mg_villages/villages.lua

871 lines
32 KiB
Lua

-- this contains the functions to actually generate the village structure in a table;
-- said table will hold information about which building will be placed where,
-- how the buildings are rotated, where the roads will be, which replacement materials
-- will be used etc.
local function is_village_block(minp)
local x, z = math.floor(minp.x/80), math.floor(minp.z/80)
local vcc = mg_villages.VILLAGE_CHECK_COUNT
return (x%vcc == 0) and (z%vcc == 0)
end
-- called by mapgen.lua and spawn_player.lua
mg_villages.villages_at_point = function(minp, noise1)
if not is_village_block(minp) then return {} end
local vcr, vcc = mg_villages.VILLAGE_CHECK_RADIUS, mg_villages.VILLAGE_CHECK_COUNT
-- Check if there's another village nearby
for xi = -vcr, vcr, vcc do
for zi = -vcr, 0, vcc do
if xi ~= 0 or zi ~= 0 then
local mp = {x = minp.x + 80*xi, z = minp.z + 80*zi}
local pi = PseudoRandom(mg_villages.get_bseed(mp))
local s = pi:next(1, 400)
local x = pi:next(mp.x, mp.x + 79)
local z = pi:next(mp.z, mp.z + 79)
if s <= mg_villages.VILLAGE_CHANCE and noise1:get2d({x = x, y = z}) >= -0.3 then return {} end
end
end
end
local pr = PseudoRandom(mg_villages.get_bseed(minp))
if pr:next(1, 400) > mg_villages.VILLAGE_CHANCE then return {} end -- No village here
local x = pr:next(minp.x, minp.x + 79)
local z = pr:next(minp.z, minp.z + 79)
if noise1:get2d({x = x, y = z}) < -0.3 then return {} end -- Deep in the ocean
-- fallback: type "nore" (that is what the mod originally came with)
local village_type = 'nore';
village_type = mg_villages.village_types[ pr:next(1, #mg_villages.village_types )]; -- select a random type
-- if this is the first village for this world, take a medieval one
if( (not( mg_villages.all_villages ) or mg_villages.anz_villages < 1) and minetest.get_modpath("cottages") and mg_villages.FIRST_VILLAGE_TYPE) then
village_type = mg_villages.FIRST_VILLAGE_TYPE;
end
if( not( mg_villages.village_type_data[ village_type ] )) then
mg_villages.village_type_data[ village_type ] = { min = mg_villages.VILLAGE_MIN_SIZE, max = mg_villages.VILLAGE_MAX_SIZE };
end
local size = pr:next(mg_villages.village_type_data[ village_type ].min, mg_villages.village_type_data[ village_type ].max)
-- local height = pr:next(5, 20)
local height = pr:next(1, 5)
-- villages of a size >= 40 are always placed at a height of 1
if( size >= 40 ) then
height = 1;
-- slightly smaller but still relatively large villages have a deterministic height now as well
elseif( size >= 30 ) then
height = 40-height;
elseif( size >= 25 ) then
height = 35-height;
-- even smaller villages need to have a height depending on their sourroundings (at least they're pretty small!)
end
-- print("A village of type \'"..tostring( village_type ).."\' of size "..tostring( size ).." spawned at: x = "..x..", z = "..z)
--print("A village spawned at: x = "..x..", z = "..z)
return {{vx = x, vz = z, vs = size, vh = height, village_type = village_type}}
end
--local function dist_center2(ax, bsizex, az, bsizez)
-- return math.max((ax+bsizex)*(ax+bsizex),ax*ax)+math.max((az+bsizez)*(az+bsizez),az*az)
--end
local function inside_village2(bx, sx, bz, sz, village, vnoise)
return mg_villages.inside_village(bx, bz, village, vnoise) and mg_villages.inside_village(bx+sx, bz, village, vnoise) and mg_villages.inside_village(bx, bz+sz, village, vnoise) and mg_villages.inside_village(bx+sx, bz+sz, village, vnoise)
end
local function choose_building(l, pr, village_type)
--::choose::
local btype
while true do
local p = pr:next(1, 3000)
for _, b in ipairs( mg_villages.village_type_data[ village_type ][ 'building_list'] ) do
if (mg_villages.BUILDINGS[ b ].max_weight[ village_type ] and mg_villages.BUILDINGS[ b ].max_weight[ village_type ] >= p) then
-- for b, i in ipairs(mg_villages.BUILDINGS) do
-- if i.weight[ village_type ] and i.weight[ village_type ] > 0 and i.max_weight and i.max_weight[ village_type ] and i.max_weight[ village_type ] >= p then
btype = b
break
end
end
-- in case no building was found: take the last one that fits
if( not( btype )) then
for i=#mg_villages.BUILDINGS,1,-1 do
if( mg_villages.BUILDINGS[i].weight and mg_villages.BUILDINGS[i].weight[ village_type ] and mg_villages.BUILDINGS[i].weight[ village_type ] > 0 ) then
btype = i;
i = 1;
end
end
end
if( not( btype )) then
return 1;
end
if( #l<1
or not( mg_villages.BUILDINGS[btype].avoid )
or mg_villages.BUILDINGS[btype].avoid==''
or not( mg_villages.BUILDINGS[ l[#l].btype ].avoid )
or mg_villages.BUILDINGS[btype].avoid ~= mg_villages.BUILDINGS[ l[#l].btype ].avoid) then
if mg_villages.BUILDINGS[btype].pervillage ~= nil then
local n = 0
for j=1, #l do
if( l[j].btype == btype or (mg_villages.BUILDINGS[btype].typ and mg_villages.BUILDINGS[btype].typ == mg_villages.BUILDINGS[ l[j].btype ].typ)) then
n = n + 1
end
end
--if n >= mg_villages.BUILDINGS[btype].pervillage then
-- goto choose
--end
if n < mg_villages.BUILDINGS[btype].pervillage then
return btype
end
else
return btype
end
end
end
--return btype
end
local function choose_building_rot(l, pr, orient, village_type)
local btype = choose_building(l, pr, village_type)
local rotation
if mg_villages.BUILDINGS[btype].no_rotate then
rotation = 0
else
if mg_villages.BUILDINGS[btype].orients == nil then
mg_villages.BUILDINGS[btype].orients = {0,1,2,3}
end
rotation = (orient+mg_villages.BUILDINGS[btype].orients[pr:next(1, #mg_villages.BUILDINGS[btype].orients)])%4
end
local bsizex = mg_villages.BUILDINGS[btype].sizex
local bsizez = mg_villages.BUILDINGS[btype].sizez
if rotation%2 == 1 then
bsizex, bsizez = bsizez, bsizex
end
-- some buildings are mirrored
local mirror = nil;
-- some buildings may be too difficult for mirroring (=many nodebox-nodes that can't be mirrored well by rotation) or
-- be too symmetric to be worth the trouble
if( not(mg_villages.BUILDINGS[btype].nomirror) and pr:next( 1,2 )==1 ) then
mirror = true;
end
return btype, rotation, bsizex, bsizez, mirror
end
local function placeable(bx, bz, bsizex, bsizez, l, exclude_roads, orientation)
for _, a in ipairs(l) do
-- with < instead of <=, space_between_buildings can be zero (important for towns where houses are closely packed)
if (a.btype ~= "road" or not exclude_roads) and math.abs(bx+bsizex/2-a.x-a.bsizex/2)<(bsizex+a.bsizex)/2 and math.abs(bz+bsizez/2-a.z-a.bsizez/2)<(bsizez+a.bsizez)/2 then
-- dirt roads which go at a 90 degree angel to the current road are not a problem
if( not( orientation ) or a.o%2 == orientation%2 ) then
return false
end
end
end
return true
end
local function road_in_building(rx, rz, rdx, rdz, roadsize, l)
if rdx == 0 then
return not placeable(rx-roadsize+1, rz, 2*roadsize-2, 0, l, true)
else
return not placeable(rx, rz-roadsize+1, 0, 2*roadsize-2, l, true)
end
end
local function when(a, b, c)
if a then return b else return c end
end
mg_villages.road_nr = 0;
local function generate_road(village, l, pr, roadsize, rx, rz, rdx, rdz, vnoise, space_between_buildings)
local vx, vz, vh, vs = village.vx, village.vz, village.vh, village.vs
local village_type = village.village_type;
local calls_to_do = {}
local rxx = rx
local rzz = rz
local mx, m2x, mz, m2z, mmx, mmz
mx, m2x, mz, m2z = rx, rx, rz, rz
local orient1, orient2
if rdx == 0 then
orient1 = 0
orient2 = 2
else
orient1 = 3
orient2 = 1
end
local btype;
local rotation;
local bsizex;
local bsizez;
local mirror;
-- we have one more road
mg_villages.road_nr = mg_villages.road_nr + 1;
while mg_villages.inside_village(rx, rz, village, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
if roadsize > 1 and pr:next(1, 4) == 1 then
--generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, math.abs(rdz), math.abs(rdx))
calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=math.abs(rdz), rdz=math.abs(rdx)}
m2x = rx + (roadsize - 1)*rdx
m2z = rz + (roadsize - 1)*rdz
rx = rx + (2*roadsize - 1)*rdx
rz = rz + (2*roadsize - 1)*rdz
end
--else
--::loop::
local exitloop = false
local bx
local bz
local tries = 0
while true do
if not mg_villages.inside_village(rx, rz, village, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
exitloop = true
break
end
local village_type_sub = village_type;
if( mg_villages.medieval_subtype and village_type_sub == 'medieval' and math.abs(village.vx-rx)>20 and math.abs(village.vz-rz)>20) then
village_type_sub = 'fields';
end
btype, rotation, bsizex, bsizez, mirror = choose_building_rot(l, pr, orient1, village_type_sub)
bx = rx + math.abs(rdz)*(roadsize+1) - when(rdx==-1, bsizex-1, 0)
bz = rz + math.abs(rdx)*(roadsize+1) - when(rdz==-1, bsizez-1, 0)
if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, village, vnoise) then
break
end
if tries > 5 then
rx = rx + rdx
rz = rz + rdz
tries = 0
else
tries = tries + 1
end
--goto loop
end
if exitloop then break end
rx = rx + (bsizex+space_between_buildings)*rdx
rz = rz + (bsizez+space_between_buildings)*rdz
mx = rx - 2*rdx
mz = rz - 2*rdz
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation, road_nr = mg_villages.road_nr, side=1, o=orient1, mirror=mirror }
--end
end
rx = rxx
rz = rzz
while mg_villages.inside_village(rx, rz, village, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
if roadsize > 1 and pr:next(1, 4) == 1 then
--generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, -math.abs(rdz), -math.abs(rdx))
calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=-math.abs(rdz), rdz=-math.abs(rdx)}
m2x = rx + (roadsize - 1)*rdx
m2z = rz + (roadsize - 1)*rdz
rx = rx + (2*roadsize - 1)*rdx
rz = rz + (2*roadsize - 1)*rdz
end
--else
--::loop::
local exitloop = false
local bx
local bz
local tries = 0
while true do
if not mg_villages.inside_village(rx, rz, village, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
exitloop = true
break
end
local village_type_sub = village_type;
if( mg_villages.medieval_subtype and village_type_sub == 'medieval' and math.abs(village.vx-rx)>(village.vs/3) and math.abs(village.vz-rz)>(village.vs/3)) then
village_type_sub = 'fields';
end
btype, rotation, bsizex, bsizez, mirror = choose_building_rot(l, pr, orient2, village_type_sub)
bx = rx - math.abs(rdz)*(bsizex+roadsize) - when(rdx==-1, bsizex-1, 0)
bz = rz - math.abs(rdx)*(bsizez+roadsize) - when(rdz==-1, bsizez-1, 0)
if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, village, vnoise) then
break
end
if tries > 5 then
rx = rx + rdx
rz = rz + rdz
tries = 0
else
tries = tries + 1
end
--goto loop
end
if exitloop then break end
rx = rx + (bsizex+space_between_buildings)*rdx
rz = rz + (bsizez+space_between_buildings)*rdz
m2x = rx - 2*rdx
m2z = rz - 2*rdz
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation, road_nr = mg_villages.road_nr, side=2, o=orient2, mirror=mirror}
--end
end
if road_in_building(rx, rz, rdx, rdz, roadsize, l) then
mmx = rx - 2*rdx
mmz = rz - 2*rdz
end
mx = mmx or rdx*math.max(rdx*mx, rdx*m2x)
mz = mmz or rdz*math.max(rdz*mz, rdz*m2z)
local rxmin;
local rxmax;
local rzmin;
local rzmax;
if rdx == 0 then
rxmin = rx - roadsize + 1
rxmax = rx + roadsize - 1
rzmin = math.min(rzz, mz)
rzmax = math.max(rzz, mz)
-- prolong the main road to the borders of the village
if( mg_villages.road_nr == 1 ) then
while( mg_villages.inside_village_area(rxmin, rzmin, village, vnoise)) do
rzmin = rzmin-1;
rzmax = rzmax+1;
end
rzmin = rzmin-1;
rzmax = rzmax+1;
while( mg_villages.inside_village_area(rxmax, rzmax, village, vnoise)) do
rzmax = rzmax+1;
end
rzmax = rzmax+1;
end
else
rzmin = rz - roadsize + 1
rzmax = rz + roadsize - 1
rxmin = math.min(rxx, mx)
rxmax = math.max(rxx, mx)
-- prolong the main road to the borders of the village
if( mg_villages.road_nr == 1 ) then
while( mg_villages.inside_village_area(rxmin, rzmin, village, vnoise)) do
rxmin = rxmin-1;
rxmax = rxmax+1;
end
rxmin = rxmin-1;
rxmax = rxmax+1;
while( mg_villages.inside_village_area(rxmax, rzmax, village, vnoise)) do
rxmax = rxmax+1;
end
rxmax = rxmax+1;
end
end
l[#l+1] = {x = rxmin, y = vh, z = rzmin, btype = "road",
bsizex = rxmax - rxmin + 1, bsizez = rzmax - rzmin + 1, brotate = 0, road_nr = mg_villages.road_nr}
for _, i in ipairs(calls_to_do) do
local new_roadsize = roadsize - 1
if pr:next(1, 100) <= mg_villages.BIG_ROAD_CHANCE then
new_roadsize = roadsize
end
--generate_road(vx, vz, vs, vh, l, pr, new_roadsize, i.rx, i.rz, i.rdx, i.rdz, vnoise)
calls[calls.index] = {village, l, pr, new_roadsize, i.rx, i.rz, i.rdx, i.rdz, vnoise, space_between_buildings}
calls.index = calls.index+1
end
end
local function generate_bpos(village, pr, vnoise, space_between_buildings)
local vx, vz, vh, vs = village.vx, village.vz, village.vh, village.vs
local l = {}
local rx = vx - vs
--[=[local l={}
local total_weight = 0
for _, i in ipairs(mg_villages.BUILDINGS) do
if i.weight == nil then i.weight = 1 end
total_weight = total_weight+i.weight
i.max_weight = total_weight
end
local multiplier = 3000/total_weight
for _,i in ipairs(mg_villages.BUILDINGS) do
i.max_weight = i.max_weight*multiplier
end
for i=1, 2000 do
bx = pr:next(vx-vs, vx+vs)
bz = pr:next(vz-vs, vz+vs)
::choose::
--[[btype = pr:next(1, #mg_villages.BUILDINGS)
if mg_villages.BUILDINGS[btype].chance ~= nil then
if pr:next(1, mg_villages.BUILDINGS[btype].chance) ~= 1 then
goto choose
end
end]]
p = pr:next(1, 3000)
for b, i in ipairs(mg_villages.BUILDINGS) do
if i.max_weight > p then
btype = b
break
end
end
if mg_villages.BUILDINGS[btype].pervillage ~= nil then
local n = 0
for j=1, #l do
if l[j].btype == btype then
n = n + 1
end
end
if n >= mg_villages.BUILDINGS[btype].pervillage then
goto choose
end
end
local rotation
if mg_villages.BUILDINGS[btype].no_rotate then
rotation = 0
else
rotation = pr:next(0, 3)
end
bsizex = mg_villages.BUILDINGS[btype].sizex
bsizez = mg_villages.BUILDINGS[btype].sizez
if rotation%2 == 1 then
bsizex, bsizez = bsizez, bsizex
end
if dist_center2(bx-vx, bsizex, bz-vz, bsizez)>vs*vs then goto out end
for _, a in ipairs(l) do
if math.abs(bx-a.x)<=(bsizex+a.bsizex)/2+2 and math.abs(bz-a.z)<=(bsizez+a.bsizez)/2+2 then goto out end
end
l[#l+1] = {x=bx, y=vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation}
::out::
end
return l]=]--
local rz = vz
while mg_villages.inside_village(rx, rz, village, vnoise) do
rx = rx - 1
end
rx = rx + 5
calls = {index = 1}
-- the function below is recursive; we need a way to count roads
mg_villages.road_nr = 0;
generate_road(village, l, pr, mg_villages.FIRST_ROADSIZE, rx, rz, 1, 0, vnoise, space_between_buildings)
local i = 1
while i < calls.index do
generate_road(unpack(calls[i]))
i = i+1
end
mg_villages.road_nr = 0;
return l
end
-- dirt roads seperate the wheat area around medieval villages into seperate fields and make it look better
local function generate_dirt_roads( village, vnoise, bpos, secondary_dirt_roads )
local dirt_roads = {};
if( not( secondary_dirt_roads)) then
return dirt_roads;
end
for _, pos in ipairs( bpos ) do
local x = pos.x;
local z = pos.z;
local sizex = pos.bsizex;
local sizez = 2;
local orientation = 0;
local vx;
local vz;
local vsx;
local vsz;
-- prolong the roads; start with a 3x2 piece of road for testing
if( pos.btype == 'road' ) then
-- the road streches in x direction
if( pos.bsizex > pos.bsizez ) then
sizex = 3; -- start with a road of length 3
sizez = 2;
vx = -1; vz = 0; vsx = 1; vsz = 0;
x = pos.x - sizex;
z = pos.z + math.floor((pos.bsizez-2)/2); -- aim for the middle of the road
orientation = 0;
-- if it is not possible to prolong the road at one end, then try the other
if( not( placeable( x, z, sizex, sizez, bpos, false, nil))) then
x = pos.x + pos.bsizex;
vx = 0;
orientation = 2;
end
-- the road stretches in z direction
else
sizex = 2;
sizez = 3;
vx = 0; vz = -1; vsx = 0; vsz = 1;
x = pos.x + math.floor((pos.bsizex-2)/2); -- aim for the middle of the road
z = pos.z - sizez;
orientation = 1;
if( not( placeable( x, z, sizex, sizez, bpos, false, nil))) then
z = pos.z + pos.bsizez;
vz = 0;
orientation = 3;
end
end
else
if( pos.o == 0 ) then
x = pos.x-pos.side;
z = pos.z-2;
sizex = pos.bsizex+1;
sizez = 2;
vx = 0; vz = 0; vsx = 1; vsz = 0;
elseif( pos.o == 2 ) then
x = pos.x-pos.side+2;
z = pos.z-2;
sizex = pos.bsizex+1;
sizez = 2;
vx = -1; vz = 0; vsx = 1; vsz = 0;
elseif( pos.o == 1 ) then
x = pos.x-2;
z = pos.z-pos.side+2;
sizex = 2;
sizez = pos.bsizez+1;
vx = 0; vz = -1; vsx = 0; vsz = 1;
else --if( pos.o == 3 ) then
x = pos.x-2;
z = pos.z-pos.side;
sizex = 2;
sizez = pos.bsizez+1;
vx = 0; vz = 0; vsx = 0; vsz = 1;
end
orientation = pos.o;
end
-- prolong the dirt road by 1
while( placeable( x, z, sizex, sizez, bpos, false, nil)
and placeable( x, z, sizex, sizez, dirt_roads, false, orientation)
and mg_villages.inside_village_area(x, z, village, vnoise)
and mg_villages.inside_village_area(x+sizex, z+sizez, village, vnoise)) do
sizex = sizex + vsx;
sizez = sizez + vsz;
x = x + vx;
z = z + vz;
end
-- the dirt road may exceed the village boundaries slightly, but it may not interfere with other buildings
if( not( placeable( x, z, sizex, sizez, bpos, false, nil))
or not( placeable( x, z, sizex, sizez, dirt_roads, false, orientation))) then
sizex = sizex - vsx;
sizez = sizez - vsz;
x = x - vx;
z = z - vz;
end
if( placeable( x, z, sizex, sizez, bpos, false, nil)
and placeable( x, z, sizex, sizez, dirt_roads, false, orientation)) then
dirt_roads[#dirt_roads+1] = {x=x, y=village.vh, z=z, btype="dirt_road", bsizex=sizex, bsizez=sizez, brotate = 0, o=orientation}
end
end
return dirt_roads;
end
local MIN_DIST = 1
local function pos_far_buildings(x, z, l)
for _, a in ipairs(l) do
if a.x - MIN_DIST <= x and x <= a.x + a.bsizex + MIN_DIST and
a.z - MIN_DIST <= z and z <= a.z + a.bsizez + MIN_DIST then
return false
end
end
return true
end
local function generate_walls(bpos, data, a, minp, maxp, vh, vx, vz, vs, vnoise)
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local xx = (vnoise:get2d({x=x, y=z})-2)*20+(40/(vs*vs))*((x-vx)*(x-vx)+(z-vz)*(z-vz))
if xx>=40 and xx <= 44 then
bpos[#bpos+1] = {x=x, z=z, y=vh, btype="wall", bsizex=1, bsizez=1, brotate=0}
end
end
end
end
-- determine which building is to be placed where
-- also choose which blocks to replace with which other blocks (to make villages more intresting)
mg_villages.generate_village = function(village, vnoise)
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 pr_village = PseudoRandom(seed)
-- generate a name for the village
village.name = namegen.generate_village_name_with_prefix( pr_village, village );
-- only generate a new village if the data is not already stored
-- (the algorithm is fast, but village types and houses which are available may change later on,
-- and that might easily cause chaos if the village is generated again with diffrent input)
if( village.to_add_data and village.to_add_data.bpos and village.to_add_data.replacements and village.to_add_data.plantlist) then
--print('VILLAGE GENREATION: USING ALREADY GENERATED VILLAGE: Nr. '..tostring( village.nr ));
return;
end
-- in the case of medieval villages, we later on want to add wheat fields with dirt roads; 1 wide dirt roads look odd
local space_between_buildings = 1;
if( mg_villages.village_type_data[ village_type ] and mg_villages.village_type_data[ village_type ].space_between_buildings) then
space_between_buildings = mg_villages.village_type_data[ village_type ].space_between_buildings;
end
local bpos = {};
local dirt_roads = {};
local secondary_dirt_roads = nil;
if( village.to_add_data and village.to_add_data.bpos ) then
-- If it is a single building instead of a full village, then village.to_add_data.bpos will
-- already have been generated (but not the replacements and other data structures which still need to be generated here)
bpos = village.to_add_data.bpos;
else
-- actually generate the village structure
bpos = generate_bpos( village, pr_village, vnoise, space_between_buildings)
-- if there is enough space, add dirt roads between the buildings (those will later be prolonged so that they reach the fields)
-- only add dirt roads if there are at least 3 buildings in the village
if( space_between_buildings >= 2 and village_type == 'medieval' and #bpos>3) then
secondary_dirt_roads = "dirt_road";
end
dirt_roads = generate_dirt_roads( village, vnoise, bpos, secondary_dirt_roads );
end
-- set fruits for all buildings in the village that need it - regardless weather they will be spawned
-- now or later; after the first call to this function here, the village data will be final
for _, pos in ipairs( bpos ) do
local binfo = mg_villages.BUILDINGS[pos.btype];
if( binfo.farming_plus and binfo.farming_plus == 1 and mg_villages.fruit_list and not pos.furit) then
pos.fruit = mg_villages.fruit_list[ pr_village:next( 1, #mg_villages.fruit_list )];
end
end
-- a changing replacement list would also be pretty confusing
local p = PseudoRandom(seed);
-- if the village is new, replacement_list is nil and a new replacement list will be created
local replacements = mg_villages.get_replacement_table( village.village_type, p, nil );
local sapling_id = mg_villages.get_content_id_replaced( 'default:sapling', replacements );
-- 1/sapling_p = probability of a sapling beeing placed
local sapling_p = 25;
if( mg_villages.sapling_probability[ sapling_id ] ) then
sapling_p = mg_villages.sapling_probability[ sapling_id ];
end
local c_plant = mg_villages.get_content_id_replaced( mg_villages.village_type_data[ village.village_type ].plant_type, replacements);
local plantlist = {
{ id=sapling_id, p=sapling_p * mg_villages.village_type_data[ village.village_type ].sapling_divisor }, -- only few trees
{ id=c_plant, p= mg_villages.village_type_data[ village.village_type ].plant_frequency }};
if( village.is_single_house and plantlist and #plantlist>0 ) then
local c_grass = mg_villages.get_content_id_replaced( 'default:grass_5', replacements);
plantlist[2] = { id=c_grass, p=10 };
-- reduce the amount of plants grown so that the area stands out less from the sourroundings
plantlist[2].p = plantlist[2].p*3;
end
-- store the generated data in the village table
village.to_add_data = {};
village.to_add_data.bpos = bpos;
village.to_add_data.replacements = replacements.list;
village.to_add_data.dirt_roads = dirt_roads;
village.to_add_data.plantlist = plantlist;
--print('VILLAGE GENREATION: GENERATING NEW VILLAGE Nr. '..tostring( village.nr ));
end
-- creates individual buildings outside of villages;
-- the data structure is like that of a village, except that bpos (=buildings to be placed) is already set;
-- Note: one building per mapchunk is more than enough (else it would look too crowded);
mg_villages.house_in_one_mapchunk = function( minp, mapchunk_size, vnoise )
local pr = PseudoRandom(mg_villages.get_bseed(minp))
-- only each mg_villages.INVERSE_HOUSE_DENSITY th mapchunk gets a building
if( pr:next(1,mg_villages.INVERSE_HOUSE_DENSITY) > 1 ) then
return {};
end
-- pseudorandom orientation
local orient1 = pr:next(0,3);
-- determine which kind of building to use
-- TODO: select only types fitting to that particular place
-- TODO: select only types that exist
-- the village type is "single" here - since not all houses which might fit into a village might do for lone standing houses
-- (i.e. church, forge, wagon, ..)
local btype, rotation, bsizex, bsizez, mirror = choose_building_rot({}, pr, orient1, 'single');
if( not( bsizex )) then
mg_villages.print( mg_villages.DEBUG_LEVEL_INFO, 'FAILURE to generate a building.');
btype, rotation, bsizex, bsizez, mirror = choose_building_rot({}, pr, orient1, 'nore');
end
-- if no building was found, give up
if( not( bsizex ) or not(mg_villages.BUILDINGS[ btype ].weight)) then
return {};
end
local village = {};
-- store that this is not a village but a lone house
village.is_single_house = 1;
-- village height will be set to a value fitting the terrain later on
village.vh = 10;
-- this will force re-calculation of height
village.vs = 5;
-- find out the real village type of this house (which is necessary for the replacements);
-- the "single" type only indicates that this building may be used for one-house-villages such as this one
for k, _ in pairs( mg_villages.BUILDINGS[ btype ].weight ) do
if( k and k ~= 'single' ) then
village.village_type = k;
end
end
-- taken from paramats terrain blending code for single houses
local FFAPROP = 0.5 -- front flat area proportion of dimension
local xdim, zdim -- dimensions of house plus front flat area
if rotation == 0 or rotation == 2 then
xdim = bsizex
zdim = bsizez + math.floor(FFAPROP * bsizez)
else
xdim = bsizex + math.floor(FFAPROP * bsizex)
zdim = bsizez
end
local blenrad = math.floor((math.max(xdim, zdim) + 16) / 2)+2 -- radius of blend area
--[[
if( blenrad >= math.ceil(mapchunk_size/2)-2 ) then
blenrad = math.floor(mapchunk_size/2)-2;
end
local blencenx = pr:next(minp.x + blenrad, minp.x + mapchunk_size - blenrad - 1) -- blend area centre point
local blencenz = pr:next(minp.z + blenrad, minp.z + mapchunk_size - blenrad - 1)
--]]
local blencenx = pr:next(minp.x, minp.x + mapchunk_size - 1) -- blend area centre point
local blencenz = pr:next(minp.z, minp.z + mapchunk_size - 1)
local minx = blencenx - math.ceil(xdim / 2) -- minimum point of house plus front flat area
local minz = blencenz - math.ceil(zdim / 2)
local bx, bz -- house minimum point
if rotation == 2 or rotation == 3 then -- N, E
bx = minx
bz = minz
elseif rotation == 1 then -- W
bx = minx + math.floor(FFAPROP * bsizex)
bz = minz
else -- rotation = 2, S
bx = minx
bz = minz + math.floor(FFAPROP * bsizez)
end
village.vx = blencenx;
village.vz = blencenz;
village.vs = blenrad;
local village_id = tostring( village.vx )..':'..tostring( village.vz );
-- these values have to be determined once per village; afterwards, they need to be fixed
-- if a village has been generated already, it will continue to exist
-- if( mg_villages.all_villages[ village_id ] ) then
-- return village;
-- end
if( mg_villages.all_villages and mg_villages.all_villages[ village_id ] and mg_villages.all_villages[ village_id ].optimal_height) then
village.optimal_height = mg_villages.all_villages[ village_id ].optimal_height;
village.vh = mg_villages.all_villages[ village_id ].optimal_height;
village.artificial_snow = mg_villages.all_villages[ village_id ].artificial_snow;
end
village.to_add_data = {};
village.to_add_data.bpos = { {x=bx, y=village.vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation, road_nr = 0, side=1, o=orient1, mirror=mirror }}
return village;
end
mg_villages.house_in_mapchunk_mark_intersection = function( villages, c, vnoise ) -- c: candidate for a new one-house-village
-- now check if this village can be placed here or if it intersects with another village in any critical manner;
-- the village area may intersect (=unproblematic; may even look nice), but the actual building must not be inside another village
-- exclude misconfigured villages
if( not( c ) or not( c.to_add_data )) then
--print('WRONG DATA: '..minetest.serialize( c ));
c.areas_intersect = 1;
return;
end
local bx = c.to_add_data.bpos[1].x;
local bz = c.to_add_data.bpos[1].z;
local bsizex = c.to_add_data.bpos[1].bsizex;
local bsizez = c.to_add_data.bpos[1].bsizez;
-- make sure that the house does not intersect with the area of a village
for _,v in ipairs( villages ) do
local id = v.vx..':'..v.vz;
if( id and mg_villages.all_villages and mg_villages.all_villages[ id ] ) then
v = mg_villages.all_villages[ id ];
end
if( v.vx ~= c.vx and v.vz ~= c.vz ) then
local dist = math.sqrt( ( c.vx - v.vx ) * ( c.vx - v.vx )
+ ( c.vz - v.vz ) * ( c.vz - v.vz ));
if( dist < ( c.vs + v.vs )*1.1 ) then
mg_villages.print( mg_villages.DEBUG_LEVEL_WARNING, 'DROPPING house at '..c.vx..':'..c.vz..' because it is too close to '..v.vx..':'..c.vx);
c.areas_intersect = 1;
-- the other village can't be spawned either as we don't know which one will be loaded first
if( v.is_single_house ) then
v.areas_intersect = 1;
end
end
if( not( v.is_single_house ) and
( mg_villages.inside_village_terrain_blend_area( c.vx, c.vz, v, vnoise)
or mg_villages.inside_village_terrain_blend_area( bx, bz, v, vnoise)
or mg_villages.inside_village_terrain_blend_area((bx+bsizex), bz, v, vnoise)
or mg_villages.inside_village_terrain_blend_area((bx+bsizex), (bz+bsizez), v, vnoise)
or mg_villages.inside_village_terrain_blend_area( bx, (bz+bsizez), v, vnoise))) then
mg_villages.print( mg_villages.DEBUG_LEVEL_WARNING, 'DROPPING house at '..c.vx..':'..c.vz..' due to intersection with village at '..id);
c.areas_intersect = 1;
-- the other village can't be spawned either as we don't know which one will be loaded first
if( v.is_single_house ) then
v.areas_intersect = 1;
end
end
end
end
end
-- we need to determine where single houses will be placed in neighbouring mapchunks as well because
-- they may be so close to the border that they will affect this mapchunk
mg_villages.houses_in_mapchunk = function( minp, mapchunk_size, villages )
local village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
local village_candidates = {};
local vcr = 2; --mg_villages.VILLAGE_CHECK_RADIUS
for xi = -vcr, vcr do
for zi = -vcr, vcr do
local new_village = mg_villages.house_in_one_mapchunk(
{x=minp.x+(xi*mapchunk_size), y=minp.y, z=minp.z+(zi*mapchunk_size)},
mapchunk_size,
village_noise );
if( new_village and new_village.vs and new_village.vx and new_village.vz ) then
table.insert( village_candidates, new_village );
end
end
end
for _,candidate in ipairs(village_candidates) do
-- mark all one-house-village-candidates that intersect with villages in this mapchunk
mg_villages.house_in_mapchunk_mark_intersection( villages, candidate, village_noise );
-- mark all one-house-village-candidates that intersect with other candidates in this mapchunk
mg_villages.house_in_mapchunk_mark_intersection( village_candidates, candidate, village_noise );
end
-- now add those villages that do not intersect with others and which *may* at least be part of this mapchunk
local d = math.ceil( mapchunk_size / 2 );
for _,candidate in ipairs(village_candidates) do
if( not( candidate.areas_intersect )
and (candidate.vx > minp.x - d or candidate.vx < (mapchunk_size+d) )
and (candidate.vz > minp.z - d or candidate.vz < (mapchunk_size+d) )) then
table.insert( villages, candidate );
-- there may be quite a lot of single houses added; plus they are less intresting than entire villages. Thus, logfile spam is reduced
mg_villages.print( mg_villages.DEBUG_LEVEL_WARNING, 'adding SINGLE HOUSE of type '..tostring( candidate.village_type )..
' to map at '..tostring( candidate.vx )..':'..tostring( candidate.vz )..'.');
end
end
return villages;
end