Camas/mods/village/generate.lua

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--
-- Single village generation
--
local mp = minetest.get_modpath("village")
village.villages = {}
local village_file = minetest.get_worldpath() .. "/villages"
function village.get_id(name, pos)
return name .. minetest.hash_node_position(pos)
end
function village.save_villages()
local f = io.open(village_file, "w")
for name, def in pairs(village.villages) do
f:write(name .. " " .. def.name .. " " .. minetest.hash_node_position(def.pos) .. "\n")
end
io.close(f)
end
function village.load_villages()
local f = io.open(village_file, "r")
if f then
repeat
local l = f:read("*l")
if l == nil then break end
for name, fname, pos in string.gfind(l, "(.+) (%a+) (%d.+)") do
village.villages[name] = {
name = fname,
pos = minetest.get_position_from_hash(pos),
}
end
until f:read(0) == nil
io.close(f)
else
village.save_villages()
end
village.load_waypoints()
end
function village.load_waypoints()
for name, def in pairs(village.villages) do
nav.remove_waypoint("village_" .. name)
nav.add_waypoint(
def.pos,
"village_" .. name,
def.name .. " village",
true,
"village"
)
end
end
function village.get_nearest_village(pos)
local nearest = 100000 -- big number
local name = nil
for name, def in pairs(village.villages) do
local dist = vector.distance(pos, def.pos)
if dist < nearest then
nearest = dist
name = name
end
end
return {dist = nearest, name = name}
end
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village.chunkdefs = {}
village.chunkdefs["livestock_pen"] = {
entities = {
["mobs:sheep"] = 3,
["mobs:boar"] = 1,
},
}
village.chunkdefs["lamppost"] = { -- not road because of road height limit of 1 nodes
entity_chance = 2,
entities = {
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["mobs:npc_butcher"] = 1,
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},
}
village.chunkdefs["well"] = {
entities = {
["mobs:npc_farmer"] = 1,
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["mobs:npc_tavernkeeper"] = 1,
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},
}
village.chunkdefs["house"] = {
entity_chance = 2,
entities = {
["mobs:npc_farmer"] = 1,
},
}
village.chunkdefs["tavern"] = {
entity_chance = 2,
entities = {
["mobs:npc_tavernkeeper"] = 1,
},
}
village.chunkdefs["forge"] = {
entity_chance = 2,
entities = {
["mobs:npc_blacksmith"] = 1,
},
}
village.chunkdefs["orchard"] = {
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entity_chance = 2,
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entities = {
["mobs:npc_farmer"] = 1,
},
}
village.chunkdefs["farm"] = {
entity_chance = 2,
entities = {
["mobs:npc_farmer"] = 1,
},
}
village.chunkdefs["farm_papyrus"] = {
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entity_chance = 2,
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entities = {
["mobs:npc_farmer"] = 1,
},
}
village.chunktypes = {
"house", "house", "house", "house",
"tavern", "tavern",
"forge", "forge",
"farm", "farm",
"farm_papyrus",
"livestock_pen",
"orchard",
}
function village.lift_ground(pos, scanheight)
-- assume ground is lower than pos.y
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local topnode = nil
local topdepth = 0
local fillernode = nil
local fillerdepth = 0
local stonenode = nil
for y = pos.y, pos.y - scanheight, -1 do
local p = {x = pos.x, y = y, z = pos.z}
local nn = minetest.get_node(p).name
local an = minetest.get_node({x = p.x, y = p.y + 1, z = p.z}).name
if nn ~= "air" then
local nd = minetest.registered_nodes[nn]
if not nd.buildable_to then -- avoid grass, fluids, etc.
if topnode == nil and nn ~= an then
topnode = nn
elseif fillernode == nil and nn ~= an then
fillernode = nn
else
stonenode = nn
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end
end
if fillernode and not stonenode then
fillerdepth = fillerdepth + 1
elseif topnode and not fillernode then
topdepth = topdepth + 1
end
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end
end
if topnode == nil then
topnode = "default:dirt_with_grass"
topdepth = 1
end
if fillernode == nil then
fillernode = "default:dirt"
fillerdepth = 3
end
if stonenode == nil then
stonenode = fillernode
end
for y = pos.y - scanheight, pos.y do
local p = {x = pos.x, y = y, z = pos.z}
local th = pos.y - y
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if th <= fillerdepth - topdepth then
minetest.set_node(p, {name = fillernode})
elseif th <= topdepth then
minetest.set_node(p, {name = topnode})
else
minetest.set_node(p, {name = stonenode})
end
end
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end
function village.spawn_chunk(pos, orient, replace, pr, chunktype, nofill)
util.getvoxelmanip(pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12})
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if nofill ~= true then
util.nodefunc(
{x = pos.x-6, y = pos.y-7, z = pos.z-6},
{x = pos.x+17, y = pos.y-6, z = pos.z+17},
"air",
function(pos)
village.lift_ground(pos, 15) -- distance to lift ground; larger numbers will be slower
end, true)
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minetest.place_schematic(
pos,
mp.."/schematics/village_empty.mts",
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"0",
{},
true
)
minetest.place_schematic(
{x = pos.x-6, y = pos.y-5, z = pos.z-6},
mp.."/schematics/village_filler.mts",
"0",
{},
false
)
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end
minetest.place_schematic(
pos,
mp.."/schematics/village_"..chunktype..".mts",
orient,
replace,
true
)
util.reconstruct(pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12})
util.fixlight(pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12})
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util.nodefunc(
pos,
{x = pos.x+12, y = pos.y+12, z = pos.z+12},
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"default:chest",
function(pos)
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goodies.fill(pos, chunktype, pr, "main", 3)
end, true)
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util.nodefunc(
pos,
{x = pos.x+12, y = pos.y+12, z = pos.z+12},
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"music:player",
function(pos)
if pr:next(1, 2) > 1 then
minetest.remove_node(pos)
end
end, true)
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local chunkdef = village.chunkdefs[chunktype]
if chunkdef ~= nil then
if chunkdef.entities ~= nil then
if chunkdef.entity_chance ~= nil and pr:next(1, chunkdef.entity_chance) == 1 then
util.nodefunc(
pos,
{x = pos.x+12, y = pos.y+12, z = pos.z+12},
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"village:entity_spawner",
function(pos)
minetest.remove_node(pos)
end)
return
end
local ent_spawns = {}
util.nodefunc(
pos,
{x = pos.x+12, y = pos.y+12, z = pos.z+12},
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"village:entity_spawner",
function(pos)
table.insert(ent_spawns, pos)
minetest.remove_node(pos)
end, true)
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if #ent_spawns > 0 then
for ent, amt in pairs(chunkdef.entities) do
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for j = 1, pr:next(1, amt) do
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local spawn = util.choice_element(ent_spawns, pr)
if spawn ~= nil then
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spawn.y = spawn.y + 1.6
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minetest.add_entity(spawn, ent)
end
end
end
end
end
end
if chunktype == "forge" then
util.nodefunc(
pos,
{x = pos.x+12, y = pos.y+12, z = pos.z+12},
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"default:furnace",
function(pos)
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goodies.fill(pos, "FURNACE_SRC", pr, "src", 1)
goodies.fill(pos, "FURNACE_DST", pr, "dst", 1)
goodies.fill(pos, "FURNACE_FUEL", pr, "fuel", 1)
end, true)
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end
end
function village.spawn_road(pos, houses, built, roads, depth, pr)
for i=1,4 do
local nextpos = {x = pos.x, y = pos.y, z = pos.z}
local orient = "random"
if i == 1 then
orient = "0"
nextpos.z = nextpos.z - 12
elseif i == 2 then
orient = "90"
nextpos.x = nextpos.x - 12
elseif i == 3 then
orient = "180"
nextpos.z = nextpos.z + 12
else
orient = "270"
nextpos.x = nextpos.x + 12
end
local hnp = minetest.hash_node_position(nextpos)
if built[hnp] == nil then
built[hnp] = true
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if depth <= 0 or pr:next(1, 8) < 6 then
houses[hnp] = {pos = nextpos, front = pos}
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local structure = util.choice_element(village.chunktypes, pr)
village.spawn_chunk(nextpos, orient, {}, pr, structure)
else
roads[hnp] = {pos = nextpos}
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village.spawn_road(nextpos, houses, built, roads, depth - 1, pr)
end
end
end
end
function village.spawn_village(pos, pr)
local name = village.name.generate(pr)
local depth = pr:next(village.min_size, village.max_size)
village.villages[village.get_id(name, pos)] = {
name = name,
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pos = pos,
}
village.save_villages()
village.load_waypoints()
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local houses = {}
local built = {}
local roads = {}
local spawnpos = pos
village.spawn_chunk(pos, "0", {}, pr, "well")
built[minetest.hash_node_position(pos)] = true
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local t1 = os.clock()
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village.spawn_road(pos, houses, built, roads, depth, pr)
print(string.format("Took %.2fms to spawn village", (os.clock() - t1) * 1000))
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local function connects(pos, nextpos)
local hnp = minetest.hash_node_position(nextpos)
if houses[hnp] ~= nil then
if vector.equals(houses[hnp].front, pos) then
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return true
end
end
if roads[hnp] ~= nil then
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return true
end
if vector.equals(pos, nextpos) or vector.equals(nextpos, spawnpos) then
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return true
end
end
for _,road in pairs(roads) do
local replaces = {
["default:planks"] = "default:dirt_with_grass", -- north
["default:cobble"] = "default:dirt_with_grass", -- east
["default:planks_oak"] = "default:dirt_with_grass", -- south
["default:planks_birch"] = "default:dirt_with_grass" -- west
}
local amt_connections = 0
for i = 1, 4 do
local nextpos = {x = road.pos.x, y = road.pos.y, z = road.pos.z}
if i == 1 then
amt_connections = amt_connections + 1
nextpos.z = nextpos.z + 12
if connects(road.pos, nextpos) then
replaces["default:planks"] = "default:heated_dirt_path"
end
elseif i == 2 then
amt_connections = amt_connections + 1
nextpos.x = nextpos.x + 12
if connects(road.pos, nextpos) then
replaces["default:cobble"] = "default:heated_dirt_path"
end
elseif i == 3 then
amt_connections = amt_connections + 1
nextpos.z = nextpos.z - 12
if connects(road.pos, nextpos) then
replaces["default:planks_oak"] = "default:heated_dirt_path"
end
else
amt_connections = amt_connections + 1
nextpos.x = nextpos.x - 12
if connects(road.pos, nextpos) then
replaces["default:planks_birch"] = "default:heated_dirt_path"
end
end
end
village.spawn_chunk(road.pos, "0", replaces, pr, "road")
if amt_connections >= 2 then
village.spawn_chunk(
{x = road.pos.x, y = road.pos.y+1, z = road.pos.z},
"0",
{},
pr,
"lamppost",
true
)
end
end
end
minetest.after(
0,
function()
village.load_villages()
end)