Village: Add cotton-only and wheat-only farm

This commit is contained in:
Wuzzy 2019-09-05 17:35:13 +02:00
parent c4bae1daeb
commit 482d856233
3 changed files with 57 additions and 10 deletions

View File

@ -181,6 +181,18 @@ village.chunkdefs["farm"] = {
["mobs:npc_farmer"] = 1,
},
}
village.chunkdefs["farm_wheat"] = {
entity_chance = 2,
entities = {
["mobs:npc_farmer"] = 1,
},
}
village.chunkdefs["farm_cotton"] = {
entity_chance = 2,
entities = {
["mobs:npc_farmer"] = 1,
},
}
village.chunkdefs["farm_papyrus"] = {
entity_chance = 2,
entities = {
@ -188,16 +200,43 @@ village.chunkdefs["farm_papyrus"] = {
},
}
-- List of chunk types. Chunk types are structurs and buildings
-- that are not the well and are placed next to roads.
-- The number is their absolute frequency. The higher the number,
-- the more likely it will occur.
-- The well is not listed here because it acts as the start point.
village.chunktypes = {
"house", "house", "house", "house",
"tavern", "tavern",
"forge", "forge",
"farm", "farm",
"farm_papyrus",
"livestock_pen",
"orchard",
-- chunktype, absolute frequency
{ "house", 12 },
{ "tavern", 6 },
{ "forge", 6 },
{ "farm_wheat", 2 },
{ "farm_cotton", 2 },
{ "farm", 2 },
{ "farm_papyrus", 3 },
{ "livestock_pen", 3 },
{ "orchard", 3 },
}
-- Calculate cumulated absolute frequency and put it in index 3
local chunksum = 0
for i=1, #village.chunktypes do
chunksum = chunksum + village.chunktypes[i][2]
village.chunktypes[i][3] = chunksum
end
-- Select a random chunk. The probability of a chunk being selected is
-- <absolute frequency> / <sum of all absolute frequencies>
local function random_chunktype(pr)
local rnd = pr:next(1, chunksum)
for i=1, #village.chunktypes do
if rnd <= village.chunktypes[i][3] then
return village.chunktypes[i][1]
end
end
return village.chunktypes[#village.chunktypes][1]
end
function village.lift_ground(pos, scanheight)
-- assume ground is lower than pos.y
@ -454,7 +493,7 @@ function village.spawn_road(pos, houses, built, roads, depth, pr, replace, dont_
if depth <= 0 or pr:next(1, 8) < 6 then
houses[hnp] = {pos = nextpos, front = pos}
local structure = util.choice_element(village.chunktypes, pr)
local structure = random_chunktype(pr)
chunk_ok = village.spawn_chunk(nextpos, orient, replace, pr, structure)
if not chunk_ok then
houses[hnp] = false
@ -501,16 +540,23 @@ function village.spawn_village(pos, pr)
local replace = village_replaces[village_replace_id]
local dirt_path = "default:heated_dirt_path"
local chunk_ok
-- For measuring the generation time
local t1 = os.clock()
-- Every village generation starts with a well.
chunk_ok = village.spawn_chunk(pos, "0", replace, pr, "well")
if not chunk_ok then
-- Oops! Not enough space for the well. Village generation fails.
return false
end
built[minetest.hash_node_position(pos)] = true
local t1 = os.clock()
-- Generate a road at the well. The road tries to grow in 4 directions
-- growing either recursively more roads or buildings (where the road
-- terminates)
village.spawn_road(pos, houses, built, roads, depth, pr, replace, true)
minetest.log("action", string.format("[village] Took %.2fms to generate village", (os.clock() - t1) * 1000))
local function connects(pos, nextpos)
local hnp = minetest.hash_node_position(nextpos)
@ -595,6 +641,7 @@ function village.spawn_village(pos, pr)
end
end
end
minetest.log("action", string.format("[village] Took %.2fms to generate village", (os.clock() - t1) * 1000))
return true
end

Binary file not shown.

Binary file not shown.