added chateau as building and village type
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88f19f2b58
commit
4341416c1c
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@ -13,6 +13,7 @@ mg_villages.village_sizes = {
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grasshut = { min = 10, max = 40, space_between_buildings=1, texture = 'dryplants_reed.png'},
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tent = { min = 5, max = 20, space_between_buildings=2, texture = 'wool_white.png'},
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tower = { min = 2, max = 6, space_between_buildings=1, texture = 'default_mese.png'},
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chateau = { min = 50, max = 80, space_between_buildings=1, texture = 'default_gold_block.png'},
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}
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-- if set to true, the outer buildings in medieval villages will be fields; this is not very convincing yet
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@ -231,10 +232,10 @@ mg_villages.BUILDINGS = {
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{scm="r_manorhouse", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=3}, inh=4},
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{scm="r_triplex", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=3}, inh=10},
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{scm="field_1", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
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{scm="field_2", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
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{scm="field_3", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
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{scm="field_4", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
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{scm="field_1", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
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{scm="field_2", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
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{scm="field_3", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
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{scm="field_4", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1, chateau=1}},
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{scm="tent_tiny_1", yoff=0, orients={3}, farming_plus=0, avoid='', typ='tent', weight={tent=1, single=1}, inh=1},
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{scm="tent_tiny_2", yoff=0, orients={3}, farming_plus=0, avoid='', typ='tent', weight={tent=1, single=1}, inh=1},
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@ -255,6 +256,8 @@ mg_villages.BUILDINGS = {
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{scm="hochsitz_2", yoff=0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='tower', weight={tower=1, single=1/3}, nomirror=1},
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{scm="hochsitz_3", yoff=0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='tower', weight={tower=1, single=1/3}, nomirror=1},
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{scm="hochsitz_4", yoff=0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='tower', weight={tower=1, single=1/3}, nomirror=1},
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{scm="chateau_1", yoff=-1,orients={0,1,2,3}, farming_plus=0, avoid='', typ='chateau', weight={chateau=5}, pervillage=1},
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}
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@ -266,7 +269,7 @@ if( not( minetest.get_modpath("farming_plus"))) then
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end
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-- 'nore' and 'taoki' do not require any other mods; thus, they can be used in all worlds
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mg_villages.village_types = { 'nore', 'taoki'};
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mg_villages.village_types = { 'nore', 'taoki', 'chateau'};
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if( minetest.get_modpath("cottages")) then
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table.insert( mg_villages.village_types, 'medieval' );
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@ -492,6 +492,62 @@ mg_villages.get_replacement_list = function( housetype, pr )
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end
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if( housetype == 'chateau' ) then
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if( minetest.get_modpath( 'cottages' )) then
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-- straw is the most likely building material for roofs for historical buildings
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mg_villages.replace_materials( replacements, pr,
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-- all three shapes of roof parts have to fit together
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{ 'cottages:roof_straw', 'cottages:roof_connector_straw', 'cottages:roof_flat_straw' },
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{ 'cottages:roof_', 'cottages:roof_connector_', 'cottages:roof_flat_'},
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{'straw', 'straw', 'straw', 'straw', 'straw',
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'reet', 'reet', 'reet',
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'slate', 'slate',
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'wood', 'wood',
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'red',
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'brown',
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'black'},
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'straw');
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else
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mg_villages.replace_materials( replacements, pr,
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-- all three shapes of roof parts have to fit together
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{ 'cottages:roof_straw', 'cottages:roof_connector_straw', 'cottages:roof_flat_straw' },
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{ 'stairs:stair_', 'stairs:stair_', 'stairs:slab_'},
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{'cobble', 'stonebrick', 'desert_cobble', 'desert_stonebrick', 'stone'},
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'stonebrick');
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mg_villages.replace_materials( replacements, pr, { 'cottages:glass_pane', 'default:glass' });
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end
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local wood_type = mg_villages.replace_materials( replacements, pr,
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{'default:wood'},
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{''},
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{ 'default:wood', 'default:junglewood', 'mg:savannawood', 'mg:pinewood'}, --, 'default:brick', 'default:sandstone', 'default:desert_cobble' },
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'default:wood');
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mg_villages.replace_tree_trunk( replacements, wood_type );
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mg_villages.replace_saplings( replacements, wood_type );
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if( mg_villages.realtest_trees ) then
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-- replace the floor with another type of wood (looks better than the same type as above)
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mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_junglewood', 'stairs:slab_junglewood', 'default:junglewood'},
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{'stairs:stair_', 'stairs:slab_', 'default:' },
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{ 'default:wood' },
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'wood' );
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end
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local mfs2 = mg_villages.replace_materials( replacements, pr,
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{'stairs:stair_cobble', 'stairs:slab_cobble', 'default:cobble'},
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{'stairs:stair_', 'stairs:slab_', 'default:' },
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{ 'cobble', 'brick', 'clay', 'desert_cobble', 'desert_stone', 'desert_stonebrick', 'loam', 'sandstone', 'sandstonebrick', 'stonebrick' },
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'cobble');
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return replacements;
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end
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if( housetype == 'tent' ) then
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table.insert( replacements, { "glasspanes:wool_pane", "cottages:wool_tent" });
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table.insert( replacements, { "default:gravel", "default:sand" });
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