removed not really working village height calculation; removed paths between buildings due to dirt_roads now beeing a better solution; added additional layer of clay below desert sand soil; removed obsolete top_node calculation
parent
288986a16a
commit
c10b2ab90c
74
mapgen.lua
74
mapgen.lua
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@ -185,7 +185,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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end
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if( x==-1 or z==-1 or x==pos.bsizex or z==pos.bsizez ) then
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-- borders around roads are more important than borders between buildings
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if( not( village_area[ p.x ][ p.z ] ) or (reserved_for == 2 )) then
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if( not( village_area[ p.x ][ p.z ] ) and (reserved_for == 2 )) then
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village_area[ p.x ][ p.z ] = { village_nr, reserved_for+1}; -- border around a building
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end
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else
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@ -216,43 +216,8 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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end
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for village_nr, village in ipairs(villages) do
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-- 7,8: border around a building, prolonged until something else is hit (x- and z direction)
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for _, pos in ipairs(village.to_add_data.bpos) do
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-- prolong the space between building in all directions
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if( pos.btype and not( pos.btype == 'road' )) then
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local vectors = { {vx=-1, vz= 0, sx=pos.x-2, sz=pos.z-1 },
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{vx= 1, vz= 0, sx=pos.x+pos.bsizex+2, sz=pos.z-1 },
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{vx=-1, vz= 0, sx=pos.x-2, sz=pos.z+pos.bsizez+1 },
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{vx= 1, vz= 0, sx=pos.x+pos.bsizex+2, sz=pos.z+pos.bsizez+1 },
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{vx= 0, vz=-1, sx=pos.x-1, sz=pos.z-2 },
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{vx= 0, vz= 1, sx=pos.x+pos.bsizex+1, sz=pos.z-2 },
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{vx= 0, vz=-1, sx=pos.x-1, sz=pos.z+pos.bsizez+2 },
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{vx= 0, vz=1, sx=pos.x+pos.bsizex+1, sz=pos.z+pos.bsizez+2 }};
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for _,v in ipairs( vectors ) do
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-- determine start position for this line
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local p = { x = v.sx, z = v.sz};
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while( village_area[ p.x ]
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and village_area[ p.x ][ p.z ]
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and village_area[ p.x ][ p.z ][ 1 ] == village_nr
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and ( village_area[ p.x ][ p.z ][ 2 ] == 1
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or village_area[ p.x ][ p.z ][ 2 ] == 7
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or village_area[ p.x ][ p.z ][ 2 ] == 8 )) do -- while inside that village
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if( v.vx ~= 0 ) then
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village_area[ p.x ][ p.z ] = { village_nr, 7 };
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else
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village_area[ p.x ][ p.z ] = { village_nr, 8 };
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end
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p.x = p.x + v.vx;
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p.z = p.z + v.vz;
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end
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end
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end
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end
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end
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--[[
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-- figuring out the height this way hardly works - because only a tiny part of the village may be contained in this chunk
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local height_sum = {};
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local height_count = {};
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-- initialize the variables for counting
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@ -290,21 +255,20 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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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
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end
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end
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--]]
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mg_villages.flatten_village_area( villages, village_noise, minp, maxp, vm, data, param2_data, a, village_area );
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local top_node = 'default:dirt_with_grass';
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-- replace dirt_with_grass with whatever is common in that biome
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if( top == c_sand ) then top_node = 'default:sand';
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elseif( top == c_dsert_sand ) then top_node = 'default:desert_sand';
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elseif( top == c_dry_grass ) then top_node = 'mg:dirt_with_dry_grass';
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elseif( top == c_dirt_snow ) then top_node = 'default:dirt_with_snow';
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else top_node = 'default:dirt_with_grass';
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local c_feldweg = minetest.get_content_id('cottages:feldweg');
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if( not( c_feldweg )) then
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c_feldweg = minetest.get_content_id('default:cobble');
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end
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local c_air = minetest.get_content_id('air');
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for _, village in ipairs(villages) do
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village.to_add_data = mg_villages.place_buildings( village, minp, maxp, data, param2_data, a, village_noise);
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mg_villages.place_dirt_roads( village, minp, maxp, data, param2_data, a, village_noise, c_feldweg);
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end
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-- add farmland
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@ -323,6 +287,7 @@ print('For village_nr '..tostring( village_nr )..', a height of '..tostring( ide
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if( not( c_feldweg )) then
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c_feldweg = c_dirt_with_grass;
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end
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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-- turn unused land (which is either dirt or desert sand) into a field that grows wheat
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@ -340,22 +305,15 @@ print('For village_nr '..tostring( village_nr )..', a height of '..tostring( ide
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param2_data[a:index( x, h+1, z)] = math.random( 1, 179 );
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data[a:index( x, h+1, z)] = c_wheat;
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data[a:index( x, h, z)] = c_soil_sand;
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data[a:index( x, h-1, z)] = c_water_source;
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data[a:index( x, h-2, z)] = c_clay;
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data[a:index( x, h-1, z)] = c_clay; -- so that desert sand soil does not fall down
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data[a:index( x, h-2, z)] = c_water_source;
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data[a:index( x, h-3, z)] = c_clay;
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end
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-- add a path between the fields
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elseif( village_area[ x ][ z ][ 2 ]==7 ) then
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local h = villages[ village_area[ x ][ z ][ 1 ] ].vh;
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data[ a:index( x, h, z)] = c_feldweg;
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param2_data[a:index( x, h, z)] = 1;
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elseif( village_area[ x ][ z ][ 2 ]==8) then
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local h = villages[ village_area[ x ][ z ][ 1 ] ].vh;
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data[ a:index( x, h, z)] = c_feldweg;
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param2_data[a:index( x, h, z)] = 0;
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end
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end
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end
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vm:set_data(data)
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vm:set_param2_data(param2_data)
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