mg_villages/buildings.lua

403 lines
27 KiB
Lua

--village_types = { 'nore', 'logcabin', 'grasshut', 'medieval', 'charachoal', 'taoki'};
mg_villages.village_sizes = {
nore = { min = 20, max = 40, texture = 'default_stone_brick.png'},
taoki = { min = 30, max = 70, texture = 'default_brick.png' },
-- medieval = { min = 25, max = 60, texture = 'cottages_darkage_straw.png'}, -- they often have straw roofs
medieval = { min = 50, max = 60, texture = 'cottages_darkage_straw.png'}, -- TODO: increased for easier testing
charachoal = { min = 10, max = 15, texture = 'default_coal_block.png'},
lumberjack = { min = 10, max = 30, texture = 'default_tree.png'},
claytrader = { min = 10, max = 20, texture = 'default_clay.png'},
logcabin = { min = 15, max = 30, texture = 'default_wood.png'},
canadian = { min = 40, max = 110, texture = 'wool_white.png'},
}
-- if set to true, the outer buildings in medieval villages will be fields; this is not very convincing yet
mg_villages.medieval_subtype = false;
buildings = {
-- the houses the mod came with
{sizex= 7, sizez= 7, yoff= 0, ysize= 9, scm="house", orients={2}, weight={nore=1 }},
{sizex= 9, sizez= 9, yoff= 0, ysize= 2, scm="wheat_field", weight={nore=1 }},
{sizex= 9, sizez= 9, yoff= 0, ysize= 2, scm="cotton_field", weight={nore=1 }},
{sizex= 3, sizez= 3, yoff= 1, ysize= 4, scm="lamp", no_rotate=true, weight={nore=1/5 }},
{sizex= 4, sizez= 4, yoff=-5, ysize=11, scm="well", no_rotate=true, pervillage=1, weight={nore=1 }},
{sizex= 7, sizez= 7, yoff= 0, ysize=11, scm="fountain", pervillage=3, weight={nore=1/4 }},
{sizex= 5, sizez= 5, yoff= 0, ysize= 6, scm="small_house", orients={3}, weight={nore=1 }},
{sizex= 6, sizez=12, yoff= 0, ysize= 7, scm="house_with_garden", orients={1}, weight={nore=1 }},
{sizex=16, sizez=17, yoff= 0, ysize=12, scm="church", orients={3}, pervillage=1, weight={nore=1 }},
{sizex= 5, sizez= 5, yoff= 0, ysize=16, scm="tower", orients={0}, weight={nore=1/7 }},
{sizex= 8, sizez= 9, yoff= 0, ysize= 6, scm="forge", orients={0}, pervillage=2, weight={nore=1 }},
{sizex=11, sizez=12, yoff= 0, ysize= 6, scm="library", orients={1}, pervillage=2, weight={nore=1 }},
{sizex=15, sizez= 7, yoff= 0, ysize=12, scm="inn", orients={1}, pervillage=4, weight={nore=1/2 }},
{sizex=22, sizez=17, yoff= 0, ysize= 7, scm="pub", orients={3}, pervillage=2, weight={nore=1/3 }},
-- log cabins by Sokomine (requiring cottages, glasspanes)
{sizex= 6, sizez= 4, yoff= 0, ysize= 5, scm="logcabin1", orients={1}, weight={logcabin=1}},
{sizex= 6, sizez= 6, yoff= 0, ysize= 6, scm="logcabin2", orients={1}, weight={logcabin=1}},
{sizex= 6, sizez= 6, yoff= 0, ysize= 6, scm="logcabin3", orients={1}, weight={logcabin=1}},
{sizex= 5, sizez= 7, yoff= 0, ysize= 7, scm="logcabin4", orients={1}, weight={logcabin=1}},
{sizex= 5, sizez= 5, yoff= 0, ysize= 5, scm="logcabin5", orients={1}, weight={logcabin=1}},
{sizex= 5, sizez= 7, yoff= 0, ysize= 5, scm="logcabin6", orients={1}, weight={logcabin=1}},
{sizex= 7, sizez= 7, yoff= 0, ysize= 7, scm="logcabin7", orients={1}, weight={logcabin=1}},
{sizex= 5, sizez= 6, yoff= 0, ysize= 5, scm="logcabin8", orients={1}, weight={logcabin=1}},
{sizex= 5, sizez= 5, yoff= 0, ysize= 6, scm="logcabin9", orients={1}, weight={logcabin=1}},
{sizex= 5, sizez= 8, yoff= 0, ysize= 7, scm="logcabin10", orients={1}, weight={logcabin=1}},
{sizex= 7, sizez= 10, yoff= 0, ysize= 7, scm="logcabin11", orients={1}, weight={logcabin=1}},
{sizex= 7, sizez= 7, yoff= 0, ysize= 5, scm="logcabin12rot", orients={2}, weight={logcabin=1}},
{sizex= 7, sizez= 8, yoff= 0, ysize= 7, scm="logcabin13rot", orients={2}, weight={logcabin=1}},
-- grass huts (requiring cottages, dryplants, cavestuff/undergrowth, plantlife)
{sizex= 6, sizez= 6, yoff= 0, ysize= 5, scm="grasshut1", orients={2}, weight={grasshut=1}},
{sizex= 9, sizez= 9, yoff= 0, ysize= 8, scm="grasshut2", orients={2}, weight={grasshut=1}},
{sizex= 7, sizez= 7, yoff= 0, ysize= 7, scm="grasshut3", orients={2}, weight={grasshut=1}},
{sizex= 7, sizez= 7, yoff= 0, ysize= 7, scm="grasshut4", orients={2}, weight={grasshut=1}},
{sizex= 5, sizez= 5, yoff= 0, ysize= 6, scm="grasshut5", orients={2}, weight={grasshut=1}},
{sizex= 5, sizez= 5, yoff= 0, ysize= 6, scm="grasshut6", orients={2}, weight={grasshut=1}},
{sizex= 7, sizez= 7, yoff= 0, ysize= 2, scm="grasshutcenter", orients={2}, pervillage=1, weight={grasshut=2}},
-- for the buildings below, sizex, sizez and ysize are read from the file directly;
-- schematics from Sokomines villages mod (requires cottages)
{scm="church_1", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='church', weight={medieval=4}, pervillage=1},
-- {scm="church_2_twoelk", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='church', weight={medieval=4}, pervillage=1},
{scm="forge_1", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='forge', weight={medieval=2}, pervillage=1},
{scm="mill_1", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='mill', weight={medieval=2}, pervillage=1},
{scm="hut_1", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='hut', weight={medieval=1}},
{scm="farm_full_1", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='farm_full', weight={medieval=1/4}},
{scm="farm_full_2", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='farm_full', weight={medieval=1/4}},
{scm="farm_full_3", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='farm_full', weight={medieval=1/4}},
{scm="farm_full_4", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='farm_full', weight={medieval=1/4}},
{scm="farm_full_5", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='farm_full', weight={medieval=1/4}},
{scm="farm_full_6", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='farm_full', weight={medieval=1/4}},
{scm="farm_tiny_1", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='farm_tiny', weight={medieval=1}},
{scm="farm_tiny_2", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='farm_tiny', weight={medieval=1}},
{scm="farm_tiny_3", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='farm_tiny', weight={medieval=1}},
{scm="farm_tiny_4", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='farm_tiny', weight={medieval=1}},
{scm="farm_tiny_5", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='farm_tiny', weight={medieval=1}},
{scm="farm_tiny_6", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='farm_tiny', weight={medieval=1}},
{scm="farm_tiny_7", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='farm_tiny', weight={medieval=1}},
{scm="taverne_1", yoff= 0, orients={0}, farming_plus=1, avoid='', typ='tavern', weight={medieval=1/2}, pervillage=1},
{scm="taverne_2", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='tavern', weight={medieval=1/2}, pervillage=1},
{scm="taverne_3", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='tavern', weight={medieval=1/2}, pervillage=1},
{scm="taverne_4", yoff= 0, orients={0}, farming_plus=0, avoid='', typ='tavern', weight={medieval=1/2}, pervillage=1},
{scm="well_1", yoff= 0, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="well_2", yoff= 0, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="well_3", yoff= 0, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="well_4", yoff= 0, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="well_5", yoff= 0, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="well_6", yoff= 0, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="well_7", yoff= -1, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="well_8", yoff= -1, orients={0}, farming_plus=0, avoid='well', typ='well', weight={medieval=1/12}, pervillage=4},
{scm="tree_place_1", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_2", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_3", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_4", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_5", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_6", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_7", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_8", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_9", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="tree_place_10", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='village_square', weight={medieval=1/12}, pervillage=1},
{scm="wagon_1", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_2", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_3", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_4", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_5", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_6", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_7", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_8", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_9", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_10", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_11", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="wagon_12", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='wagon', weight={medieval=1/12}},
{scm="bench_1", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='bench', weight={medieval=1/12}},
{scm="bench_2", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='bench', weight={medieval=1/12}},
{scm="bench_3", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='bench', weight={medieval=1/12}},
{scm="bench_4", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='bench', weight={medieval=1/12}},
{scm="shed_1", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_2", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_3", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_5", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_6", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_7", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_8", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_9", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_10", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_11", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="shed_12", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='shed', weight={medieval=1/10}},
{scm="weide_1", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='pasture', typ='pasture', weight={medieval=1/6}, pervillage=8},
{scm="weide_2", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='pasture', typ='pasture', weight={medieval=1/6}, pervillage=8},
{scm="weide_3", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='pasture', typ='pasture', weight={medieval=1/6}, pervillage=8},
{scm="weide_4", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='pasture', typ='pasture', weight={medieval=1/6}, pervillage=8},
{scm="weide_5", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='pasture', typ='pasture', weight={medieval=1/6}, pervillage=8},
{scm="weide_6", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='pasture', typ='pasture', weight={medieval=1/6}, pervillage=8},
{scm="field_1", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='field', typ='field', weight={medieval=1/6}, pervillage=8},
{scm="field_2", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='field', typ='field', weight={medieval=1/6}, pervillage=8},
{scm="field_3", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='field', typ='field', weight={medieval=1/6}, pervillage=8},
{scm="field_4", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='field', typ='field', weight={medieval=1/6}, pervillage=8},
-- hut and hills for charachoal burners; perhaps they could live together with lumberjacks?
{scm="charachoal_hut", yoff= 0, orients={0,1,2}, farming_plus=0, avoid='', typ='hut', weight={charachoal=1}},
{scm="charachoal_hill", yoff= 0, orients={0,1,2,3}, farming_plus=0, avoid='', typ='hut', weight={charachoal=2}},
-- lumberjacks; they require the cottages mod
{scm="lumberjack_1", yoff= 1, orients={1}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_2", yoff= 1, orients={1}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_3", yoff= 1, orients={0}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_4", yoff= 1, orients={1}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_5", yoff= 1, orients={1}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_6", yoff= 1, orients={1}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_7", yoff= 1, orients={1}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_8", yoff= 1, orients={1}, avoid='', typ='lumberjack', weight={lumberjack=1}},
{scm="lumberjack_pub_1", yoff= 1, orients={1}, avoid='', typ='tavern', weight={lumberjack=3}, pervillage=1},
{scm="lumberjack_church_1", yoff= 1, orients={1}, avoid='', typ='church', weight={lumberjack=3}, pervillage=1},
{scm="lumberjack_hotel_1", yoff= 1, orients={1}, avoid='', typ='house', weight={lumberjack=1},},
{scm="lumberjack_shop_1", yoff= 1, orients={1}, avoid='', typ='shop', weight={lumberjack=1}, pervillage=1},
-- {scm="cow_trader_1", yoff= 0, orients={4}, avoid='', typ='trader', weight={lumberjack=1}},
-- clay traders depend on cottages as well
{scm="trader_clay_1", yoff= 1, orients={1}, avoid='', typ='trader', weight={claytrader=3}},
{scm="trader_clay_2", yoff= 1, orients={3}, avoid='', typ='trader', weight={claytrader=3}},
{scm="trader_clay_3", yoff= 1, orients={0}, avoid='', typ='trader', weight={claytrader=3}},
{scm="trader_clay_4", yoff= 1, orients={2}, avoid='', typ='trader', weight={claytrader=3}},
{scm="trader_clay_5", yoff= 1, orients={1}, avoid='', typ='trader', weight={claytrader=3}},
{scm="clay_pit_1", yoff=-3, orients={0,1,2,3}, avoid='', typ='pit', weight={claytrader=1}},
{scm="clay_pit_2", yoff=-2, orients={0,1,2,3}, avoid='', typ='pit', weight={claytrader=1}},
{scm="clay_pit_3", yoff=-7, orients={0,1,2,3}, avoid='', typ='pit', weight={claytrader=1}},
{scm="clay_pit_4", yoff= 0, orients={0,1,2,3}, avoid='', typ='pit', weight={claytrader=1}},
{scm="clay_pit_5", yoff= 1, orients={0,1,2,3}, avoid='', typ='pit', weight={claytrader=1}},
-- Houses from Taokis Structure I/O Mod (see https://forum.minetest.net/viewtopic.php?id=5524)
{scm="default_town_farm", yoff= -1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1}},
{scm="default_town_house_large_1", yoff= -4, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1/4}},
{scm="default_town_house_large_2", yoff= -4, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1/4}},
{scm="default_town_house_medium", yoff= -4, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1/2}},
{scm="default_town_house_small", yoff= -4, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1}},
{scm="default_town_house_tiny_1", yoff= 1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1}},
{scm="default_town_house_tiny_2", yoff= 1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1}},
{scm="default_town_house_tiny_3", yoff= 1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1}},
{scm="default_town_park", yoff= 1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1}},
{scm="default_town_tower", yoff= 1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1/6}},
{scm="default_town_well", yoff= -6, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1/4}},
{scm="default_town_fountain", yoff= 1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1/4}},
-- the hotel seems to be only the middle section of the building; it's build for another spawning algorithm
-- {scm="default_town_hotel", yoff= -1, orients={1}, farming_plus=0, avoid='', typ='house', weight={taoki=1/5}},
-- include houses from LadyMacBeth, originally created for Mauvebics mm2 modpack; the houses seem to be in canadian village style
{scm="c_bank", yoff= 1, orients={2}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}},
{scm="c_bank2", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}},
{scm="c_bar", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}},
{scm="c_hotel", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}},
{scm="c_postoffice", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}, pervillage=1},
{scm="c_bordello", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}, pervillage=1},
{scm="c_library", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}, pervillage=1},
{scm="g_observatory", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}, pervillage=1},
{scm="g_court", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}, pervillage=1},
{scm="g_prefecture", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}, pervillage=1},
{scm="g_townhall", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=1}, pervillage=1},
{scm="g_park2", yoff= -1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=2},},
{scm="r_apartments", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=4},},
{scm="r_rowhouses", yoff= 1, orients={2}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=4},},
{scm="r_manorhouse", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=3},},
{scm="r_triplex", yoff= 1, orients={0}, farming_plus=0, avoid='', typ='ladymacbeth', weight={canadian=3},},
{scm="field_1", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
{scm="field_2", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
{scm="field_3", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
{scm="field_4", yoff=-2, orients={0,1,2,3}, farming_plus=0, avoid='', typ='field', weight={fields=1}},
}
-- the schematics for buildings of type 'farm_tiny' grow cotton; the farming_plus fruits would be far more fitting
mg_villages.fruit_list = {'carrot','potatoe','orange','rhubarb','strawberry','tomato','cotton'};
-- is farming_plus available? If not, we can't use this
if( not( minetest.get_modpath("farming_plus"))) then
mg_villages.fruit_list = nil;
end
-- 'nore' and 'taoki' do not require any other mods; thus, they can be used in all worlds
mg_villages.village_types = { 'nore', 'taoki'};
if( minetest.get_modpath("cottages")) then
table.insert( mg_villages.village_types, 'medieval' );
table.insert( mg_villages.village_types, 'charachoal' );
table.insert( mg_villages.village_types, 'lumberjack' );
table.insert( mg_villages.village_types, 'claytrader' );
if( minetest.get_modpath("glasspanes")) then
table.insert( mg_villages.village_types, 'logcabin' );
end
end
if( minetest.get_modpath( 'hdb' ) and minetest.get_modpath( 'nbu' )) then
table.insert( mg_villages.village_types, 'canadian' );
end
--mg_villages.village_types = {'lumberjack'};
--mg_villages.village_types = {'medieval'};
--mg_villages.village_types = {'claytrader'};
--mg_villages.village_types = {'grasshut'};
-- TODO: handle grasshut
-- read the data files and fill in information like size and nodes that need on_construct to be called after placing
mg_villages.buildings_init = function()
local mts_path = mg_villages.modpath.."/schems/";
-- determine the size of the given houses
for i,v in ipairs( buildings ) do
-- read the size of the building
local res = handle_schematics.analyze_mts_file( mts_path..buildings[ i ].scm );
-- alternatively, read the mts file
if( not( res )) then
res = mg_villages.import_scm( buildings[ i ].scm );
end
-- provided the file could be analyzed successfully
if( res and res.size and res.size.x ) then
-- the file has to be placed with minetest.place_schematic(...)
buildings[ i ].is_mts = 1;
buildings[ i ].sizex = res.size.x;
buildings[ i ].sizez = res.size.z;
buildings[ i ].ysize = res.size.y;
-- some buildings may be rotated
if( res.rotated == 90
or res.rotated == 270 ) then
buildings[ i ].sizex = res.size.z;
buildings[ i ].sizez = res.size.x;
end
if( not( buildings[ i ].yoff ) or buildings[ i ].yoff == 0 ) then
buildings[ i ].yoff = res.burried;
end
-- we do need at least the list of nodenames which will need on_constr later on
buildings[ i ].rotated = res.rotated;
buildings[ i ].nodenames = res.nodenames;
buildings[ i ].on_constr = res.on_constr;
buildings[ i ].after_place_node = res.after_place_node;
-- determine size of worldedit schematics
elseif( res and #res and #res>0 and #res[1] and #res[1][1]) then
-- scm has the following structure: scm[y][x][z]
buildings[ i ].ysize = #res;
buildings[ i ].sizex = #res[1];
buildings[ i ].sizez = #res[1][1];
buildings[ i ].is_mts = 0;
-- deep copy the schematics data here so that the file does not have to be read again
-- caching cannot be done here as not all nodes from other mods have been registered yet!
--buildings[ i ].scm_data_cache = minetest.serialize( res );
-- missing data regarding building size - do not use this building for anything
elseif( not( buildings[ i ].sizex ) or not( buildings[ i ].sizez )
or buildings[ i ].sizex == 0 or buildings[ i ].sizez==0) then
-- no village will use it
print('[mg_villages] INFO: No schematic found for building \''..tostring( buildings[ i ].scm )..'\'. Will not use that building.');
buildings[ i ].weight = {};
else
-- the file has to be handled by worldedit; it is no .mts file
buildings[ i ].is_mts = 0;
end
-- print it for debugging usage
--print( v.scm .. ': '..tostring(buildings[i].sizex)..' x '..tostring(buildings[i].sizez)..' x '..tostring(buildings[i].ysize)..' h');
end
end
-- call the initialization function above
mg_villages.buildings_init();
--local gravel = minetest.get_content_id("default:gravel")
local gravel = minetest.get_content_id("default:gravel")
local c_air = minetest.get_content_id("air");
local rgravel = {}
for i = 1, 2000 do
rgravel[i] = gravel
end
local rgravel2 = {}
for i = 1, 2000 do
rgravel2[i] = rgravel
end
local rair = {}
for i = 1, 2000 do
rair[i] = c_air
end
local rair2 = {}
for i = 1, 2000 do
rair2[i] = rair
end
local road_scm = {rgravel2, rair2}
buildings["road"] = {yoff = 0, ysize = 2, scm = road_scm}
local rwall = {{minetest.get_content_id("default:stonebrick")}}
local wall = {}
for i = 1, 6 do
wall[i] = rwall
end
buildings["wall"] = {yoff = 1, ysize = 6, scm = wall}
--local total_weight = 0
--for _, i in ipairs(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(buildings) do
-- i.max_weight = i.max_weight*multiplier
--end
mg_villages.village_types[ #mg_villages.village_types ] = 'fields';
for j,v in ipairs( mg_villages.village_types ) do
local total_weight = 0
for _, i in ipairs(buildings) do
if( not( i.max_weight )) then
i.max_weight = {};
end
if( i.weight and i.weight[ v ] and i.weight[ v ]>0 ) then
total_weight = total_weight+i.weight[ v ]
i.max_weight[v] = total_weight
end
end
local multiplier = 3000/total_weight
for _,i in ipairs(buildings) do
if( i.weight and i.weight[ v ] and i.weight[ v ]>0 ) then
i.max_weight[v] = i.max_weight[ v ]*multiplier
end
end
end
-- the fields do not exist as an independent type
mg_villages.village_types[ #mg_villages.village_types ] = nil;