318 lines
7.3 KiB
Lua
318 lines
7.3 KiB
Lua
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--
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-- Single village generation
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--
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local mp = minetest.get_modpath("village")
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village.villages = {}
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village.chunkdefs = {}
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village.chunkdefs["livestock_pen"] = {
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entities = {
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["mobs:sheep"] = 3,
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["mobs:boar"] = 1,
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},
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}
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village.chunkdefs["lamppost"] = { -- not road because of road height limit of 1 nodes
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entity_chance = 2,
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entities = {
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["mobs:npc_farmer"] = 1,
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["mobs:npc_tavernkeeper"] = 1,
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},
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}
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village.chunkdefs["well"] = {
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entities = {
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["mobs:npc_farmer"] = 1,
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["mobs:npc_tavernkeeper"] = 2,
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},
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}
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village.chunkdefs["house"] = {
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entity_chance = 2,
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entities = {
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["mobs:npc_farmer"] = 1,
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["mobs:npc_butcher"] = 1,
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},
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}
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village.chunkdefs["tavern"] = {
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entity_chance = 2,
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entities = {
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["mobs:npc_tavernkeeper"] = 1,
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["mobs:npc_butcher"] = 2,
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["mobs:npc_blacksmith"] = 1,
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},
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}
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village.chunkdefs["forge"] = {
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entity_chance = 2,
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entities = {
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["mobs:npc_blacksmith"] = 1,
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},
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}
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village.chunkdefs["orchard"] = {
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entity_chance = 3,
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entities = {
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["mobs:npc_farmer"] = 1,
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},
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}
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village.chunkdefs["farm"] = {
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entity_chance = 2,
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entities = {
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["mobs:npc_farmer"] = 1,
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},
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}
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village.chunkdefs["farm_papyrus"] = {
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entity_chance = 3,
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entities = {
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["mobs:npc_farmer"] = 1,
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["mobs:npc_tavernkeeper"] = 1,
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},
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}
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village.chunktypes = {
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"house", "house", "house", "house",
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"tavern", "tavern",
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"forge", "forge",
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"farm", "farm",
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"farm_papyrus",
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"livestock_pen",
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"orchard",
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}
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function village.get_area_height(minp, maxp)
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local minp, maxp = util.sort_pos(minp, maxp)
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local avg = 0
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local amt = 0
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for y = minp.y, maxp.y-1 do
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for x = minp.x, maxp.x-1 do
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for z = minp.z, maxp.z-1 do
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if minetest.get_node({x = x, y = y, z = z}).name == "air" or minetest.get_node({x = x, y = y, z = z}).name == "ignore" then
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avg = avg + y
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amt = amt + 1
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end
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end
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end
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end
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avg = avg / amt
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return avg
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end
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function village.spawn_chunk(pos, orient, replace, pr, chunktype, nofill)
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util.getvoxelmanip(pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12})
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if nofill ~= true then
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minetest.place_schematic(
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{x = pos.x, y = pos.y-8, z = pos.z},
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mp.."/schematics/village_filler.mts",
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"0",
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{},
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true
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)
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end
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minetest.place_schematic(
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pos,
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mp.."/schematics/village_"..chunktype..".mts",
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orient,
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replace,
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true
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)
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util.reconstruct(pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12})
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util.fixlight(pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12})
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util.nodefunc(
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pos,
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{x = pos.x+12, y = pos.y+16, z = pos.z+12},
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"default:chest",
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function(pos)
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village.goodies.fill(pos, chunktype, pr, "main", 3)
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end)
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util.nodefunc(
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pos,
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{x = pos.x+12, y = pos.y+16, z = pos.z+12},
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"music:player",
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function(pos)
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if pr:next(1, 2) > 1 then
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minetest.remove_node(pos)
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end
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end)
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local chunkdef = village.chunkdefs[chunktype]
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if chunkdef ~= nil then
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if chunkdef.entities ~= nil then
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if chunkdef.entity_chance ~= nil and pr:next(1, chunkdef.entity_chance) == 1 then
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util.nodefunc(
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pos,
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{x = pos.x+12, y = pos.y+16, z = pos.z+12},
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"village:entity_spawner",
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function(pos)
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minetest.remove_node(pos)
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end)
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return
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end
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local ent_spawns = {}
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util.nodefunc(
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pos,
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{x = pos.x+12, y = pos.y+16, z = pos.z+12},
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"village:entity_spawner",
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function(pos)
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table.insert(ent_spawns, pos)
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minetest.remove_node(pos)
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end)
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if #ent_spawns > 0 then
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for ent, amt in pairs(chunkdef.entities) do
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for j = 0, pr:next(0, amt) do
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local spawn = util.choice_element(ent_spawns, pr)
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spawn.y = spawn.y + 1.6
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if spawn ~= nil then
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minetest.add_entity(spawn, ent)
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end
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end
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end
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end
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end
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end
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if chunktype == "forge" then
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util.nodefunc(
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pos,
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{x = pos.x+12, y = pos.y+16, z = pos.z+12},
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"default:furnace",
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function(pos)
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village.goodies.fill(pos, "FURNACE_SRC", pr, "src", 1)
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village.goodies.fill(pos, "FURNACE_DST", pr, "dst", 1)
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village.goodies.fill(pos, "FURNACE_FUEL", pr, "fuel", 1)
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end)
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end
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end
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function village.spawn_road(pos, houses, built, roads, depth, pr)
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for i=1,4 do
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local nextpos = {x = pos.x, y = pos.y, z = pos.z}
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local orient = "random"
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if i == 1 then
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orient = "0"
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nextpos.z = nextpos.z - 12
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elseif i == 2 then
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orient = "90"
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nextpos.x = nextpos.x - 12
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elseif i == 3 then
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orient = "180"
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nextpos.z = nextpos.z + 12
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else
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orient = "270"
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nextpos.x = nextpos.x + 12
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end
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if built[dump(nextpos)] == nil then
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built[dump(nextpos)] = true
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if depth <= 0 or pr:next(1, 8) < 6 then
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houses[dump(nextpos)] = {pos = nextpos, front = pos}
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local structure = util.choice_element(village.chunktypes, pr)
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village.spawn_chunk(nextpos, orient, {}, pr, structure)
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else
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roads[dump(nextpos)] = {pos = nextpos}
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village.spawn_road(nextpos, houses, built, roads, depth - 1, pr)
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end
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end
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end
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end
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function village.spawn_village(pos, pr)
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local name = village.name.generate(pr)
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local depth = pr:next(village.min_size, village.max_size)
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village.villages[name] = {
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pos = pos,
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}
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village.spawn_chunk(pos, "0", {}, pr, "well")
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local houses = {}
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local built = {}
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local roads = {}
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built[dump(pos)] = true
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village.spawn_road(pos, houses, built, roads, depth, pr)
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local function connects(pos, nextpos)
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if houses[dump(nextpos)] ~= nil then
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if vector.equals(houses[dump(nextpos)].front, pos) then
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return true
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end
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end
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if roads[dump(nextpos)] ~= nil then
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return true
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end
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if vector.equals(pos, nextpos) then
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return true
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end
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end
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for _,road in pairs(roads) do
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local replaces = {
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["default:planks"] = "default:dirt_with_grass", -- north
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["default:cobble"] = "default:dirt_with_grass", -- east
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["default:planks_oak"] = "default:dirt_with_grass", -- south
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["default:planks_birch"] = "default:dirt_with_grass" -- west
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}
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local amt_connections = 0
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for i = 1, 4 do
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local nextpos = {x = road.pos.x, y = road.pos.y, z = road.pos.z}
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if i == 1 then
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amt_connections = amt_connections + 1
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nextpos.z = nextpos.z + 12
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if connects(road.pos, nextpos) then
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replaces["default:planks"] = "default:heated_dirt_path"
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end
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elseif i == 2 then
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amt_connections = amt_connections + 1
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nextpos.x = nextpos.x + 12
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if connects(road.pos, nextpos) then
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replaces["default:cobble"] = "default:heated_dirt_path"
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end
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elseif i == 3 then
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amt_connections = amt_connections + 1
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nextpos.z = nextpos.z - 12
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if connects(road.pos, nextpos) then
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replaces["default:planks_oak"] = "default:heated_dirt_path"
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end
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else
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amt_connections = amt_connections + 1
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nextpos.x = nextpos.x - 12
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if connects(road.pos, nextpos) then
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replaces["default:planks_birch"] = "default:heated_dirt_path"
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end
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end
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end
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village.spawn_chunk(road.pos, "0", replaces, pr, "road")
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if amt_connections >= 2 then
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village.spawn_chunk(
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{x = road.pos.x, y = road.pos.y+1, z = road.pos.z},
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"0",
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{},
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pr,
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"lamppost",
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true
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)
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end
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end
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end
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