added chateau as building and village type

master
Sokomine 2014-11-17 05:53:46 +01:00
parent 88f19f2b58
commit 4341416c1c
3 changed files with 64 additions and 5 deletions

View File

@ -13,6 +13,7 @@ mg_villages.village_sizes = {
grasshut = { min = 10, max = 40, space_between_buildings=1, texture = 'dryplants_reed.png'},
tent = { min = 5, max = 20, space_between_buildings=2, texture = 'wool_white.png'},
tower = { min = 2, max = 6, space_between_buildings=1, texture = 'default_mese.png'},
chateau = { min = 50, max = 80, space_between_buildings=1, texture = 'default_gold_block.png'},
}
-- if set to true, the outer buildings in medieval villages will be fields; this is not very convincing yet
@ -231,10 +232,10 @@ mg_villages.BUILDINGS = {
{scm="r_manorhouse", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=3}, inh=4},
{scm="r_triplex", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=3}, inh=10},
{scm="field_1", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
{scm="field_2", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
{scm="field_3", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
{scm="field_4", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
{scm="field_1", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
{scm="field_2", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
{scm="field_3", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
{scm="field_4", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
{scm="tent_tiny_1", yoff=0, orients={3}, farming_plus=0, avoid='', typ='tent', weight={tent=1, single=1}, inh=1},
{scm="tent_tiny_2", yoff=0, orients={3}, farming_plus=0, avoid='', typ='tent', weight={tent=1, single=1}, inh=1},
@ -255,6 +256,8 @@ mg_villages.BUILDINGS = {
{scm="hochsitz_2", yoff=0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='tower', weight={tower=1, single=1/3}, nomirror=1},
{scm="hochsitz_3", yoff=0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='tower', weight={tower=1, single=1/3}, nomirror=1},
{scm="hochsitz_4", yoff=0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='tower', weight={tower=1, single=1/3}, nomirror=1},
{scm="chateau_1", yoff=-1,orients={0,1,2,3}, farming_plus=0, avoid='', typ='chateau', weight={chateau=5}, pervillage=1},
}
@ -266,7 +269,7 @@ if( not( minetest.get_modpath("farming_plus"))) then
end
-- 'nore' and 'taoki' do not require any other mods; thus, they can be used in all worlds
mg_villages.village_types = { 'nore', 'taoki'};
mg_villages.village_types = { 'nore', 'taoki', 'chateau'};
if( minetest.get_modpath("cottages")) then
table.insert( mg_villages.village_types, 'medieval' );

View File

@ -492,6 +492,62 @@ mg_villages.get_replacement_list = function( housetype, pr )
end
if( housetype == 'chateau' ) then
if( minetest.get_modpath( 'cottages' )) then
-- straw is the most likely building material for roofs for historical buildings
mg_villages.replace_materials( replacements, pr,
-- all three shapes of roof parts have to fit together
{ 'cottages:roof_straw', 'cottages:roof_connector_straw', 'cottages:roof_flat_straw' },
{ 'cottages:roof_', 'cottages:roof_connector_', 'cottages:roof_flat_'},
{'straw', 'straw', 'straw', 'straw', 'straw',
'reet', 'reet', 'reet',
'slate', 'slate',
'wood', 'wood',
'red',
'brown',
'black'},
'straw');
else
mg_villages.replace_materials( replacements, pr,
-- all three shapes of roof parts have to fit together
{ 'cottages:roof_straw', 'cottages:roof_connector_straw', 'cottages:roof_flat_straw' },
{ 'stairs:stair_', 'stairs:stair_', 'stairs:slab_'},
{'cobble', 'stonebrick', 'desert_cobble', 'desert_stonebrick', 'stone'},
'stonebrick');
mg_villages.replace_materials( replacements, pr, { 'cottages:glass_pane', 'default:glass' });
end
local wood_type = mg_villages.replace_materials( replacements, pr,
{'default:wood'},
{''},
{ 'default:wood', 'default:junglewood', 'mg:savannawood', 'mg:pinewood'}, --, 'default:brick', 'default:sandstone', 'default:desert_cobble' },
'default:wood');
mg_villages.replace_tree_trunk( replacements, wood_type );
mg_villages.replace_saplings( replacements, wood_type );
if( mg_villages.realtest_trees ) then
-- replace the floor with another type of wood (looks better than the same type as above)
mg_villages.replace_materials( replacements, pr,
{'stairs:stair_junglewood', 'stairs:slab_junglewood', 'default:junglewood'},
{'stairs:stair_', 'stairs:slab_', 'default:' },
{ 'default:wood' },
'wood' );
end
local mfs2 = mg_villages.replace_materials( replacements, pr,
{'stairs:stair_cobble', 'stairs:slab_cobble', 'default:cobble'},
{'stairs:stair_', 'stairs:slab_', 'default:' },
{ 'cobble', 'brick', 'clay', 'desert_cobble', 'desert_stone', 'desert_stonebrick', 'loam', 'sandstone', 'sandstonebrick', 'stonebrick' },
'cobble');
return replacements;
end
if( housetype == 'tent' ) then
table.insert( replacements, { "glasspanes:wool_pane", "cottages:wool_tent" });
table.insert( replacements, { "default:gravel", "default:sand" });

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schems/chateau_1.mts Normal file

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