mg_villages/mapgen.lua

1033 lines
40 KiB
Lua

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
-- if you change any of the 3 constants below, also change them in the function
-- mg_villages.village_area_mark_inside_village_area
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.inside_village_area = function(x, z, village, vnoise)
return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 80
end
mg_villages.inside_village_terrain_blend_area = function(x, z, village, vnoise)
return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village) <= 160
end
mg_villages.get_vnoise = function(x, z, village, vnoise) -- PM v
return mg_villages.get_vn(x, z, vnoise:get2d({x = x, y = z}), village)
end -- PM ^
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, mapchunk_size )
local noise1raw = minetest.get_perlin(12345, 6, 0.5, 256)
local vcr = mg_villages.VILLAGE_CHECK_RADIUS
local villages = {}
for xi = -vcr, vcr do
for zi = -vcr, vcr do
for _, village in ipairs(mg_villages.villages_at_point({x = minp.x + xi * mapchunk_size, z = minp.z + zi * mapchunk_size}, noise1raw)) do
villages[#villages+1] = village
end
end
end
return villages;
end
mg_villages.node_is_ground = {}; -- store nodes which have previously been identified as ground
mg_villages.check_if_ground = function( ci )
-- pre-generate a list of no-ground-nodes for caching
if( #mg_villages.node_is_ground < 1 ) then
local no_ground_nodes = {'air','ignore','default:sandstonebrick','default:cactus','default:wood','default:junglewood',
'default:pinewood','default:pinetree',
'ethereal:mushroom_pore','ethereal:mushroom_trunk','ethereal:bamboo'};
for _,name in ipairs( no_ground_nodes ) do
mg_villages.node_is_ground[ minetest.get_content_id( name )] = false;
end
end
if( not( ci )) then
return false;
end
if( mg_villages.node_is_ground[ ci ] ~= nil) then
return mg_villages.node_is_ground[ ci ];
end
-- analyze the node
-- 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 ];
-- store information about this node type for later use
if( not( def )) then
mg_villages.node_is_ground[ ci ] = false;
elseif( not( def.walkable)) then
mg_villages.node_is_ground[ ci ] = false;
elseif( def.groups and def.groups.tree ) then
mg_villages.node_is_ground[ ci ] = false;
elseif( def.drop and def.drop == 'default:dirt') then
mg_villages.node_is_ground[ ci ] = true;
elseif( def.walkable == true and def.is_ground_content == true and not(def.node_box)) then
mg_villages.node_is_ground[ ci ] = true;
else
mg_villages.node_is_ground[ ci ] = false;
end
return mg_villages.node_is_ground[ ci ];
end
-- sets evrything at x,z and above height target_height to air;
-- the area below gets filled up in a suitable way (i.e. dirt with grss - dirt - stone)
mg_villages.lower_or_raise_terrain_at_point = function( x, z, target_height, minp, maxp, vm, data, param2_data, a, cid, vh, treepos, has_artificial_snow, blend )
local surface_node = nil;
local has_snow = has_artificial_snow;
local tree = false;
local jtree = false;
local ptree = false;
local old_height = maxp.y;
local y = maxp.y;
-- search for a surface and set everything above target_height to air
while( y > minp.y) do
local ci = data[a:index(x, y, z)];
if( ci == cid.c_snow ) then
has_snow = true;
elseif( ci == cid.c_tree ) then
tree = true;
-- no jungletrees for branches
elseif( ci == cid.c_jtree and data[a:index( x, y-1, z)]==cid.c_jtree) then
jtree = true;
-- pinetrees
elseif( ci == cid.c_ptree and data[a:index( x, y-1, z)]==cid.c_ptree) then
ptree = true;
elseif( not( surface_node) and ci ~= cid.c_air and ci ~= cid.c_ignore and mg_villages.check_if_ground( ci ) == true) then
-- we have found a surface of some kind
surface_node = ci;
old_height = y;
if( surface_node == cid.c_dirt_with_snow ) then
has_snow = true;
end
end
-- make sure there is air for the village
if( y > target_height ) then
data[a:index( x, y, z)] = cid.c_air;
-- abort search once we've reached village ground level and found a surface node
elseif( y <= target_height and surface_node ) then
y = minp.y - 1;
end
y = y-1;
end
if( not( surface_node ) and old_height == maxp.y ) then
if( data[a:index( x, minp.y, z)]==cid.c_air) then
old_height = vh - 2;
elseif( minp.y < 0 ) then
old_height = minp.y;
end
end
if( not( surface_node ) or surface_node == cid.c_dirt) then
surface_node = cid.c_dirt_with_grass;
end
if( has_snow and surface_node == cid.c_dirt_with_grass and target_height > 1) then
surface_node = cid.c_dirt_with_snow;
end
local below_1 = cid.c_dirt;
local below_2 = cid.c_stone;
if( surface_node == cid.c_desert_sand ) then
below_1 = cid.c_desert_sand;
below_2 = cid.c_desert_stone;
elseif( surface_node == cid.c_sand ) then
below_1 = cid.c_sand;
below_2 = cid.c_stone;
elseif( cid.c_ethereal_clay_read
and (surface_node == cid.c_ethereal_clay_red
or surface_node == cid.c_ethereal_clay_orange)) then
below_1 = cid.c_ethereal_clay_orange;
below_2 = cid.c_ethereal_clay_orange;
elseif( surface_node == cid.c_sandstone ) then
below_1 = cid.c_sandstone;
below_2 = cid.c_sandstone;
else
below_1 = cid.c_dirt;
below_2 = cid.c_stone;
end
-- do terrain blending; target_height has to be calculated based on old_height
if( target_height == maxp.y ) then
local yblend = old_height;
if blend > 0 then -- leave some cliffs unblended
yblend = math.floor(vh + blend * (old_height - vh))
target_height = yblend+1;
else
target_height = old_height;
end
for y = yblend, maxp.y do
if( y<=1 ) then
data[a:index( x, y, z)] = cid.c_water;
else
data[a:index( x, y, z)] = cid.c_air;
end
end
end
if( target_height < 1 ) then
-- no trees or snow below water level
elseif( tree and not( mg_villages.ethereal_trees ) and treepos) then
data[ a:index( x, target_height+1, z)] = cid.c_sapling
table.insert( treepos, {x=x, y=target_height+1, z=z, typ=0, snow=has_artificial_snow});
elseif( jtree and not( mg_villages.ethereal_trees ) and treepos) then
data[ a:index( x, target_height+1, z)] = cid.c_jsapling
table.insert( treepos, {x=x, y=target_height+1, z=z, typ=1, snow=has_artificial_snow});
elseif( ptree and not( mg_villages.ethereal_trees ) and treepos) then
data[ a:index( x, target_height+1, z)] = cid.c_psapling
table.insert( treepos, {x=x, y=target_height+1, z=z, typ=2, snow=has_artificial_snow});
elseif( has_snow ) then
data[ a:index( x, target_height+1, z)] = cid.c_snow;
end
data[ a:index( x, target_height, z)] = surface_node;
if( target_height-1 >= minp.y ) then
data[ a:index( x, target_height-1, z)] = below_1;
end
-- not every column will get a coal block; some may get two
local coal_height1 = math.random( minp.y, maxp.y );
local coal_height2 = math.random( minp.y, maxp.y );
y = target_height-2;
while( y > minp.y and y > target_height-40 ) do
local old_node = data[a:index( x, y, z)];
-- abort as soon as we hit anything other than air
if( old_node == cid.c_air or old_node == cid.c_water ) then
-- the occasional coal makes large stone cliffs slightly less boring
if( y == coal_height1 or y == coal_height2 ) then
data[a:index( x, y, z )] = cid.c_stone_with_coal;
else
data[a:index( x, y, z)] = below_2;
end
y = y-1;
else
y = minp.y - 1;
end
end
end
-- adjust the terrain level to the respective height of the village
mg_villages.flatten_village_area = function( villages, minp, maxp, vm, data, param2_data, a, village_area, cid )
local treepos = {};
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
for village_nr, village in ipairs(villages) do
-- is village_nr the village that is the one that is relevant for this spot?
if( village_area[ x ][ z ][ 1 ] > 0
and village_area[ x ][ z ][ 1 ]==village_nr
and village_area[ x ][ z ][ 2 ]~= 0
and data[a:index(x,village.vh,z)] ~= cid.c_ignore) then
local has_artificial_snow = false;
if( village.artificial_snow and village.artificial_snow==1) then
has_artificial_snow = true;
end
if( village_area[ x ][ z ][ 2 ] > 0 ) then -- inside a village
mg_villages.lower_or_raise_terrain_at_point( x, z, village.vh, minp, maxp, vm, data, param2_data, a, cid, village.vh,
nil, has_artificial_snow, 0 );
elseif( mg_villages.ENABLE_TERRAIN_BLEND and village_area[ x ][ z ][ 2 ] < 0) then
mg_villages.lower_or_raise_terrain_at_point( x, z, maxp.y, minp, maxp, vm, data, param2_data, a, cid, village.vh,
treepos, has_artificial_snow, -1* village_area[ x ][ z ][ 2 ]);
end
end -- PM ^
end
end
end
-- grow normal trees and jungletrees in those parts of the terrain where height blending occours
for _, tree in ipairs(treepos) do
local plant_id = cid.c_jsapling;
if( tree.typ == 0 ) then
plant_id = cid.c_sapling;
elseif( tree.typ == 2 ) then
plant_id = cid.c_psapling;
end
mg_villages.grow_a_tree( {x=tree.x, y=tree.y, z=tree.z}, plant_id, minp, maxp, data, a, cid, nil, tree.snow ) -- no pseudorandom present
end
end
-- TODO: limit this function to the shell in order to speed things up
-- repair mapgen griefings
mg_villages.repair_outer_shell = function( villages, minp, maxp, vm, data, param2_data, a, village_area, cid )
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
-- inside a village
if( village_area[ x ][ z ][ 2 ] > 0 ) then
local y;
local village = villages[ village_area[ x ][ z ][ 1 ]];
-- the current node at the ground
local node = data[a:index(x,village.vh,z)];
-- there ought to be something - but there is air
if( village and village.vh and (node==cid.c_air or node==cid.c_water)) then
y = village.vh-1;
-- search from village height downards for holes generated by cavegen and fill them up
while( y > minp.y ) do
local ci = data[a:index(x, y, z)];
if( ci == cid.c_desert_stone or ci == cid.c_desert_sand ) then
data[a:index(x, village.vh, z)] = cid.c_desert_sand;
y = minp.y-1;
elseif( ci == cid.c_sand ) then
data[a:index(x, village.vh, z)] = cid.c_sand;
y = minp.y-1;
-- use dirt_with_grass as a fallback
elseif( ci ~= cid.c_air and ci ~= cid.c_ignore and ci ~= cid.c_water and mg_villages.check_if_ground( ci ) == true) then
data[a:index(x, village.vh, z)] = cid.c_dirt_with_grass;
y = minp.y-1;
-- abort the search - there is no data available yet
elseif( ci == cid.c_ignore ) then
y = minp.y-1;
end
y = y-1;
end
end
-- remove mudflow
y = village.vh + 1;
while( y < village.vh+40 and y < maxp.y ) do
local ci = data[a:index(x, y, z)];
if( ci ~= cid.c_ignore and (ci==cid.c_dirt or ci==cid.c_dirt_with_grass or ci==cid.c_sand or ci==cid.c_desert_sand)) then
data[a:index(x,y,z)] = cid.c_air;
-- if there was a moresnow cover, add a snow on top of the new floor node
elseif( ci ~= cid.c_ignore
and (ci==cid.c_msnow_1 or ci==cid.c_msnow_2 or ci==cid.c_msnow_3 or ci==cid.c_msnow_4 or
ci==cid.c_msnow_5 or ci==cid.c_msnow_6 or ci==cid.c_msnow_7 or ci==cid.c_msnow_8 or
ci==cid.c_msnow_9 or ci==cid.c_msnow_10 or ci==cid.c_msnow_11)) then
data[a:index(x, village.vh+1, z)] = cid.c_snow;
data[a:index(x, village.vh, z)] = cid.c_dirt_with_snow;
end
y = y+1;
end
end
end
end
end
-- helper functions for mg_villages.place_villages_via_voxelmanip
-- this one marks the positions of buildings plus a frame around them
mg_villages.village_area_mark_buildings = function( village_area, village_nr, bpos)
-- mark the roads and buildings and the area between buildings in the village_area table
-- 2: road
-- 3: border around a road
-- 4: building
-- 5: border around a building
for _, pos in ipairs( bpos ) do
local reserved_for = 4; -- a building will be placed here
if( pos.btype and pos.btype == 'road' ) then
reserved_for = 2; -- the building will be a road
end
-- the building + a border of 1 around it
for x = -1, pos.bsizex do
for z = -1, pos.bsizez do
local p = {x=pos.x+x, z=pos.z+z};
if( not( village_area[ p.x ] )) then
village_area[ p.x ] = {};
end
if( x==-1 or z==-1 or x==pos.bsizex or z==pos.bsizez ) then
village_area[ p.x ][ p.z ] = { village_nr, reserved_for+1}; -- border around a building
else
village_area[ p.x ][ p.z ] = { village_nr, reserved_for }; -- the actual building
end
end
end
end
end
mg_villages.village_area_mark_dirt_roads = function( village_area, village_nr, dirt_roads )
-- mark the dirt roads
-- 8: dirt road
for _, pos in ipairs(dirt_roads) do
-- the building + a border of 1 around it
for x = 0, pos.bsizex-1 do
for z = 0, pos.bsizez-1 do
local p = {x=pos.x+x, z=pos.z+z};
if( not( village_area[ p.x ] )) then
village_area[ p.x ] = {};
end
village_area[ p.x ][ p.z ] = { village_nr, 8 }; -- the actual dirt road
end
end
end
end
mg_villages.village_area_mark_inside_village_area = function( village_area, villages, village_noise, minp, maxp )
-- mark the rest ( inside_village but not part of an actual building) as well
for x = minp.x, maxp.x do
if( not( village_area[ x ] )) then
village_area[ x ] = {};
end
for z = minp.z, maxp.z do
if( not( village_area[ x ][ z ] )) then
village_area[ x ][ z ] = { 0, 0 };
local n_rawnoise = village_noise:get2d({x = x, y = z}) -- create new blended terrain
for village_nr, village in ipairs(villages) do
local vn = mg_villages.get_vn(x, z, n_rawnoise, village);
if( village.is_single_house ) then
-- do nothing here; the village area will be specificly marked later on
-- the village core; this is where the houses stand (but there's no house or road at this particular spot)
elseif( vn <= 40 ) then -- see mg_villages.inside_village
village_area[ x ][ z ] = { village_nr, 6};
-- the flattened land around the village where wheat, cotton, trees or grass may be grown (depending on village type)
elseif( vn <= 80 ) then -- see mg_villages.inside_village_area
village_area[ x ][ z ] = { village_nr, 1};
-- terrain blending for the flattened land
elseif( vn <= 160 and mg_villages.ENABLE_TERRAIN_BLEND) then -- see mg_villages.inside_village_terrain_blend_area
if n_rawnoise > -0.5 then -- leave some cliffs unblended
local blend = (( vn - 80) / 80) ^ 2 -- 0 at village edge, 1 at normal terrain
-- assign a negative value to terrain that needs to be adjusted in height
village_area[ x ][ z ] = { village_nr, -1 * blend};
else
-- no height adjustments for this terrain; the terrain is not considered to be part of the village
village_area[ x ][ z ] = { village_nr, 0};
end
end
end
end
end
end
-- single houses get their own form of terrain blend
local pr = PseudoRandom(mg_villages.get_bseed(minp));
for village_nr, village in ipairs( villages ) do
if( village and village.is_single_house and village.to_add_data and village.to_add_data.bpos and #village.to_add_data.bpos>=1) then
mg_villages.village_area_mark_single_house_area( village_area, minp, maxp, village.to_add_data.bpos[1], pr, village_nr, village );
end
end
end
-- analyzes optimal height for villages which have their center inside this mapchunk
mg_villages.village_area_get_height = function( village_area, villages, minp, maxp, data, param2_data, a, cid )
-- 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 = {};
local height_statistic = {};
-- initialize the variables for counting
for village_nr, village in ipairs( villages ) do
height_sum[ village_nr ] = 0;
height_count[ village_nr ] = 0;
height_statistic[ village_nr ] = {};
end
-- try to find the optimal village height by looking at the borders defined by inside_village
for x = minp.x+1, maxp.x-1 do
for z = minp.z+1, maxp.z-1 do
if( village_area[ x ][ z ][ 1 ] ~= 0
and village_area[ x ][ z ][ 2 ] ~= 0
and ( village_area[ x+1 ][ z ][ 2 ] <= 0
or village_area[ x-1 ][ z ][ 2 ] <= 0
or village_area[ x ][ z+1 ][ 2 ] <= 0
or village_area[ x ][ z-1 ][ 2 ] <= 0 )
-- if the corners of the mapblock are inside the village area, they may count as borders here as well
or ( x==minp.x+1 and village_area[ x-1 ][ z ][ 1 ] >= 0 )
or ( x==maxp.x-1 and village_area[ x+1 ][ z ][ 1 ] >= 0 )
or ( z==minp.z-1 and village_area[ x ][ z-1 ][ 1 ] >= 0 )
or ( z==maxp.z+1 and village_area[ x ][ z+1 ][ 1 ] >= 0 )) then
local y = maxp.y;
while( y > minp.y and y >= 0) do
local ci = data[a:index(x, y, z)];
if(( ci ~= cid.c_air and ci ~= cid.c_ignore and mg_villages.check_if_ground( ci ) == true) or (y==0)) then
local village_nr = village_area[ x ][ z ][ 1 ];
if( village_nr > 0 and height_sum[ village_nr ] ) then
height_sum[ village_nr ] = height_sum[ village_nr ] + y;
height_count[ village_nr ] = height_count[ village_nr ] + 1;
if( not( height_statistic[ village_nr ][ y ] )) then
height_statistic[ village_nr ][ y ] = 1;
else
height_statistic[ village_nr ][ y ] = height_statistic[ village_nr ][ y ] + 1;
end
end
y = minp.y - 1;
end
y = y-1;
end
end
end
end
for village_nr, village in ipairs( villages ) do
local tmin = maxp.y;
local tmax = minp.y;
local topt = 2;
for k,v in pairs( height_statistic[ village_nr ] ) do
if( k >= 2 and k < tmin and k >= minp.y) then
tmin = k;
end
if( k <= maxp.y and k > tmax ) then
tmax = k;
end
if( height_statistic[ village_nr ][ topt ]
and height_statistic[ village_nr ][ topt ] < height_statistic[ village_nr ][ k ]) then
topt = k;
end
end
--print('HEIGHT for village '..tostring( village.name )..' min:'..tostring( tmin )..' max:'..tostring(tmax)..' opt:'..tostring(topt)..' count:'..tostring( height_count[ village_nr ]));
-- the very first village gets a height of 1
if( village.nr and village.nr == 1 ) then
village.optimal_height = 1;
end
if( village.optimal_height ) then
-- villages above a size of 40 are *always* place at a convenient height of 1
elseif( village.vs >= 40 and not(village.is_single_house)) then
village.optimal_height = 2;
elseif( village.vs >= 30 and not(village.is_single_house)) then
village.optimal_height = 41 - village.vs;
elseif( village.vs >= 25 and not(village.is_single_house)) then
village.optimal_height = 36 - village.vs;
-- in some cases, choose that height which was counted most often
elseif( topt and (tmax - tmin ) > 8 and height_count[ village_nr ] > 0) then
local qmw;
if( ( tmax - topt ) > ( topt - tmin )) then
qmw = tmax;
else
qmw = tmin;
end
village.optimal_height = qmw;
-- if no border height was found, there'd be no point in calculating anything;
-- also, this is done only if the village has its center inside this mapchunk
elseif( height_count[ village_nr ] > 0 ) then
local max = 0;
local target = village.vh;
local qmw = 0;
for k, v in pairs( height_statistic[ village_nr ] ) do
qmw = qmw + v * (k*k );
if( v > max ) then
target = k;
max = v;
end
end
if( height_count[ village_nr ] > 5 ) then
qmw = math.floor( math.sqrt( qmw / height_count[ village_nr ]) +1.5); -- round the value
-- a height of 0 would be one below water level; so let's choose something higher;
-- as this may be an island created withhin deep ocean, it might look better if it extends a bit from said ocean
if( qmw < 1 ) then
qmw = 2;
end
else
qmw = 0; -- if in doubt, a height of 0 usually works well
end
village.optimal_height = qmw;
end
end
end
mg_villages.change_village_height = function( village, new_height )
mg_villages.print( mg_villages.DEBUG_LEVEL_TIMING, 'CHANGING HEIGHT from '..tostring( village.vh )..' to '..tostring( new_height ));
for _, pos in ipairs(village.to_add_data.bpos) do
pos.y = new_height;
end
for _, pos in ipairs(village.to_add_data.dirt_roads) do
pos.y = new_height;
end
village.vh = new_height;
end
-- those functions from the mg mod do not have their own namespace
if( minetest.get_modpath( 'mg' )) then
mg_villages.add_savannatree = add_savannatree;
mg_villages.add_pinetree = add_pinetree;
end
mg_villages.grow_a_tree = function( pos, plant_id, minp, maxp, data, a, cid, pr, snow )
-- a normal tree; sometimes comes with apples
if( plant_id == cid.c_sapling and minetest.registered_nodes[ 'default:tree']) then
mg_villages.grow_tree( data, a, pos, math.random(1, 4) == 1, math.random(1,100000), snow)
return true;
-- a normal jungletree
elseif( plant_id == cid.c_jsapling and minetest.registered_nodes[ 'default:jungletree']) then
mg_villages.grow_jungletree( data, a, pos, math.random(1,100000), snow)
return true;
-- a pine tree
elseif( plant_id == cid.c_psapling and minetest.registered_nodes[ 'default:pinetree']) then
mg_villages.grow_pinetree( data, a, pos, snow);
return true;
-- a savannatree from the mg mod
elseif( plant_id == cid.c_savannasapling and mg_villages.add_savannatree) then
mg_villages.add_savannatree( data, a, pos.x, pos.y, pos.z, minp, maxp, pr) -- TODO: snow
return true;
-- a pine tree from the mg mod
elseif( plant_id == cid.c_pinesapling and mg_villages.add_pinetree ) then
mg_villages.add_pinetree( data, a, pos.x, pos.y, pos.z, minp, maxp, pr) -- TODO: snow
return true;
end
return false;
end
-- places trees and plants at empty spaces
mg_villages.village_area_fill_with_plants = function( village_area, villages, minp, maxp, data, param2_data, a, cid )
-- trees which require grow functions to be called
cid.c_savannasapling = minetest.get_content_id( 'mg:savannasapling');
cid.c_pinesapling = minetest.get_content_id( 'mg:pinesapling');
-- add farmland
cid.c_wheat = minetest.get_content_id( 'farming:wheat_8' );
cid.c_cotton = minetest.get_content_id( 'farming:cotton_8' );
cid.c_shrub = minetest.get_content_id( 'default:dry_shrub');
-- these extra nodes are used in order to avoid abms on the huge fields around the villages
cid.c_soil_wet = minetest.get_content_id( 'mg_villages:soil' ); --'farming:soil_wet' );
cid.c_soil_sand = minetest.get_content_id( 'mg_villages:desert_sand_soil'); --'farming:desert_sand_soil_wet' );
-- desert sand soil is only available in minetest_next
if( not( cid.c_soil_sand )) then
cid.c_soil_sand = cid.c_soil_wet;
end
local c_water_source = minetest.get_content_id( 'default:water_source');
local c_clay = minetest.get_content_id( 'default:clay');
local c_feldweg = minetest.get_content_id( 'cottages:feldweg');
if( not( c_feldweg )) then
c_feldweg = cid.c_dirt_with_grass;
end
if( mg_villages.realtest_trees ) then
cid.c_soil_wet = minetest.get_content_id( 'farming:soil' ); -- TODO: the one from mg_villages would be better...but that one lacks textures
cid.c_soil_sand = minetest.get_content_id( 'farming:soil' ); -- TODO: the one from mg_villages would be better...but that one lacks textures
cid.c_wheat = minetest.get_content_id( 'farming:spelt_4' );
cid.c_cotton = minetest.get_content_id( 'farming:flax_4' );
-- cid.c_shrub = minetest.get_content_id( 'default:dry_shrub');
end
local pr = PseudoRandom(mg_villages.get_bseed(minp));
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
if( village_area[ x ][ z ][ 2 ]==1
or village_area[ x ][ z ][ 2 ]==6) then
local village_nr = village_area[ x ][ z ][ 1 ];
local village = villages[ village_nr ];
local h = village.vh;
local g = data[a:index( x, h, z )];
-- choose a plant/tree with a certain chance
-- Note: There are no checks weather the tree/plant will actually grow there or not;
-- Tree type is derived from wood type used in the village
local plant_id = data[a:index( x, h+1, z)];
local on_soil = false;
local plant_selected = false;
local has_snow_cover = false;
for _,v in ipairs( village.to_add_data.plantlist ) do
if( plant_id == cid.c_snow or g==cid.c_dirt_with_snow) then
has_snow_cover = true;
end
-- select the first plant that fits; if the node is not air, keep what is currently inside
if( (plant_id==cid.c_air or plant_id==cid.c_snow) and (( v.p == 1 or pr:next( 1, v.p )==1 ))) then
-- TODO: check if the plant grows on that soil
plant_id = v.id;
plant_selected = true;
end
-- wheat and cotton require soil
if( plant_id == cid.c_wheat or plant_id == cid.c_cotton ) then
on_soil = true;
end
end
local pos = {x=x, y=h+1, z=z};
if( not( plant_selected )) then -- in case there is something there already (usually a tree trunk)
has_snow_cover = nil;
elseif( mg_villages.grow_a_tree( pos, plant_id, minp, maxp, data, a, cid, pr, has_snow_cover )) then
param2_data[a:index( x, h+1, z)] = 0; -- make sure the tree trunk is not rotated
has_snow_cover = nil; -- else the sapling might not grow
-- nothing to do; the function has grown the tree already
-- grow wheat and cotton on normal wet soil (and re-plant if it had been removed by mudslide)
elseif( on_soil and (g==cid.c_dirt_with_grass or g==cid.c_soil_wet or g==cid.c_dirt_with_snow)) then
param2_data[a:index( x, h+1, z)] = math.random( 1, 179 );
data[a:index( x, h, z)] = cid.c_soil_wet;
-- no plants in winter
if( has_snow_cover and mg_villages.use_soil_snow) then
data[a:index( x, h+1, z)] = cid.c_msnow_soil;
has_snow_cover = nil;
else
data[a:index( x, h+1, z)] = plant_id;
end
-- grow wheat and cotton on desert sand soil - or on soil previously placed (before mudslide overflew it; same as above)
elseif( on_soil and (g==cid.c_desert_sand or g==cid.c_soil_sand) and cid.c_soil_sand and cid.c_soil_sand > 0) then
param2_data[a:index( x, h+1, z)] = math.random( 1, 179 );
data[a:index( x, h, z)] = cid.c_soil_sand;
-- no plants in winter
if( has_snow_cover and mg_villages.use_soil_snow) then
data[a:index( x, h+1, z)] = cid.c_msnow_soil;
has_snow_cover = nil;
else
data[a:index( x, h+1, z)] = plant_id;
end
elseif( on_soil ) then
if( math.random(1,5)==1 ) then
data[a:index( pos.x, pos.y, pos.z)] = cid.c_shrub;
end
elseif( plant_id ) then -- place the sapling or plant (moretrees uses spawn_tree)
data[a:index( pos.x, pos.y, pos.z)] = plant_id;
end
-- put a snow cover on plants where needed
if( has_snow_cover ) then
data[a:index( x, h+2, z)] = cid.c_msnow_1;
end
end
end
end
end
time_elapsed = function( t_last, msg )
mg_villages.t_now = minetest.get_us_time();
mg_villages.print( mg_villages.DEBUG_LEVEL_TIMING, 'TIME ELAPSED: '..tostring( mg_villages.t_now - t_last )..' '..msg );
return mg_villages.t_now;
end
mg_villages.save_data = function()
save_restore.save_data( 'mg_all_villages.data', mg_villages.all_villages );
end
mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm, data, param2_data, a, top )
local t1 = minetest.get_us_time();
local cid = {}
cid.c_air = minetest.get_content_id( 'air' );
cid.c_ignore = minetest.get_content_id( 'ignore' );
cid.c_stone = minetest.get_content_id( 'default:stone');
cid.c_dirt = minetest.get_content_id( 'default:dirt');
cid.c_snow = minetest.get_content_id( 'default:snow');
cid.c_dirt_with_snow = minetest.get_content_id( 'default:dirt_with_snow' );
cid.c_dirt_with_grass = minetest.get_content_id( 'default:dirt_with_grass' );
cid.c_desert_sand = minetest.get_content_id( 'default:desert_sand' ); -- PM v
cid.c_desert_stone = minetest.get_content_id( 'default:desert_stone');
cid.c_sand = minetest.get_content_id( 'default:sand' );
cid.c_tree = minetest.get_content_id( 'default:tree');
cid.c_sapling = minetest.get_content_id( 'default:sapling');
cid.c_jtree = minetest.get_content_id( 'default:jungletree');
cid.c_jsapling = minetest.get_content_id( 'default:junglesapling');
cid.c_ptree = minetest.get_content_id( 'default:pinetree');
cid.c_psapling = minetest.get_content_id( 'default:pine_sapling');
cid.c_water = minetest.get_content_id( 'default:water_source'); -- PM ^
cid.c_stone_with_coal = minetest.get_content_id( 'default:stone_with_coal');
cid.c_sandstone = minetest.get_content_id( 'default:sandstone');
cid.c_msnow_1 = minetest.get_content_id( 'moresnow:snow_top' );
cid.c_msnow_2 = minetest.get_content_id( 'moresnow:snow_fence_top');
cid.c_msnow_3 = minetest.get_content_id( 'moresnow:snow_stair_top');
cid.c_msnow_4 = minetest.get_content_id( 'moresnow:snow_slab_top');
cid.c_msnow_5 = minetest.get_content_id( 'moresnow:snow_panel_top');
cid.c_msnow_6 = minetest.get_content_id( 'moresnow:snow_micro_top');
cid.c_msnow_7 = minetest.get_content_id( 'moresnow:snow_outer_stair_top');
cid.c_msnow_8 = minetest.get_content_id( 'moresnow:snow_inner_stair_top');
cid.c_msnow_9 = minetest.get_content_id( 'moresnow:snow_ramp_top');
cid.c_msnow_10 = minetest.get_content_id( 'moresnow:snow_ramp_outer_top');
cid.c_msnow_11 = minetest.get_content_id( 'moresnow:snow_ramp_inner_top');
cid.c_msnow_soil=minetest.get_content_id( 'moresnow:snow_soil' );
cid.c_plotmarker = minetest.get_content_id( 'mg_villages:plotmarker');
if( minetest.get_modpath('ethereal')) then
cid.c_ethereal_clay_red = minetest.get_content_id( 'bakedclay:red' );
cid.c_ethereal_clay_orange = minetest.get_content_id( 'bakedclay:orange' );
end
t1 = time_elapsed( t1, 'defines' );
local village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
-- determine which coordinates are inside the village and which are not
local village_area = {};
for village_nr, village in ipairs(villages) do
-- generate the village structure: determine positions of buildings and roads
mg_villages.generate_village( village, village_noise);
t1 = time_elapsed( t1, 'generate_village' );
if( not( village.is_single_house )) then
-- only add artificial snow if the village has at least a size of 15 (else it might look too artificial)
if( not( village.artificial_snow ) and village.vs > 15) then
if( mg_villages.artificial_snow_probability and math.random( 1, mg_villages.artificial_snow_probability )==1) then
village.artificial_snow = 1;
else
village.artificial_snow = 0;
end
end
-- will set village_area to N where .. is:
-- 2: a building
-- 3: border around a building
-- 4: a road
-- 5: border around a road
mg_villages.village_area_mark_buildings( village_area, village_nr, village.to_add_data.bpos );
t1 = time_elapsed( t1, 'mark_buildings' );
-- will set village_area to N where .. is:
-- 8: a dirt road
mg_villages.village_area_mark_dirt_roads( village_area, village_nr, village.to_add_data.dirt_roads );
t1 = time_elapsed( t1, 'mark_dirt_roads' );
end
end
local emin;
local emax;
-- 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
t1 = time_elapsed( t1, 'get_vmap_data' );
-- all vm manipulation functions write their content to the *entire* volume/area - including those 16 nodes that
-- extend into neighbouring mapchunks; thus, cavegen griefing and mudflow can be repaired by placing everythiing again
local tmin = emin;
local tmax = emax;
-- if set to true, cavegen eating through houses and mudflow on roofs will NOT be repaired
if( not( mg_villages.UNDO_CAVEGEN_AND_MUDFLOW )) then
tmin = minp;
tmax = maxp;
end
-- will set village_area to N where .. is:
-- 0: not part of any village
-- 1: flattened area around the village; plants (wheat, cotton, trees, grass, ...) may be planted here
-- 6: free/unused spot in the core area of the village where the buildings are
-- negative value: do terrain blending
mg_villages.village_area_mark_inside_village_area( village_area, villages, village_noise, tmin, tmax );
t1 = time_elapsed( t1, 'mark_inside_village_area' );
-- determine optimal height for all villages that have their center in this mapchunk; sets village.optimal_height
t1 = time_elapsed( t1, 'get_height' );
mg_villages.village_area_get_height( village_area, villages, tmin, tmax, data, param2_data, a, cid );
-- the villages in the first mapchunk are set to a fixed height of 1 so that players will not end up embedded in stone
if( not( mg_villages.all_villages ) or mg_villages.anz_villages < 1 ) then
villages[1].optimal_height = 1;
end
-- change height of those villages where an optimal_height could be determined
local village_data_updated = false;
for _,village in ipairs(villages) do
if( village.optimal_height and village.optimal_height > 0 and village.optimal_height ~= village.vh ) then
-- towers are usually found on elevated places
if( village.village_type == 'tower' ) then
village.optimal_height = village.optimal_height + math.max( math.floor(village.vs/2), 2 );
end
mg_villages.change_village_height( village, village.optimal_height );
village_data_updated = true;
end
end
t1 = time_elapsed( t1, 'change_height' );
mg_villages.flatten_village_area( villages, minp, maxp, vm, data, param2_data, a, village_area, cid );
t1 = time_elapsed( t1, 'flatten_village_area' );
-- repair cavegen griefings and mudflow which may have happened in the outer shell (which is part of other mapnodes)
mg_villages.repair_outer_shell( villages, tmin, tmax, vm, data, param2_data, a, village_area, cid );
t1 = time_elapsed( t1, 'repair_outer_shell' );
local c_feldweg = minetest.get_content_id('cottages:feldweg');
if( not( c_feldweg )) then
c_feldweg = minetest.get_content_id('default:cobble');
end
for _, village in ipairs(villages) do
-- the village_id will be stored in the plot markers
local village_id = tostring( village.vx )..':'..tostring( village.vz );
village.to_add_data = mg_villages.place_buildings( village, tmin, tmax, data, param2_data, a, cid, village_id);
t1 = time_elapsed( t1, 'place_buildings' );
mg_villages.place_dirt_roads( village, tmin, tmax, data, param2_data, a, c_feldweg);
t1 = time_elapsed( t1, 'place_dirt_roads' );
-- grow trees which are part of buildings into saplings
for _,v in ipairs( village.to_add_data.extra_calls.trees ) do
mg_villages.grow_a_tree( v, v.typ, minp, maxp, data, a, cid, nil, v.snow ); -- TODO: supply pseudorandom value?
end
end
mg_villages.village_area_fill_with_plants( village_area, villages, tmin, tmax, data, param2_data, a, cid );
t1 = time_elapsed( t1, 'fill_with_plants' );
vm:set_data(data)
vm:set_param2_data(param2_data)
t1 = time_elapsed( t1, 'vm data set' );
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}
)
t1 = time_elapsed( t1, 'vm calc lighting' );
vm:write_to_map(data)
t1 = time_elapsed( t1, 'vm data written' );
vm:update_liquids()
t1 = time_elapsed( t1, 'vm update liquids' );
-- do on_construct calls AFTER the map data has been written - else i.e. realtest fences can not update themshevles
for _, village in ipairs(villages) do
for k, v in pairs( village.to_add_data.extra_calls.on_constr ) do
local node_name = minetest.get_name_from_content_id( k );
if( minetest.registered_nodes[ node_name ].on_construct ) then
for _, pos in ipairs(v) do
minetest.registered_nodes[ node_name ].on_construct( pos );
end
end
end
end
local pr = PseudoRandom(mg_villages.get_bseed(minp));
for _, village in ipairs(villages) do
for _,v in ipairs( village.to_add_data.extra_calls.chests ) do
local building_nr = village.to_add_data.bpos[ v.bpos_i ];
local building_typ = mg_villages.BUILDINGS[ building_nr.btype ].scm;
mg_villages.fill_chest_random( v, pr, building_nr, building_typ );
end
end
-- TODO: extra_calls.signs
-- initialize the pseudo random generator so that the chests will be filled in a reproducable pattern
local meta
for _, village in ipairs(villages) do
-- now add those buildings which are .mts files and need to be placed by minetest.place_schematic(...)
-- place_schematics is no longer needed
--mg_villages.place_schematics( village.to_add_data.bpos, village.to_add_data.replacements, a, pr );
t1 = time_elapsed( t1, 'place_schematics' );
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.extra_calls = {}; -- do not save these values
village.nr = count;
mg_villages.anz_villages = count;
mg_villages.all_villages[ village_id ] = minetest.deserialize( minetest.serialize( village ));
mg_villages.print( mg_villages.DEBUG_LEVEL_NORMAL, "Village No. "..tostring( count ).." of type \'"..
tostring( village.village_type ).."\' of size "..tostring( village.vs )..
" spawned at: x = "..village.vx..", z = "..village.vz)
village_data_updated = true;
end
end
-- always save the changed village data
mg_villages.save_data();
t1 = time_elapsed( t1, 'save village data' );
end
-- the actual mapgen
-- It only does changes if there is at least one village in the area that is to be generated.
minetest.register_on_generated(function(minp, maxp, seed)
-- only generate village on the surface chunks
if( minp.y ~= -32 or minp.y < -32 or minp.y > 64) then
return;
end
-- this function has to be called ONCE and AFTER all village types and buildings have been added
-- (which might have been done by other mods so we can't do this earlier)
if( not( mg_villages.village_types )) then
mg_villages.init_weights();
end
local villages = {};
-- create normal villages
if( mg_villages.ENABLE_VILLAGES == true ) then
villages = mg_villages.villages_in_mapchunk( minp, maxp.x-minp.x+1 );
end
-- if this mapchunk contains no part of a village, probably a lone building may be found in it
if( mg_villages.INVERSE_HOUSE_DENSITY > 0 ) then
villages = mg_villages.houses_in_mapchunk( minp, maxp.x-minp.x+1, villages );
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( not( village.name ) or village.name == '') then
village.name = 'unknown';
end
if( mg_villages.all_villages and mg_villages.all_villages[ village_id ]) then
villages[ v_nr ] = mg_villages.all_villages[ village_id ];
end
end
if( villages and #villages > 0 ) then
mg_villages.place_villages_via_voxelmanip( villages, minp, maxp, nil, nil, nil, nil, nil );
end
end)