffer_param2[ i ];
end
end
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if( has_snow ) then
data[ a:index( x, village.vh+1, z)] = c_snow;
end
end
end
end
end
end
mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm, data, param2_data, a, top )
local village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
-- if no voxelmanip data was passed on, read the data here
if( not( vm ) or not( a) or not( data ) or not( param2_data ) ) then
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
if( not( vm )) then
return;
end
a = VoxelArea:new{
MinEdge={x=emin.x, y=emin.y, z=emin.z},
MaxEdge={x=emax.x, y=emax.y, z=emax.z},
}
data = vm:get_data()
param2_data = vm:get_param2_data()
end
-- determine which coordinates are inside the village and which are not
local village_area = {};
for village_nr, village in ipairs(villages) do
-- generate the village structure: determine positions of buildings and roads
mg_villages.generate_village( village, village_noise);
-- mark the roads and buildings and the area between buildings in the village_area table
-- 2: road
-- 3: border around a road
-- 4: building
-- 5: border around a building
for _, pos in ipairs(village.to_add_data.bpos) do
local reserved_for = 4; -- a building will be placed here
if( pos.btype and pos.btype == 'road' ) then
reserved_for = 2; -- the building will be a road
end
-- the building + a border of 1 around it
for x = -1, pos.bsizex do
for z = -1, pos.bsizez do
local p = {x=pos.x+x, z=pos.z+z};
if( not( village_area[ p.x ] )) then
village_area[ p.x ] = {};
end
if( x==-1 or z==-1 or x==pos.bsizex or z==pos.bsizez ) then
-- borders around roads are more important than borders between buildings
if( not( village_area[ p.x ][ p.z ] ) or (reserved_for == 2 )) then
village_area[ p.x ][ p.z ] = { village_nr, reserved_for+1}; -- border around a building
end
else
village_area[ p.x ][ p.z ] = { village_nr, reserved_for }; -- the actual building
end
end
end
end
end
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-- mark the rest ( inside_village but not part of an actual building) as well
for x = minp.x, maxp.x do
if( not( village_area[ x ] )) then
village_area[ x ] = {};
end
for z = minp.z, maxp.z do
if( not( village_area[ x ][ z ] )) then
village_area[ x ][ z ] = { 0, 0 };
for village_nr, village in ipairs(villages) do
if( mg_villages.inside_village_area(x, z, village, village_noise)) then
village_area[ x ][ z ] = { village_nr, 1};
end
end
end
end
end
for village_nr, village in ipairs(villages) do
-- 7,8: border around a building, prolonged until something else is hit (x- and z direction)
for _, pos in ipairs(village.to_add_data.bpos) do
-- prolong the space between building in all directions
if( pos.btype and not( pos.btype == 'road' )) then
local vectors = { {vx=-1, vz= 0, sx=pos.x-2, sz=pos.z-1 },
{vx= 1, vz= 0, sx=pos.x+pos.bsizex+2, sz=pos.z-1 },
{vx=-1, vz= 0, sx=pos.x-2, sz=pos.z+pos.bsizez+1 },
{vx= 1, vz= 0, sx=pos.x+pos.bsizex+2, sz=pos.z+pos.bsizez+1 },
{vx= 0, vz=-1, sx=pos.x-1, sz=pos.z-2 },
{vx= 0, vz= 1, sx=pos.x+pos.bsizex+1, sz=pos.z-2 },
{vx= 0, vz=-1, sx=pos.x-1, sz=pos.z+pos.bsizez+2 },
{vx= 0, vz=1, sx=pos.x+pos.bsizex+1, sz=pos.z+pos.bsizez+2 }};
for _,v in ipairs( vectors ) do
-- determine start position for this line
local p = { x = v.sx, z = v.sz};
while( village_area[ p.x ]
and village_area[ p.x ][ p.z ]
and village_area[ p.x ][ p.z ][ 1 ] == village_nr
and ( village_area[ p.x ][ p.z ][ 2 ] == 1
or village_area[ p.x ][ p.z ][ 2 ] == 7
or village_area[ p.x ][ p.z ][ 2 ] == 8 )) do -- while inside that village
if( v.vx ~= 0 ) then
village_area[ p.x ][ p.z ] = { village_nr, 7 };
else
village_area[ p.x ][ p.z ] = { village_nr, 8 };
end
p.x = p.x + v.vx;
p.z = p.z + v.vz;
end
end
end
end
end
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local height_sum = {};
local height_count = {};
-- initialize the variables for counting
for village_nr, village in ipairs( villages ) do
height_sum[ village_nr ] = 0;
height_count[ village_nr ] = 0;
end
-- try to find the optimal village height by looking at the borders defined by inside_village
for x = minp.x+1, maxp.x-1 do
for z = minp.z+1, maxp.z-1 do
if( village_area[ x ][ z ][ 2 ] ~= 0
and village_area[ x ][ z ][ 1 ] ~= 0
and ( village_area[ x+1 ][ z ][ 2 ] == 0
or village_area[ x-1 ][ z ][ 2 ] == 0
or village_area[ x ][ z+1 ][ 2 ] == 0
or village_area[ x ][ z-1 ][ 2 ] == 0 )) then
y = maxp.y;
while( y > minp.y and y >= 0) do
local ci = data[a:index(x, y, z)];
if( ci ~= c_air and ci ~= c_ignore and mg_villages.check_if_ground( ci ) == true) then
local village_nr = village_area[ x ][ z ][ 1 ];
height_sum[ village_nr ] = height_sum[ village_nr ] + y;
height_count[ village_nr ] = height_count[ village_nr ] + 1;
y = minp.y - 1;
end
y = y-1;
end
end
end
end
for village_nr, village in ipairs( villages ) do
if( height_count[ village_nr ] > 0 ) then
local ideal_height = math.floor( height_sum[ village_nr ] / height_count[ village_nr ]);
print('For village_nr '..tostring( village_nr )..', a height of '..tostring( ideal_height )..' would be optimal. Sum: '..tostring( height_sum[ village_nr ] )..' Count: '..tostring( height_count[ village_nr ])..'. VS: '..tostring( village.vs)); -- TODO
end
end
mg_villages.flatten_village_area( villages, village_noise, minp, maxp, vm, data, param2_data, a, village_area );
local top_node = 'default:dirt_with_grass';
-- replace dirt_with_grass with whatever is common in that biome
if( top == c_sand ) then top_node = 'default:sand';
elseif( top == c_dsert_sand ) then top_node = 'default:desert_sand';
elseif( top == c_dry_grass ) then top_node = 'mg:dirt_with_dry_grass';
elseif( top == c_dirt_snow ) then top_node = 'default:dirt_with_snow';
else top_node = 'default:dirt_with_grass';
end
for _, village in ipairs(villages) do
village.to_add_data = mg_villages.place_buildings( village, minp, maxp, data, param2_data, a, village_noise);
end
-- add farmland
local c_dirt_with_grass = minetest.get_content_id( 'default:dirt_with_grass' );
local c_desert_sand = minetest.get_content_id( 'default:desert_sand' );
local c_wheat = minetest.get_content_id( 'farming:wheat_8' );
local c_soil_wet = minetest.get_content_id( 'farming:soil_wet' );
local c_soil_sand = minetest.get_content_id( 'farming:desert_sand_soil_wet' );
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-- desert sand soil is only available in minetest_next
if( not( c_soil_sand )) then
c_soil_sand = c_soil_wet;
end
local c_water_source = minetest.get_content_id( 'default:water_source');
local c_clay = minetest.get_content_id( 'default:clay');
local c_feldweg = minetest.get_content_id( 'cottages:feldweg');
if( not( c_feldweg )) then
c_feldweg = c_dirt_with_grass;
end
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
-- turn unused land (which is either dirt or desert sand) into a field that grows wheat
if( village_area[ x ][ z ][ 2 ]==1 ) then
local h = villages[ village_area[ x ][ z ][ 1 ] ].vh;
local g = data[a:index( x, h, z )];
if( g==c_dirt_with_grass ) then
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param2_data[a:index( x, h+1, z)] = math.random( 1, 179 );
data[a:index( x, h+1, z)] = c_wheat;
data[a:index( x, h, z)] = c_soil_wet;
data[a:index( x, h-1, z)] = c_water_source;
data[a:index( x, h-2, z)] = c_clay;
elseif( g==c_desert_sand and c_soil_sand and c_soil_sand > 0) then
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param2_data[a:index( x, h+1, z)] = math.random( 1, 179 );
data[a:index( x, h+1, z)] = c_wheat;
data[a:index( x, h, z)] = c_soil_sand;
data[a:index( x, h-1, z)] = c_water_source;
data[a:index( x, h-2, z)] = c_clay;
end
-- add a path between the fields
elseif( village_area[ x ][ z ][ 2 ]==7 ) then
local h = villages[ village_area[ x ][ z ][ 1 ] ].vh;
data[ a:index( x, h, z)] = c_feldweg;
param2_data[a:index( x, h, z)] = 1;
elseif( village_area[ x ][ z ][ 2 ]==8) then
local h = villages[ village_area[ x ][ z ][ 1 ] ].vh;
data[ a:index( x, h, z)] = c_feldweg;
param2_data[a:index( x, h, z)] = 0;
end
end
end
vm:set_data(data)
vm:set_param2_data(param2_data)
vm:calc_lighting(
{x=minp.x-16, y=minp.y, z=minp.z-16},
{x=maxp.x+16, y=maxp.y, z=maxp.z+16}
)
vm:write_to_map(data)
-- initialize the pseudo random generator so that the chests will be filled in a reproducable pattern
local pr = PseudoRandom(mg_villages.get_bseed(minp));
local meta
for _, village in ipairs(villages) do
for _, n in pairs(village.to_add_data.extranodes) do
minetest.set_node(n.pos, n.node)
if n.meta ~= nil then
meta = minetest.get_meta(n.pos)
meta:from_table(n.meta)
if n.node.name == "default:chest" then
local inv = meta:get_inventory()
local items = inv:get_list("main")
for i=1, inv:get_size("main") do
inv:set_stack("main", i, ItemStack(""))
end
local numitems = pr:next(3, 20)
for i=1,numitems do
local ii = pr:next(1, #items)
local prob = items[ii]:get_count() % 2 ^ 8
local stacksz = math.floor(items[ii]:get_count() / 2 ^ 8)
if pr:next(0, prob) == 0 and stacksz>0 then
stk = ItemStack({name=items[ii]:get_name(), count=pr:next(1, stacksz), wear=items[ii]:get_wear(), metadata=items[ii]:get_metadata()})
local ind = pr:next(1, inv:get_size("main"))
while not inv:get_stack("main",ind):is_empty() do
ind = pr:next(1, inv:get_size("main"))
end
inv:set_stack("main", ind, stk)
end
end
end
end
end
-- now add those buildings which are .mts files and need to be placed by minetest.place_schematic(...)
mg_villages.place_schematics( village.to_add_data.bpos, village.to_add_data.replacements, a, pr );
if( not( mg_villages.all_villages )) then
mg_villages.all_villages = {};
end
-- unique id - there can only be one village at a given pair of x,z coordinates
local village_id = tostring( village.vx )..':'..tostring( village.vz );
-- the village data is saved only once per village - and not whenever part of the village is generated
if( not( mg_villages.all_villages[ village_id ])) then
-- count how many villages we already have and assign each village a uniq number
local count = 1;
for _,v in pairs( mg_villages.all_villages ) do
count = count + 1;
end
village.nr = count;
mg_villages.anz_villages = count;
mg_villages.all_villages[ village_id ] = minetest.deserialize( minetest.serialize( village ));
print("Village No. "..tostring( count ).." of type \'"..tostring( village.village_type ).."\' of size "..tostring( village.vs ).." spawned at: x = "..village.vx..", z = "..village.vz)
save_restore.save_data( 'mg_all_villages.data', mg_villages.all_villages );
end
end
end
local function spawnplayer(player)
local noise1 = minetest.get_perlin(12345, 6, 0.5, 256)
local min_dist = math.huge
local min_pos = {x = 0, y = 3, z = 0}
for bx = -20, 20 do
for bz = -20, 20 do
local minp = {x = -32 + 80 * bx, y = -32, z = -32 + 80 * bz}
for _, village in ipairs(mg_villages.villages_at_point(minp, noise1)) do
if math.abs(village.vx) + math.abs(village.vz) < min_dist then
min_pos = {x = village.vx, y = village.vh + 2, z = village.vz}
min_dist = math.abs(village.vx) + math.abs(village.vz)
end
end
end
end
player:setpos(min_pos)
end
minetest.register_on_newplayer(function(player)
spawnplayer(player)
end)
minetest.register_on_respawnplayer(function(player)
spawnplayer(player)
return true
end)
-- the actual mapgen
-- It only does changes if there is at least one village in the area that is to be generated.
minetest.register_on_generated(function(minp, maxp, seed)
-- only generate village on the surface chunks
if( minp.y ~= -32 ) then
return;
end
local villages = mg_villages.villages_in_mapchunk( minp );
if( villages and #villages > 0 ) then
mg_villages.place_villages_via_voxelmanip( villages, minp, maxp, nil, nil, nil, nil, nil );
end
end)