mg_villages/place_buildings.lua

660 lines
26 KiB
Lua

-- either uses get_node_or_nil(..) or the data from voxelmanip
-- the function might as well be local (only used by *.mg_drop_moresnow)
mg_villages.get_node_somehow = function( x, y, z, a, data, param2_data )
if( a and data and param2_data ) then
return { content = data[a:index(x, y, z)], param2 = param2_data[a:index(x, y, z)] };
end
-- no voxelmanip; get the node the normal way
local node = minetest.get_node_or_nil( {x=x, y=y, z=z} );
if( not( node ) ) then
return { content = moresnow.c_ignore, param2 = 0 };
end
return { content = minetest.get_content_id( node.name ), param2 = node.param2, name = node.name };
end
-- "drop" moresnow snow on diffrent shapes; works for voxelmanip and node-based setting
mg_villages.mg_drop_moresnow = function( x, z, y_top, y_bottom, a, data, param2_data)
-- this only works if moresnow is installed
if( not( mg_villages.moresnow_installed )) then
return;
end
local y = y_top;
local node_above = mg_villages.get_node_somehow( x, y+1, z, a, data, param2_data );
local node_below = nil;
while( y >= y_bottom ) do
node_below = mg_villages.get_node_somehow( x, y, z, a, data, param2_data );
if( node_above.content == moresnow.c_air
and node_below.content
and node_below.content ~= moresnow.c_ignore
and node_below.content ~= moresnow.c_air ) then
-- if the node below drops snow when digged (i.e. is either snow or a moresnow node), we're finished
local get_drop = minetest.get_name_from_content_id( node_below.content );
if( get_drop ) then
get_drop = minetest.registered_nodes[ get_drop ];
if( get_drop and get_drop.drop and type( get_drop.drop )=='string' and get_drop.drop == 'default:snow') then
return;
end
end
if( not(node_below.content)
or node_below.content == mg_villages.road_node
or node_below.content == moresnow.c_snow ) then
return;
end
local suggested = moresnow.suggest_snow_type( node_below.content, node_below.param2 );
-- c_snow_top and c_snow_fence can only exist when the node 2 below is a solid one
if( suggested.new_id == moresnow.c_snow_top
or suggested.new_id == moresnow.c_snow_fence) then
local node_below2 = mg_villages.get_node_somehow( x, y-1, z, a, data, param2_data);
if( node_below2.content ~= moresnow.c_ignore
and node_below2.content ~= moresnow.c_air ) then
local suggested2 = moresnow.suggest_snow_type( node_below2.content, node_below2.param2 );
if( suggested2.new_id == moresnow.c_snow ) then
return { height = y+1, suggested = suggested };
end
end
-- it is possible that this is not the right shape; if so, the snow will continue to fall down
elseif( suggested.new_id ~= moresnow.c_ignore ) then
return { height = y+1, suggested = suggested };
end
-- TODO return; -- abort; there is no fitting moresnow shape for the node below
end
y = y-1;
node_above = node_below;
end
end
-- helper function for generate_building
-- 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.o == 0 ) then
p.x = p.x - 1;
p.z = p.z + pos.bsizez - 1;
elseif( pos.o == 2 ) then
p.x = p.x + pos.bsizex;
elseif( pos.o == 1 ) then
p.z = p.z + pos.bsizez;
p.x = p.x + pos.bsizex - 1;
elseif( pos.o == 3 ) then
p.z = p.z - 1;
end
-- actually position the marker
if( p.x >= minp.x and p.x <= maxp.x and p.z >= minp.z and p.z <= maxp.z and p.y >= minp.y and p.y <= maxp.y) then
data[ a:index(p.x, p.y, p.z)] = cid.c_plotmarker;
param2_data[a:index(p.x, p.y, p.z)] = pos.brotate;
-- store the necessary information in the marker so that it knows for which building it is responsible
local meta = minetest.get_meta( p );
meta:set_string('village_id', village_id );
meta:set_int( 'plot_nr', building_nr_in_bpos );
meta:set_string('infotext', 'Plot No. '..tostring( building_nr_in_bpos ).. ' with '..tostring( mg_villages.BUILDINGS[pos.btype].scm ));
end
end
local function generate_building(pos, minp, maxp, data, param2_data, a, extranodes, replacements, cid, extra_calls, building_nr_in_bpos, village_id)
local binfo = mg_villages.BUILDINGS[pos.btype]
local scm
-- schematics of .mts type are not handled here; they need to be placed using place_schematics
if( binfo.is_mts == 1 ) then
return;
end
if( pos.btype ~= "road" ) then
generate_building_plotmarker( pos, minp, maxp, data, param2_data, a, cid, building_nr_in_bpos, village_id );
end
-- skip building if it is not located at least partly in the area that is currently beeing generated
if( pos.x > maxp.x or pos.x + pos.bsizex < minp.x
or pos.z > maxp.z or pos.z + pos.bsizez < minp.z ) then
return;
end
if( pos.btype ~= "road" and
(( binfo.sizex ~= pos.bsizex and binfo.sizex ~= pos.bsizez )
or ( binfo.sizez ~= pos.bsizex and binfo.sizez ~= pos.bsizez )
or not( binfo.scm_data_cache ))) then
mg_villages.print( mg_villages.DEBUG_LEVEL_WARNING, 'ERROR: This village was created using diffrent buildings than those known know. Cannot place unknown building.');
return;
end
if( binfo.scm_data_cache )then
scm = binfo.scm_data_cache;
else
scm = binfo.scm
end
-- the fruit is set per building, not per village as the other replacements
if( binfo.farming_plus and binfo.farming_plus == 1 and pos.fruit ) then
mg_villages.get_fruit_replacements( replacements, pos.fruit);
end
local c_ignore = minetest.get_content_id("ignore")
local c_air = minetest.get_content_id("air")
local c_snow = minetest.get_content_id( "default:snow");
local c_dirt = minetest.get_content_id( "default:dirt" );
local c_dirt_with_grass = minetest.get_content_id( "default:dirt_with_grass" );
local c_dirt_with_snow = minetest.get_content_id( "default:dirt_with_snow" );
local scm_x = 0;
local scm_z = 0;
local step_x = 1;
local step_z = 1;
local scm_z_start = 0;
if( pos.brotate == 2 ) then
scm_x = pos.bsizex+1;
step_x = -1;
end
if( pos.brotate == 1 ) then
scm_z = pos.bsizez+1;
step_z = -1;
scm_z_start = scm_z;
end
local mirror_x = false;
local mirror_z = false;
if( pos.mirror ) then
if( binfo.axis and binfo.axis == 1 ) then
mirror_x = true;
mirror_z = false;
else
mirror_x = false;
mirror_z = true;
end
end
for x = 0, pos.bsizex-1 do
scm_x = scm_x + step_x;
scm_z = scm_z_start;
for z = 0, pos.bsizez-1 do
scm_z = scm_z + step_z;
local xoff = scm_x;
local zoff = scm_z;
if( pos.brotate == 2 ) then
if( mirror_x ) then
xoff = pos.bsizex - scm_x + 1;
end
if( mirror_z ) then
zoff = scm_z;
else
zoff = pos.bsizez - scm_z + 1;
end
elseif( pos.brotate == 1 ) then
if( mirror_x ) then
xoff = pos.bsizez - scm_z + 1;
else
xoff = scm_z;
end
if( mirror_z ) then
zoff = pos.bsizex - scm_x + 1;
else
zoff = scm_x;
end
elseif( pos.brotate == 3 ) then
if( mirror_x ) then
xoff = pos.bsizez - scm_z + 1;
else
xoff = scm_z;
end
if( mirror_z ) then
zoff = scm_x;
else
zoff = pos.bsizex - scm_x + 1;
end
elseif( pos.brotate == 0 ) then
if( mirror_x ) then
xoff = pos.bsizex - scm_x + 1;
end
if( mirror_z ) then
zoff = pos.bsizez - scm_z + 1;
end
end
local has_snow = false;
local ground_type = c_dirt_with_grass;
for y = 0, binfo.ysize-1 do
local ax = pos.x+x;
local ay = pos.y+y+binfo.yoff;
local az = pos.z+z;
if (ax >= minp.x and ax <= maxp.x) and (ay >= minp.y and ay <= maxp.y) and (az >= minp.z and az <= maxp.z) then
local new_content = c_air;
local t = scm[y+1][xoff][zoff];
if( binfo.yoff+y == 0 ) then
local node_content = data[a:index(ax, ay, az)];
-- no snow on the gravel roads
if( node_content == c_dirt_with_snow or data[a:index(ax, ay+1, az)]==c_snow) then
has_snow = true;
end
ground_type = node_content;
end
if (type(t) == "table" and t.node) then
new_content = t.node.content;
local new_node_name = t.node.name;
if( new_content and ( mirror_x or mirror_z ) and mg_villages.mirrored_node[ new_content ] ) then
new_content = mg_villages.mirrored_node[ t.node.content ];
end
if( new_node_name and ( mirror_x or mirror_z ) and mg_villages.mirrored_node[ new_node_name ] ) then
new_node_name = mg_villages.mirrored_node[ new_node_name ];
end
-- replace unkown nodes by name
if( not( new_content) or new_content == c_ignore
and new_node_name and new_node_name ~= 'mg:ignore') then
if( replacements.table[ new_node_name ] and minetest.registered_nodes[ replacements.table[ new_node_name ]]) then
new_content = minetest.get_content_id( replacements.table[ new_node_name ] );
if( minetest.registered_nodes[ replacements.table[ new_node_name ]].on_construct ) then
if( not( extra_calls.on_constr[ new_content ] )) then
extra_calls.on_constr[ new_content ] = { {x=ax, y=ay, z=az}};
else
table.insert( extra_calls.on_constr[ new_content ], {x=ax, y=ay, z=az});
end
end
-- we tried our best, but the replacement node is not defined
elseif (new_node_name ~= 'mg:ignore' ) then
mg_villages.print( mg_villages.DEBUG_LEVEL_WARNING, 'ERROR: Did not find a suitable replacement for '..tostring( new_node_name )..' (suggested but inexistant: '..tostring( replacements.table[ new_node_name ] )..'). Building: '..tostring( binfo.scm )..'.');
new_content = cid.c_air;
end
elseif( new_content == c_ignore or (new_node_name and new_node_name == 'mg:ignore' )) then
-- no change; keep the old content
-- do replacements for normal nodes with facedir or wallmounted
elseif( new_content ~= c_ignore and replacements.ids[ new_content ]) then
new_content = replacements.ids[ new_content ];
end
-- replace all dirt and dirt with grass at that x,z coordinate with the stored ground grass node;
if( new_content == c_dirt or new_content == c_dirt_with_grass ) then
new_content = ground_type;
end
-- handle extranodes
if( t.extranode and t.meta) then
-- TODO: t.node.* may not contain relevant information here
table.insert(extranodes, {node = t.node, meta = t.meta, pos = {x = ax, y = ay, z = az}})
end
-- do not overwrite plotmarkers
if( new_content ~= cid.c_air or data[ a:index(ax,ay,az)] ~= cid.c_plotmarker ) then
data[ a:index(ax, ay, az)] = new_content;
end
if( t.node.param2list ) then
local np2 = t.node.param2list[ pos.brotate + 1];
-- mirror
if( mirror_x ) then
if( #t.node.param2list==5) then
np2 = mg_villages.mirror_facedir[ ((pos.brotate+1)%2)+1 ][ np2+1 ];
elseif( #t.node.param2list<5
and ((pos.brotate%2==1 and (np2==4 or np2==5))
or (pos.brotate%2==0 and (np2==2 or np2==3)))) then
np2 = t.node.param2list[ (pos.brotate + 2)%4 +1];
end
elseif( mirror_z ) then
if( #t.node.param2list==5) then
np2 = mg_villages.mirror_facedir[ (pos.brotate %2)+1 ][ np2+1 ];
elseif( #t.node.param2list<5
and ((pos.brotate%2==0 and (np2==4 or np2==5))
or (pos.brotate%2==1 and (np2==2 or np2==3)))) then
np2 = t.node.param2list[ (pos.brotate + 2)%4 +1];
end
end
param2_data[a:index(ax, ay, az)] = np2;
elseif( t.node.param2 ) then
param2_data[a:index(ax, ay, az)] = t.node.param2;
end
-- for this node, we need to call on_construct
if( t.node.on_constr and t.node.on_constr==true ) then
if( not( extra_calls.on_constr[ new_content ] )) then
extra_calls.on_constr[ new_content ] = { {x=ax, y=ay, z=az}};
else
table.insert( extra_calls.on_constr[ new_content ], {x=ax, y=ay, z=az});
end
end
-- air and gravel
elseif t ~= c_ignore then
new_content = t;
if( t and replacements.ids[ t ] ) then
new_content = replacements.ids[ t ];
end
if( t and t==c_dirt or t==c_dirt_with_grass ) then
new_content = ground_type;
end
if( data[a:index(ax,ay,az)]==c_snow ) then
has_snow = true;
end
data[a:index(ax, ay, az)] = new_content;
-- param2 is not set here
end
-- some nodes may require additional actions after placing them
if( not( new_content ) or new_content == cid.c_air or new_content == cid.c_ignore ) then
-- do nothing
elseif( new_content == cid.c_sapling
or new_content == cid.c_jsapling
or new_content == cid.c_psapling
or new_content == cid.c_savannasapling
or new_content == cid.c_pinesapling ) then
-- store that a tree is to be grown there
table.insert( extra_calls.trees, {x=ax, y=ay, z=az, typ=new_content, snow=has_snow});
elseif( new_content == cid.c_chest
or new_content == cid.c_chest_locked
or new_content == cid.c_chest_shelf
or new_content == cid.c_chest_ash
or new_content == cid.c_chest_aspen
or new_content == cid.c_chest_birch
or new_content == cid.c_chest_maple
or new_content == cid.c_chest_chestnut
or new_content == cid.c_chest_pine
or new_content == cid.c_chest_spruce
) then
-- we're dealing with a chest that might need filling
table.insert( extra_calls.chests, {x=ax, y=ay, z=az, typ=new_content, bpos_i=building_nr_in_bpos});
elseif( new_content == cid.c_chest_private
or new_content == cid.c_chest_work
or new_content == cid.c_chest_storage ) then
-- we're dealing with a chest that might need filling
table.insert( extra_calls.chests, {x=ax, y=ay, z=az, typ=new_content, bpos_i=building_nr_in_bpos});
-- TODO: perhaps use a locked chest owned by the mob living there?
-- place a normal chest here
data[a:index(ax, ay, az)] = cid.c_chest;
elseif( new_content == cid.c_sign ) then
-- the sign may require some text to be written on it
table.insert( extra_calls.signs, {x=ax, y=ay, z=az, typ=new_content, bpos_i=building_nr_in_bpos});
end
end
end
local ax = pos.x + x;
local az = pos.z + z;
local y_top = pos.y+binfo.yoff+binfo.ysize;
if( y_top+1 > maxp.y ) then
y_top = maxp.y-1;
end
local y_bottom = pos.y+binfo.yoff;
if( y_bottom < minp.y ) then
y_bottom = minp.y;
end
if( has_snow and ax >= minp.x and ax <= maxp.x and az >= minp.z and az <= maxp.z ) then
local res = mg_villages.mg_drop_moresnow( ax, az, y_top, y_bottom-1, a, data, param2_data);
if( res and data[ a:index(ax, res.height, az)]==cid.c_air) then
data[ a:index(ax, res.height, az)] = res.suggested.new_id;
param2_data[a:index(ax, res.height, az)] = res.suggested.param2;
has_snow = false;
end
end
end
end
end
-- similar to generate_building, except that it uses minetest.place_schematic(..) instead of changing voxelmanip data;
-- this has advantages for nodes that use facedir;
-- the function is called AFTER the mapgen data has been written in init.lua
-- Function is called from init.lua.
mg_villages.place_schematics = function( bpos, replacements, voxelarea, pr )
local mts_path = mg_villages.modpath.."/schems/";
for _, pos in ipairs( bpos ) do
local binfo = mg_villages.BUILDINGS[pos.btype];
-- We need to check all 8 corners of the building.
-- This will only work for buildings that are smaller than chunk size (relevant here: about 111 nodes)
-- The function only spawns buildings which are at least partly contained in this chunk/voxelarea.
if( voxelarea
and ( voxelarea:contains( pos.x, pos.y - binfo.yoff, pos.z )
or voxelarea:contains( pos.x + pos.bsizex, pos.y - binfo.yoff, pos.z )
or voxelarea:contains( pos.x, pos.y - binfo.yoff, pos.z + pos.bsizez )
or voxelarea:contains( pos.x + pos.bsizex, pos.y - binfo.yoff, pos.z + pos.bsizez )
or voxelarea:contains( pos.x, pos.y - binfo.yoff + binfo.ysize, pos.z )
or voxelarea:contains( pos.x + pos.bsizex, pos.y - binfo.yoff + binfo.ysize, pos.z )
or voxelarea:contains( pos.x, pos.y - binfo.yoff + binfo.ysize, pos.z + pos.bsizez )
or voxelarea:contains( pos.x + pos.bsizex, pos.y - binfo.yoff + binfo.ysize, pos.z + pos.bsizez ) )) then
-- that function places schematics, adds snow where needed
-- and the grass type used directly in the pos/bpos data structure
mg_villages.place_one_schematic( bpos, replacements, pos, mts_path );
end
end
--print('VILLAGE DATA: '..minetest.serialize( bpos ));
end
-- also adds a snow layer for buildings spawned from .we files
-- function might as well be local
mg_villages.place_one_schematic = function( bpos, replacements, pos, mts_path )
-- just for the record: count how many times this building has been placed already;
-- multiple placements are commen at chunk boundaries (may be up to 8 placements)
if( not( pos.count_placed )) then
pos.count_placed = 1;
else
pos.count_placed = pos.count_placed + 1;
end
local binfo = mg_villages.BUILDINGS[pos.btype];
local start_pos = { x=( pos.x ), y=(pos.y + binfo.yoff ), z=( pos.z )};
local end_pos = { x=( pos.x+pos.bsizex), y=(pos.y + binfo.yoff + binfo.ysize), z=( pos.z + pos.bsizez )};
-- this function is only responsible for files that are in .mts format
if( binfo.is_mts == 1 ) then
-- translate rotation
local rotation = 0;
if( pos.brotate == 1 ) then
rotation = 90;
elseif( pos.brotate == 2 ) then
rotation = 180;
elseif( pos.brotate == 3 ) then
rotation = 270;
else
rotation = 0;
end
if( binfo.rotated ) then
rotation = (rotation + binfo.rotated ) % 360;
end
-- the fruit is set per building, not per village as the other replacements
if( binfo.farming_plus and binfo.farming_plus == 1 and pos.fruit ) then
mg_villages.get_fruit_replacements( replacements, pos.fruit);
end
-- find out which ground types are used and where we need to place snow later on
local ground_types = {};
local has_snow = {};
for x = start_pos.x, end_pos.x do
for z = start_pos.z, end_pos.z do
-- store which particular grass type (or sand/desert sand or whatever) was there before placing the building
local node = minetest.get_node( {x=x, y=pos.y, z=z} );
if( node and node.name and node.name ~= 'ignore' and node.name ~= 'air'
and node.name ~= 'default:dirt' and node.name ~= 'default:dirt_with_grass') then
ground_types[ tostring(x)..':'..tostring(z) ] = node.name;
end
-- find out if there is snow above
node = minetest.get_node( {x=x, y=(pos.y+1), z=z} );
local node2 = minetest.get_node({x=x, y=(start_pos.y-2), z=z} );
if( node and node.name and node.name == 'default:snow' ) then
has_snow[ tostring(x)..':'..tostring(z) ] = true; -- any value would do here; just has to be defined
-- place snow as a marker one below the building
minetest.swap_node( {x=x, y=(start_pos.y-2), z=z}, {name='default:dirt_with_snow'});
-- read the marker (the building might have been placed once already)
elseif( node2 and node2.name and node2.name == 'default:dirt_with_snow' ) then
has_snow[ tostring(x)..':'..tostring(z) ] = true;
end
end
end
-- print( 'PLACED BUILDING '..tostring( binfo.scm )..' AT '..minetest.pos_to_string( pos )..'. Max. size: '..tostring( max_xz )..' grows: '..tostring(fruit));
-- force placement (we want entire buildings)
minetest.place_schematic( start_pos, mts_path..binfo.scm..'.mts', tostring( rotation ), replacements, true);
-- call on_construct for all the nodes that require it (i.e. furnaces)
for i, v in ipairs( binfo.on_constr ) do
-- there are only very few nodes which need this special treatment
local nodes = minetest.find_nodes_in_area( start_pos, end_pos, v);
for _, p in ipairs( nodes ) do
minetest.registered_nodes[ v ].on_construct( p );
end
end
-- note: after_place_node is not handled here because we do not have a player at hand that could be used for it
-- evry dirt_with_grass node gets replaced with the grass type at that location
-- (as long as it was something else than dirt_with_grass)
local dirt_nodes = minetest.find_nodes_in_area( start_pos, end_pos, {'default:dirt_with_grass'} );
for _,p in ipairs( dirt_nodes ) do
local new_type = ground_types[ tostring( p.x )..':'..tostring( p.z ) ];
if( new_type ) then
-- minetest.set_node( p, { name = new_type } );
end
end
-- add snow on roofs, slabs, stairs, fences, ...
for x = start_pos.x, end_pos.x do
for z = start_pos.z, end_pos.z do
if( moresnow and moresnow.suggest_snow_type and has_snow[ tostring(x)..':'..tostring(z) ] ) then
local res = mg_villages.mg_drop_moresnow( x, z, end_pos.y, start_pos.y, nil, nil, nil );
if( res ) then
minetest.swap_node( {x=x, y=res.height, z=z},
{ name=minetest.get_name_from_content_id( res.suggested.new_id ), param2=res.suggested.param2 });
end
end
end
end
end
-- TODO: fill chests etc.
end
-- actually place the buildings (at least those which came as .we files; .mts files are handled later on)
-- this code is also responsible for tree placement
mg_villages.place_buildings = function(village, minp, maxp, data, param2_data, a, cid, village_id)
local vx, vz, vs, vh = village.vx, village.vz, village.vs, village.vh
local village_type = village.village_type;
local seed = mg_villages.get_bseed({x=vx, z=vz})
local bpos = village.to_add_data.bpos;
village.to_grow = {}; -- TODO this is a temporal solution to avoid flying tree trunks
--generate_walls(bpos, data, a, minp, maxp, vh, vx, vz, vs, vnoise)
local pr = PseudoRandom(seed)
for _, g in ipairs(village.to_grow) do
if pos_far_buildings(g.x, g.z, bpos) then
mg.registered_trees[g.id].grow(data, a, g.x, g.y, g.z, minp, maxp, pr)
end
end
local replacements = mg_villages.get_replacement_table( village.village_type, nil, village.to_add_data.replacements );
cid.c_chest = mg_villages.get_content_id_replaced( 'default:chest', replacements );
cid.c_chest_locked = mg_villages.get_content_id_replaced( 'default:chest_locked', replacements );
cid.c_chest_private = mg_villages.get_content_id_replaced( 'cottages:chest_private', replacements );
cid.c_chest_work = mg_villages.get_content_id_replaced( 'cottages:chest_work', replacements );
cid.c_chest_storage = mg_villages.get_content_id_replaced( 'cottages:chest_storage', replacements );
cid.c_chest_shelf = mg_villages.get_content_id_replaced( 'cottages:shelf', replacements );
cid.c_chest_ash = mg_villages.get_content_id_replaced( 'trees:chest_ash', replacements );
cid.c_chest_aspen = mg_villages.get_content_id_replaced( 'trees:chest_aspen', replacements );
cid.c_chest_birch = mg_villages.get_content_id_replaced( 'trees:chest_birch', replacements );
cid.c_chest_maple = mg_villages.get_content_id_replaced( 'trees:chest_maple', replacements );
cid.c_chest_chestnut = mg_villages.get_content_id_replaced( 'trees:chest_chestnut', replacements );
cid.c_chest_pine = mg_villages.get_content_id_replaced( 'trees:chest_pine', replacements );
cid.c_chest_spruce = mg_villages.get_content_id_replaced( 'trees:chest_spruce', replacements );
cid.c_sign = mg_villages.get_content_id_replaced( 'default:sign_wall', replacements );
--print('REPLACEMENTS: '..minetest.serialize( replacements.table )..' CHEST: '..tostring( minetest.get_name_from_content_id( cid.c_chest ))); -- TODO
local extranodes = {}
local extra_calls = { on_constr = {}, trees = {}, chests = {}, signs = {} };
-- count the buildings
local anz_buildings = 0;
for i, pos in ipairs(bpos) do
if( pos.btype and not(pos.btype == 'road' )) then
local binfo = mg_villages.BUILDINGS[pos.btype];
-- count buildings which can house inhabitants as well as those requiring workers
if( binfo and binfo.inh and binfo.inh ~= 0 ) then
anz_buildings = anz_buildings + 1;
end
end
end
village.anz_buildings = anz_buildings;
for i, pos in ipairs(bpos) do
-- roads are only placed if there are at least mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT buildings in the village
if( not(pos.btype) or pos.btype ~= 'road' or anz_buildings > mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT )then
-- replacements are in table format for mapgen-based building spawning
generate_building(pos, minp, maxp, data, param2_data, a, extranodes, replacements, cid, extra_calls, i, village_id )
end
end
-- replacements are in list format for minetest.place_schematic(..) type spawning
return { extranodes = extranodes, bpos = bpos, replacements = replacements.list, dirt_roads = village.to_add_data.dirt_roads,
plantlist = village.to_add_data.plantlist, extra_calls = extra_calls };
end
-- add the dirt roads
mg_villages.place_dirt_roads = function(village, minp, maxp, data, param2_data, a, c_road_node)
local c_air = minetest.get_content_id( 'air' );
for _, pos in ipairs(village.to_add_data.dirt_roads) do
local param2 = 0;
if( pos.bsizex > 2 ) then
param2 = 1;
end
for x = 0, pos.bsizex-1 do
for z = 0, pos.bsizez-1 do
local ax = pos.x+x;
local az = pos.z+z;
if (ax >= minp.x and ax <= maxp.x) and (pos.y >= minp.y and pos.y <= maxp.y-2) and (az >= minp.z and az <= maxp.z) then
-- roads have a height of 1 block
data[ a:index( ax, pos.y, az)] = c_road_node;
param2_data[ a:index( ax, pos.y, az)] = param2;
-- ...with air above
data[ a:index( ax, pos.y+1, az)] = c_air;
data[ a:index( ax, pos.y+2, az)] = c_air;
end
end
end
end
end
if( minetest.get_modpath('moresnow' )) then
mg_villages.moresnow_installed = true;
end