mg_villages.wseed = 0; --minetest.register_on_mapgen_init(function(mgparams) -- mg_villages.wseed = math.floor(mgparams.seed/10000000000) --end) function mg_villages.get_bseed(minp) return mg_villages.wseed + math.floor(5*minp.x/47) + math.floor(873*minp.z/91) end function mg_villages.get_bseed2(minp) return mg_villages.wseed + math.floor(87*minp.x/47) + math.floor(73*minp.z/91) + math.floor(31*minp.y/12) end mg_villages.inside_village = function(x, z, village, vnoise) return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 40 end mg_villages.get_vn = function(x, z, noise, village) local vx, vz, vs = village.vx, village.vz, village.vs return (noise - 2) * 20 + (40 / (vs * vs)) * ((x - vx) * (x - vx) + (z - vz) * (z - vz)) end mg_villages.villages_in_mapchunk = function( minp ) local noise1raw = minetest.get_perlin(12345, 6, 0.5, 256) local vcr = VILLAGE_CHECK_RADIUS local villages = {} local generate_new_villages = true; for xi = -vcr, vcr do for zi = -vcr, vcr do for _, village in ipairs(mg_villages.villages_at_point({x = minp.x + xi * 80, z = minp.z + zi * 80}, noise1raw)) do village.to_grow = {} villages[#villages+1] = village end -- check if the village exists already local v_nr = 1; for v_nr, village in ipairs(villages) do local village_id = tostring( village.vx )..':'..tostring( village.vz ); if( mg_villages.all_villages and mg_villages.all_villages[ village_id ]) then villages[ v_nr ] = mg_villages.all_villages[ village_id ]; generate_new_villages = false; end end end end return villages; end -- adjust the terrain level to the respective height of the village mg_villages.flatten_village_area = function( villages, village_noise, minp, maxp, vm, data, param2_data, a ) local c_air = minetest.get_content_id( 'air' ); local c_ignore = minetest.get_content_id( 'ignore' ); local c_stone = minetest.get_content_id( 'default:stone'); local c_dirt = minetest.get_content_id( 'default:dirt'); local c_dirt_with_grass = minetest.get_content_id( 'default:dirt_with_grass' ); for z = minp.z, maxp.z do for x = minp.x, maxp.x do for _, village in ipairs(villages) do if( mg_villages.inside_village(x, z, village, village_noise)) then local buffer = {}; local buffer_param2 = {}; local buffer_index = 0; y = maxp.y; while( y > minp.y ) do local ci = data[a:index(x, y, z)]; if( ci ~= c_air and ci ~= c_ignore and buffer_index == 0) then -- only nodes on which walking is possible may be counted as ground local node_name = minetest.get_name_from_content_id( ci ); local def = minetest.registered_nodes[ node_name ]; if( def and def.walkable == true and def.is_ground_content == true) then -- from now on, save the nodes below buffer_index = 1; end end -- save found nodes for later use if( buffer_index > 0 ) then buffer[ buffer_index ] = ci; buffer_param2[ buffer_index ] = param2_data[a:index(x, y, z)]; buffer_index = buffer_index + 1; end -- make sure there is air for the village if( y > village.vh and ci ~= c_ignore and ci ~= c_air ) then data[a:index( x, y, z)] = c_air; end y = y-1; end -- apply the data found in the buffer for i,v in ipairs( buffer ) do if( village.vh - i + 1 >= minp.y ) then if( i==1 and buffer[i]==c_dirt ) then buffer[i] = c_dirt_with_grass; end data[ a:index( x, village.vh - i +1, z)] = buffer[ i ]; param2_data[a:index( x, village.vh - i +1, z)] = buffer_param2[ i ]; end end end end end end end mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm, data, param2_data, a, top ) local village_noise = minetest.get_perlin(7635, 3, 0.5, 16); -- if no voxelmanip data was passed on, read the data here if( not( vm ) or not( a) or not( data ) or not( param2_data ) ) then vm, emin, emax = minetest.get_mapgen_object("voxelmanip") if( not( vm )) then return; end a = VoxelArea:new{ MinEdge={x=emin.x, y=emin.y, z=emin.z}, MaxEdge={x=emax.x, y=emax.y, z=emax.z}, } data = vm:get_data() param2_data = vm:get_param2_data() end mg_villages.flatten_village_area( villages, village_noise, minp, maxp, vm, data, param2_data, a ); 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'; end for _, village in ipairs(villages) do village.to_add_data = mg_villages.generate_village(village, minp, maxp, data, param2_data, a, village_noise, top_node) end vm:set_data(data) vm:set_param2_data(param2_data) vm:calc_lighting( {x=minp.x-16, y=minp.y, z=minp.z-16}, {x=maxp.x+16, y=maxp.y, z=maxp.z+16} ) vm:write_to_map(data) -- initialize the pseudo random generator so that the chests will be filled in a reproducable pattern local pr = PseudoRandom(mg_villages.get_bseed(minp)); local meta for _, village in ipairs(villages) do for _, n in pairs(village.to_add_data.extranodes) do minetest.set_node(n.pos, n.node) if n.meta ~= nil then meta = minetest.get_meta(n.pos) meta:from_table(n.meta) if n.node.name == "default:chest" then local inv = meta:get_inventory() local items = inv:get_list("main") for i=1, inv:get_size("main") do inv:set_stack("main", i, ItemStack("")) end local numitems = pr:next(3, 20) for i=1,numitems do local ii = pr:next(1, #items) local prob = items[ii]:get_count() % 2 ^ 8 local stacksz = math.floor(items[ii]:get_count() / 2 ^ 8) if pr:next(0, prob) == 0 and stacksz>0 then stk = ItemStack({name=items[ii]:get_name(), count=pr:next(1, stacksz), wear=items[ii]:get_wear(), metadata=items[ii]:get_metadata()}) local ind = pr:next(1, inv:get_size("main")) while not inv:get_stack("main",ind):is_empty() do ind = pr:next(1, inv:get_size("main")) end inv:set_stack("main", ind, stk) end end end end end -- now add those buildings which are .mts files and need to be placed by minetest.place_schematic(...) mg_villages.place_schematics( village.to_add_data.bpos, village.to_add_data.replacements, a, pr ); if( not( mg_villages.all_villages )) then mg_villages.all_villages = {}; end -- unique id - there can only be one village at a given pair of x,z coordinates local village_id = tostring( village.vx )..':'..tostring( village.vz ); -- the village data is saved only once per village - and not whenever part of the village is generated if( not( mg_villages.all_villages[ village_id ])) then -- count how many villages we already have and assign each village a uniq number local count = 1; for _,v in pairs( mg_villages.all_villages ) do count = count + 1; end village.nr = count; mg_villages.anz_villages = count; mg_villages.all_villages[ village_id ] = minetest.deserialize( minetest.serialize( village )); print("Village No. "..tostring( count ).." of type \'"..tostring( village.village_type ).."\' of size "..tostring( village.vs ).." spawned at: x = "..village.vx..", z = "..village.vz) save_restore.save_data( 'mg_all_villages.data', mg_villages.all_villages ); end end end local function spawnplayer(player) local noise1 = minetest.get_perlin(12345, 6, 0.5, 256) local min_dist = math.huge local min_pos = {x = 0, y = 3, z = 0} for bx = -20, 20 do for bz = -20, 20 do local minp = {x = -32 + 80 * bx, y = -32, z = -32 + 80 * bz} for _, village in ipairs(mg_villages.villages_at_point(minp, noise1)) do if math.abs(village.vx) + math.abs(village.vz) < min_dist then min_pos = {x = village.vx, y = village.vh + 2, z = village.vz} min_dist = math.abs(village.vx) + math.abs(village.vz) end end end end player:setpos(min_pos) end minetest.register_on_newplayer(function(player) spawnplayer(player) end) minetest.register_on_respawnplayer(function(player) spawnplayer(player) return true end)