-- -- Single village generation -- village.villages = {} -- Savefile local village_file = minetest.get_worldpath() .. "/villages.dat" local modpath = minetest.get_modpath("village") local mapseed = minetest.get_mapgen_setting("seed") local water_level = tonumber(minetest.get_mapgen_setting("water_level")) --[[ List of village wood materials (schematic replacements) One of these will be chosen at random and it applies for the whole world. ]] local village_replaces = { -- Default (Birch + Oak, as specified in schematics) { }, -- Birch → Normal (Normal + Oak) { ["default:planks_birch"] = "default:planks", ["default:tree_birch"] = "default:tree", ["default:fence_birch"] = "default:fence", }, -- Oak → Normal (Normal + Birch) { ["default:planks_oak"] = "default:planks", ["default:tree_oak"] = "default:tree", ["default:fence_oak"] = "default:fence", }, -- Normal wood only { ["default:planks_birch"] = "default:planks", ["default:planks_oak"] = "default:planks", ["default:tree_birch"] = "default:tree", ["default:tree_oak"] = "default:tree", ["default:fence_birch"] = "default:fence", ["default:fence_oak"] = "default:fence", }, -- Birch wood only { ["default:planks"] = "default:planks_birch", ["default:planks_oak"] = "default:planks_birch", ["default:tree"] = "default:tree_birch", ["default:tree_oak"] = "default:tree_birch", ["default:fence"] = "default:fence_birch", ["default:fence_oak"] = "default:fence_birch", }, -- Oak wood only { ["default:planks"] = "default:planks_oak", ["default:planks_birch"] = "default:planks_oak", ["default:tree"] = "default:tree_oak", ["default:tree_birch"] = "default:tree_oak", ["default:fence"] = "default:fence_oak", ["default:fence_birch"] = "default:fence_oak" }, } local village_replace_id 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.gmatch(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 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 = { ["mobs:npc_carpenter"] = 1, }, } village.chunkdefs["well"] = { entities = { ["mobs:npc_farmer"] = 1, ["mobs:npc_tavernkeeper"] = 1, }, } village.chunkdefs["house"] = { entity_chance = 2, entities = { ["mobs:npc_carpenter"] = 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"] = { entity_chance = 2, entities = { ["mobs:npc_farmer"] = 1, }, } village.chunkdefs["farm"] = { entity_chance = 2, entities = { ["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 = { ["mobs:npc_farmer"] = 1, }, } -- 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 = { -- 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 -- / 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 local topnode = nil local topdepth = 0 local fillernode = nil local fillerdepth = 0 local stonenode = nil if minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name == "air" then return end 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" and minetest.registered_nodes[nn].liquidtype ~= "none" then local nd = minetest.registered_nodes[nn] if not nd.buildable_to then if topnode == nil and nn ~= an then topnode = nn elseif fillernode == nil and nn ~= an then fillernode = nn else stonenode = nn end end if fillernode and not stonenode then fillerdepth = fillerdepth + 1 elseif topnode and not fillernode then topdepth = topdepth + 1 end 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 -- TODO: Optimize speed 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 end local function check_empty(pos) local min = { x = pos.x, y = pos.y + 1, z = pos.z } local max = { x = pos.x+12, y = pos.y+12, z = pos.z+12 } local stones = minetest.find_nodes_in_area(min, max, "group:stone") local leaves = minetest.find_nodes_in_area(min, max, "group:leaves") local trees = minetest.find_nodes_in_area(min, max, "group:tree") return #stones <= 15 and #leaves <= 2 and #trees == 0 end function village.spawn_chunk(pos, orient, replace, pr, chunktype, nofill, dont_check_empty) if not dont_check_empty and not check_empty(pos) then minetest.log("verbose", "[village] Chunk not generated (too many stone/leaves/trees in the way) at "..minetest.pos_to_string(pos)) return false end util.getvoxelmanip(pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12}) if nofill ~= true then minetest.place_schematic( {x = pos.x-6, y = pos.y-5, z = pos.z-6}, modpath .. "/schematics/village_filler.mts", "0", {}, false ) local py = pos.y-6 if py < water_level then py = water_level end util.nodefunc( {x = pos.x-6, y = py, z = pos.z-6}, {x = pos.x+17, y = py, z = pos.z+17}, {"air", "group:liquid"}, function(pos) village.lift_ground(pos, 15) -- distance to lift ground; larger numbers will be slower end, true) minetest.place_schematic( pos, modpath .. "/schematics/village_empty.mts", "0", {}, true ) end if chunktype == "orchard" then replace["default:tree"] = nil end minetest.place_schematic( pos, modpath .. "/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}) util.nodefunc( pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12}, "default:chest", function(pos) goodies.fill(pos, chunktype, pr, "main", 3) end, true) -- Restrict number of music players local music = 0 util.nodefunc( pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12}, "music:player", function(pos) if music >= 1 or pr:next(1, 2) > 1 then minetest.remove_node(pos) else music = music + 1 end end, true) -- Replace legacy torches -- TODO: Fix the torches in the formspec instead util.nodefunc( pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12}, "default:torch", function(pos) local node = minetest.get_node(pos) local dir = minetest.wallmounted_to_dir(node.param2) if dir.x ~= 0 or dir.z ~= 0 then node.name = "default:torch_wall" minetest.set_node(pos, node) end end, true) 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}, "village:entity_spawner", function(pos) minetest.remove_node(pos) end) return true end local ent_spawns = {} util.nodefunc( pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12}, "village:entity_spawner", function(pos) table.insert(ent_spawns, pos) end, true) if #ent_spawns > 0 then for ent, amt in pairs(chunkdef.entities) do for j = 1, pr:next(1, amt) do if #ent_spawns == 0 then break end local spawn, index = util.choice_element(ent_spawns, pr) if spawn ~= nil then local meta = minetest.get_meta(spawn) meta:set_string("entity", ent) minetest.get_node_timer(spawn):start(1) -- Prevent spawning on same tile table.remove(ent_spawns, index) end end end end -- Remove unused entity spawners for e=1, #ent_spawns do minetest.remove_node(ent_spawns[e]) end end end if chunktype == "forge" then util.nodefunc( pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12}, "default:furnace", function(pos) 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) end minetest.log("verbose", "[village] Chunk generated at "..minetest.pos_to_string(pos)) return true end function village.spawn_road(pos, houses, built, roads, depth, pr, replace, dont_check_empty) if not dont_check_empty and not check_empty(pos) then minetest.log("verbose", "[village] Road not generated (too many stone/leaves/trees in the way) at "..minetest.pos_to_string(pos)) return false end 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) local chunk_ok if built[hnp] == nil then built[hnp] = true if depth <= 0 or pr:next(1, 8) < 6 then houses[hnp] = {pos = nextpos, front = pos} local structure = random_chunktype(pr) chunk_ok = village.spawn_chunk(nextpos, orient, replace, pr, structure) if not chunk_ok then houses[hnp] = false end else roads[hnp] = {pos = nextpos} chunk_ok = village.spawn_road(nextpos, houses, built, roads, depth - 1, pr, replace) if not chunk_ok then roads[hnp] = false end end end end return true end function village.spawn_village(pos, pr, force_place_well) 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, pos = pos, } village.save_villages() village.load_waypoints() local houses = {} local built = {} local roads = {} local spawnpos = pos -- Get village wood type based on mapseed. All villages in the world -- will have the same style. -- This is done because the schematic replacements cannot be changed -- once the schematic was loaded. if not village_replace_id then local vpr = PseudoRandom(mapseed) village_replace_id = vpr:next(1,#village_replaces) end 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", nil, force_place_well == true) if not chunk_ok then -- Oops! Not enough space for the well. Village generation fails. return false end local wellpos = table.copy(pos) built[minetest.hash_node_position(pos)] = true -- 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) local function connects(pos, nextpos) local hnp = minetest.hash_node_position(nextpos) if houses[hnp] ~= nil and houses[hnp] ~= false then if vector.equals(houses[hnp].front, pos) then return true end end if roads[hnp] ~= nil and roads[hnp] ~= false then return true end if vector.equals(pos, nextpos) or vector.equals(nextpos, spawnpos) then return true end end -- Add position of well to roads list to connect it properly with -- the road network. local hnp = minetest.hash_node_position(wellpos) roads[hnp] = { pos = wellpos, is_well = true } -- Connect dirt paths with other village tiles. -- The dirt path schematic uses planks and cobble for each of the 4 cardinal -- directions and it will be replaced either with a dirt path or -- the ground. for _,road in pairs(roads) do if road ~= false then 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 } if not road.is_well then village.spawn_chunk(road.pos, "0", replaces, pr, "road") end 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 nextpos.z = nextpos.z + 12 if connects(road.pos, nextpos) then amt_connections = amt_connections + 1 local nodes = minetest.find_nodes_in_area(vector.add(road.pos, {x=4, y=0, z=8}), vector.add(road.pos, {x=7,y=0,z=11}), {"default:dirt_with_grass"}) minetest.bulk_set_node(nodes, {name=dirt_path}) end elseif i == 2 then nextpos.x = nextpos.x + 12 if connects(road.pos, nextpos) then amt_connections = amt_connections + 1 local nodes = minetest.find_nodes_in_area(vector.add(road.pos, {x=8, y=0, z=4}), vector.add(road.pos, {x=11,y=0,z=7}), {"default:dirt_with_grass"}) minetest.bulk_set_node(nodes, {name=dirt_path}) end elseif i == 3 then nextpos.z = nextpos.z - 12 if connects(road.pos, nextpos) then amt_connections = amt_connections + 1 local nodes = minetest.find_nodes_in_area(vector.add(road.pos, {x=4, y=0, z=0}), vector.add(road.pos, {x=7,y=0,z=3}), {"default:dirt_with_grass"}) minetest.bulk_set_node(nodes, {name=dirt_path}) end else nextpos.x = nextpos.x - 12 if connects(road.pos, nextpos) then amt_connections = amt_connections + 1 local nodes = minetest.find_nodes_in_area(vector.add(road.pos, {x=0, y=0, z=4}), vector.add(road.pos, {x=3,y=0,z=7}), {"default:dirt_with_grass"}) minetest.bulk_set_node(nodes, {name=dirt_path}) end end end if amt_connections >= 2 and not road.is_well then village.spawn_chunk( {x = road.pos.x, y = road.pos.y+1, z = road.pos.z}, "0", {}, pr, "lamppost", true, true ) end end end minetest.log("action", string.format("[village] Took %.2fms to generate village", (os.clock() - t1) * 1000)) return true end minetest.register_on_mods_loaded(village.load_villages)