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.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
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
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.generate_village(village, minp, maxp, data, param2_data, a, village_noise, top_node)
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)