-- -- Single village generation -- local mp = minetest.get_modpath("village") village.villages = {} 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_butcher"] = 1, }, } village.chunkdefs["well"] = { entities = { ["mobs:npc_farmer"] = 1, ["mobs:npc_tavernkeeper"] = 1, }, } 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"] = { entity_chance = 2, entities = { ["mobs:npc_farmer"] = 1, }, } village.chunkdefs["farm"] = { entity_chance = 2, entities = { ["mobs:npc_farmer"] = 1, }, } village.chunkdefs["farm_papyrus"] = { entity_chance = 2, entities = { ["mobs:npc_farmer"] = 1, }, } village.chunktypes = { "house", "house", "house", "house", "tavern", "tavern", "forge", "forge", "farm", "farm", "farm_papyrus", "livestock_pen", "orchard", } function village.get_area_height(minp, maxp) local minp, maxp = util.sort_pos(minp, maxp) local avg = 0 local amt = 0 for y = minp.y, maxp.y-1 do for x = minp.x, maxp.x-1 do for z = minp.z, maxp.z-1 do 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 avg = avg + y amt = amt + 1 end end end end avg = avg / amt return avg end function village.spawn_chunk(pos, orient, replace, pr, chunktype, nofill) util.getvoxelmanip(pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12}) if nofill ~= true then minetest.place_schematic( {x = pos.x, y = pos.y-8, z = pos.z}, mp.."/schematics/village_filler.mts", "0", {}, true ) end minetest.place_schematic( pos, mp.."/schematics/village_"..chunktype..".mts", orient, replace, true ) util.reconstruct(pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12}) util.fixlight(pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12}) util.nodefunc( pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12}, "default:chest", function(pos) goodies.fill(pos, chunktype, pr, "main", 3) end) util.nodefunc( pos, {x = pos.x+12, y = pos.y+16, z = pos.z+12}, "music:player", function(pos) if pr:next(1, 2) > 1 then minetest.remove_node(pos) end end) 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+16, z = pos.z+12}, "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+16, z = pos.z+12}, "village:entity_spawner", function(pos) table.insert(ent_spawns, pos) minetest.remove_node(pos) end) if #ent_spawns > 0 then for ent, amt in pairs(chunkdef.entities) do for j = 1, pr:next(1, amt) do local spawn = util.choice_element(ent_spawns, pr) if spawn ~= nil then spawn.y = spawn.y + 1.6 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+16, 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) 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 if built[minetest.hash_node_position(nextpos)] == nil then built[minetest.hash_node_position(nextpos)] = true if depth <= 0 or pr:next(1, 8) < 6 then houses[minetest.hash_node_position(nextpos)] = {pos = nextpos, front = pos} local structure = util.choice_element(village.chunktypes, pr) village.spawn_chunk(nextpos, orient, {}, pr, structure) else roads[minetest.hash_node_position(nextpos)] = {pos = nextpos} 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[name] = { pos = pos, } village.spawn_chunk(pos, "0", {}, pr, "well") local houses = {} local built = {} local roads = {} built[minetest.hash_node_position(pos)] = true village.spawn_road(pos, houses, built, roads, depth, pr) local function connects(pos, nextpos) if houses[minetest.hash_node_position(nextpos)] ~= nil then if vector.equals(houses[minetest.hash_node_position(nextpos)].front, pos) then return true end end if roads[minetest.hash_node_position(nextpos)] ~= nil then return true end if vector.equals(pos, nextpos) then 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