Camas/mods/village/mapgen.lua

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--
-- Mapgen
--
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local S = minetest.get_translator("village")
local spawn_pos = minetest.setting_get_pos("static_spawnpoint") or {x = 0, y = 0, z = 0}
local spawn_radius = minetest.settings:get("static_spawn_radius") or 256
local mapseed = minetest.get_mapgen_setting("seed")
local bitwise_and = function(x,y)
local upper = math.floor(math.log(x, 2))
local sum = 0
for n=0, upper do
sum = sum + math.pow(2, n) * (math.floor(x/math.pow(2, n)) % 2) * ( math.floor(y / math.pow(2, n)) % 2)
end
return math.floor(sum)
end
local shortseed = bitwise_and(mapseed, 0xFFFFFF)
-- Nodes
local place_priv = function(itemstack, placer, pointed_thing)
if not minetest.get_player_privs(placer:get_player_name()).maphack then
minetest.chat_send_player(placer:get_player_name(), minetest.colorize("#FF0000", S("You need the “maphack” privilege to use this.")))
return itemstack
end
return minetest.item_place(itemstack, placer, pointed_thing)
end
minetest.register_node(
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"village:entity_spawner",
{
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description = S("Village Entity Spawner"),
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_tt_help = S("Placeholder that marks a position at which to spawn an entity during village generation"),
drawtype = "airlike",
pointable = false,
inventory_image = "village_entity.png",
wield_image = "village_entity.png",
is_ground_content = true,
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sunlight_propagates = true,
paramtype = "light",
walkable = false,
floodable = true,
buildable_to = true,
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drop = "",
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groups = {dig_immediate = 3, not_in_creative_inventory = 1},
sounds = default.node_sound_defaults(),
on_place = place_priv,
on_timer = function(pos, elapsed)
-- Wait until some objects are nearby ...
local objs_around = minetest.get_objects_inside_radius(pos, 12)
-- ... but not TOO nearby (occupying the pos)
local objs_near = minetest.get_objects_inside_radius(pos, 1.2)
if #objs_around > 0 and #objs_near == 0 then
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local ent_name = minetest.get_meta(pos):get_string("entity")
if ent_name ~= "" then
local ent = minetest.add_entity({x=pos.x, y=pos.y+0.6, z=pos.z}, ent_name)
-- All spawned animals are tamed
if ent ~= nil and ent:get_luaentity() ~= nil then
if minetest.registered_entities[ent_name].type == "animal" then
ent:get_luaentity().tamed = true
end
end
else
minetest.log("error", "[village] Entity spawner without 'entity' in meta set @ "..minetest.pos_to_string(pos))
end
minetest.remove_node(pos)
return
else
-- Don't spawn and try again later
minetest.get_node_timer(pos):start(5)
end
end,
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})
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minetest.register_node(
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"village:grassland_village",
{
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description = S("Village Spawner"),
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_tt_help = S("Generates a village when placed"),
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tiles = {
"village_gen.png", "village_gen.png", "village_gen.png",
"village_gen.png", "village_gen.png^[transformFX", "village_gen.png^[transformFX",
},
is_ground_content = false,
groups = {dig_immediate = 2},
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sounds = default.node_sound_dirt_defaults(),
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drop = "",
on_place = place_priv,
on_construct = function(pos)
minetest.remove_node(pos)
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local pr = PseudoRandom(shortseed + pos.x + pos.y + pos.z)
-- Spawn village on placement.
-- Guarantee that at least the well is placed, to avoid confusion.
village.spawn_village({x=pos.x,y=pos.y-1,z=pos.z}, pr, true)
end,
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})
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local function attempt_village_spawn(pos)
local spos = table.copy(pos)
spos.y = spos.y + 1
if minetest.settings:get_bool("mapgen_disable_villages") == true then
return
end
local pr = PseudoRandom(shortseed + spos.x + spos.y + spos.z)
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if ((shortseed + spos.x + spos.y + spos.z) % 30) == 1 then
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local nearest = village.get_nearest_village(spos)
if nearest.dist > village.min_spawn_dist then
if vector.distance(spawn_pos, spos) > spawn_radius then
minetest.log("action", "[village] Spawning a grassland village at " .. "(" .. spos.x
.. ", " .. spos.y .. ", " .. spos.z .. ")")
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local ok = village.spawn_village({x=spos.x,y=spos.y-1,z=spos.z}, pr)
if not ok then
minetest.log("action", "[village] Village spawn failed")
end
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else
minetest.log("action", "[village] Cannot spawn village, too near the static spawnpoint")
end
else
minetest.log("action", "[village] Cannot spawn village, too near another village")
end
end
end
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local village_decoration_id
if not minetest.settings:get_bool("mapgen_disable_villages") then
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-- Dummy decoration to find possible village spawn points
-- via gennotify.
minetest.register_decoration(
{
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name = "village_grassland",
deco_type = "schematic",
place_on = "default:dirt_with_grass",
sidelen = 16,
fill_ratio = 0.005,
biomes = {
"Grassland",
},
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-- empty schematic
schematic = {
size = { x = 1, y = 1, z = 1 },
data = {
{ name = "air", prob = 0 },
},
},
y_min = 1,
y_max = 1000,
})
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village_decoration_id = minetest.get_decoration_id("village_grassland")
if village_decoration_id then
minetest.set_gen_notify({decoration=true}, {village_decoration_id})
minetest.register_on_generated(function(minp, maxp, blockseed)
local mgobj = minetest.get_mapgen_object("gennotify")
local deco = mgobj["decoration#"..village_decoration_id]
if deco then
for d=1, #deco do
attempt_village_spawn(deco[d])
end
end
end)
end
end
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-- Legacy alias
minetest.register_alias("village:grassland_village_mg", "air")