From c10b2ab90ca23af8b6429ccd3b4bfa6dd9414022 Mon Sep 17 00:00:00 2001 From: Sokomine Date: Mon, 18 Aug 2014 00:10:36 +0200 Subject: [PATCH] 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 --- mapgen.lua | 74 ++++++++++++------------------------------------------ 1 file changed, 16 insertions(+), 58 deletions(-) diff --git a/mapgen.lua b/mapgen.lua index e88e85e..f476e48 100644 --- a/mapgen.lua +++ b/mapgen.lua @@ -185,7 +185,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm, end if( x==-1 or z==-1 or x==pos.bsizex or z==pos.bsizez ) then -- borders around roads are more important than borders between buildings - if( not( village_area[ p.x ][ p.z ] ) or (reserved_for == 2 )) then + if( not( village_area[ p.x ][ p.z ] ) and (reserved_for == 2 )) then village_area[ p.x ][ p.z ] = { village_nr, reserved_for+1}; -- border around a building end else @@ -216,43 +216,8 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm, end - for village_nr, village in ipairs(villages) do - -- 7,8: border around a building, prolonged until something else is hit (x- and z direction) - for _, pos in ipairs(village.to_add_data.bpos) do - -- prolong the space between building in all directions - if( pos.btype and not( pos.btype == 'road' )) then - local vectors = { {vx=-1, vz= 0, sx=pos.x-2, sz=pos.z-1 }, - {vx= 1, vz= 0, sx=pos.x+pos.bsizex+2, sz=pos.z-1 }, - {vx=-1, vz= 0, sx=pos.x-2, sz=pos.z+pos.bsizez+1 }, - {vx= 1, vz= 0, sx=pos.x+pos.bsizex+2, sz=pos.z+pos.bsizez+1 }, - {vx= 0, vz=-1, sx=pos.x-1, sz=pos.z-2 }, - {vx= 0, vz= 1, sx=pos.x+pos.bsizex+1, sz=pos.z-2 }, - {vx= 0, vz=-1, sx=pos.x-1, sz=pos.z+pos.bsizez+2 }, - {vx= 0, vz=1, sx=pos.x+pos.bsizex+1, sz=pos.z+pos.bsizez+2 }}; - for _,v in ipairs( vectors ) do - -- determine start position for this line - local p = { x = v.sx, z = v.sz}; - while( village_area[ p.x ] - and village_area[ p.x ][ p.z ] - and village_area[ p.x ][ p.z ][ 1 ] == village_nr - and ( village_area[ p.x ][ p.z ][ 2 ] == 1 - or village_area[ p.x ][ p.z ][ 2 ] == 7 - or village_area[ p.x ][ p.z ][ 2 ] == 8 )) do -- while inside that village - if( v.vx ~= 0 ) then - village_area[ p.x ][ p.z ] = { village_nr, 7 }; - else - village_area[ p.x ][ p.z ] = { village_nr, 8 }; - end - p.x = p.x + v.vx; - p.z = p.z + v.vz; - end - end - end - end - end - - - +--[[ +-- figuring out the height this way hardly works - because only a tiny part of the village may be contained in this chunk local height_sum = {}; local height_count = {}; -- initialize the variables for counting @@ -290,21 +255,20 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm, 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 end end - +--]] mg_villages.flatten_village_area( villages, village_noise, minp, maxp, vm, data, param2_data, a, village_area ); - 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'; + local c_feldweg = minetest.get_content_id('cottages:feldweg'); + if( not( c_feldweg )) then + c_feldweg = minetest.get_content_id('default:cobble'); end - + local c_air = minetest.get_content_id('air'); for _, village in ipairs(villages) do + village.to_add_data = mg_villages.place_buildings( village, minp, maxp, data, param2_data, a, village_noise); + + mg_villages.place_dirt_roads( village, minp, maxp, data, param2_data, a, village_noise, c_feldweg); end -- add farmland @@ -323,6 +287,7 @@ print('For village_nr '..tostring( village_nr )..', a height of '..tostring( ide if( not( c_feldweg )) then c_feldweg = c_dirt_with_grass; end + for x = minp.x, maxp.x do for z = minp.z, maxp.z do -- turn unused land (which is either dirt or desert sand) into a field that grows wheat @@ -340,22 +305,15 @@ print('For village_nr '..tostring( village_nr )..', a height of '..tostring( ide param2_data[a:index( x, h+1, z)] = math.random( 1, 179 ); data[a:index( x, h+1, z)] = c_wheat; data[a:index( x, h, z)] = c_soil_sand; - data[a:index( x, h-1, z)] = c_water_source; - data[a:index( x, h-2, z)] = c_clay; + data[a:index( x, h-1, z)] = c_clay; -- so that desert sand soil does not fall down + data[a:index( x, h-2, z)] = c_water_source; + data[a:index( x, h-3, z)] = c_clay; end - -- add a path between the fields - elseif( village_area[ x ][ z ][ 2 ]==7 ) then - local h = villages[ village_area[ x ][ z ][ 1 ] ].vh; - data[ a:index( x, h, z)] = c_feldweg; - param2_data[a:index( x, h, z)] = 1; - elseif( village_area[ x ][ z ][ 2 ]==8) then - local h = villages[ village_area[ x ][ z ][ 1 ] ].vh; - data[ a:index( x, h, z)] = c_feldweg; - param2_data[a:index( x, h, z)] = 0; end end end + vm:set_data(data) vm:set_param2_data(param2_data)