made first village configurable

master
Sokomine 2014-12-23 02:38:24 +01:00
parent fa4ec836cc
commit a4c6338cab
4 changed files with 11 additions and 7 deletions

View File

@ -28,6 +28,9 @@ mg_villages.REQUIRE_PRIV_FOR_TELEPORT = false;
-- if set to true, players cannot modify spawned villages without buying the house from the village first
mg_villages.ENABLE_PROTECTION = true;
-- the first village - the one the player spawns in - will be of this type
mg_villages.FIRST_VILLAGE_TYPE = 'medieval';
-- background image for the /vmap command
-- RealTest comes with a diffrent texture
if( minetest.get_modpath('grounds') and minetest.get_modpath('joiner_table')) then

View File

@ -15,7 +15,7 @@ mg_villages.road_node = minetest.get_content_id( 'mg_villages:road' );
minetest.register_node("mg_villages:soil", {
description = "Soil found on a field",
tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt_side.png"},
tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png"},
drop = "default:dirt",
is_ground_content = true,
groups = {crumbly=3, not_in_creative_inventory=1, grassland = 1},

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@ -79,16 +79,17 @@ end
-- places a marker that allows players to buy plots with houses on them (in order to modify the buildings)
local function generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id)
-- position the plot marker so that players can later buy this plot + building in order to modify it
-- pos.o contains the original orientation (determined by the road and the side the building is
local p = {x=pos.x, y=pos.y+1, z=pos.z};
if( pos.brotate == 0 ) then
if( pos.o == 0 ) then
p.x = p.x - 1;
p.z = p.z + pos.bsizez - 1;
elseif( pos.brotate == 2 ) then
elseif( pos.o == 2 ) then
p.x = p.x + pos.bsizex;
elseif( pos.brotate == 1 ) then
elseif( pos.o == 1 ) then
p.z = p.z + pos.bsizez;
p.x = p.x + pos.bsizex - 1;
elseif( pos.brotate == 3 ) then
elseif( pos.o == 3 ) then
p.z = p.z - 1;
end
-- actually position the marker

View File

@ -35,8 +35,8 @@ mg_villages.villages_at_point = function(minp, noise1)
-- fallback: type "nore" (that is what the mod originally came with)
local village_type = 'nore';
-- if this is the first village for this world, take a medieval one
if( (not( mg_villages.all_villages ) or mg_villages.anz_villages < 1) and minetest.get_modpath("cottages") ) then
village_type = 'medieval';
if( (not( mg_villages.all_villages ) or mg_villages.anz_villages < 1) and minetest.get_modpath("cottages") and mg_villages.FIRST_VILLAGE_TYPE) then
village_type = mg_villages.FIRST_VILLAGE_TYPE;
else
village_type = mg_villages.village_types[ pr:next(1, #mg_villages.village_types )]; -- select a random type
end