Camas/mods/village/generate.lua
2019-10-24 13:49:40 +02:00

658 lines
18 KiB
Lua

--
-- Single village generation
--
village.villages = {}
-- Savefile
local village_file = minetest.get_worldpath() .. "/villages.dat"
local modpath = minetest.get_modpath("village")
local mod_locks = minetest.get_modpath("locks") ~= nil
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
-- <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.get_column_nodes(pos, scanheight, dirtnodes)
local nn = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z}).name
local nd = minetest.registered_nodes[nn]
if (not nd) or (not nd.is_ground_content and minetest.registered_nodes[nn].liquidtype == "none" and nn ~= "ignore") then
return
end
for y = pos.y, pos.y - scanheight, -1 do
local p = {x = pos.x, y = y, z = pos.z}
nn = minetest.get_node(p).name
nd = minetest.registered_nodes[nn]
if (not nd) or (not nd.is_ground_content and minetest.registered_nodes[nn].liquidtype == "none" and nn ~= "ignore") then
break
else
table.insert(dirtnodes, p)
end
end
end
local HILL_W, HILL_H = 24, 6
function village.generate_hill(pos)
local dirts = {}
local dirts_with_grass = {}
for y=0,HILL_H-1 do
for z=y,HILL_W-1-y do
for x=y,HILL_W-1-y do
local p = {x=pos.x+x, y=pos.y+y, z=pos.z+z}
local n = minetest.get_node(p)
local def = minetest.registered_nodes[n.name]
if n.name == "air" or n.name == "ignore" or (def and (def.liquidtype ~= "none" or (def.is_ground_content))) then
if (y == HILL_H-1 or z == y or x == y or z == HILL_W-1-y or x == HILL_W-1-y) and (p.y >= water_level) then
table.insert(dirts_with_grass, p)
else
table.insert(dirts, p)
end
end
end
end
end
minetest.bulk_set_node(dirts, {name="default:dirt"})
minetest.bulk_set_node(dirts_with_grass, {name="default:dirt_with_grass"})
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, state, 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, state
end
if not state then
state = { music_players = 0 }
end
util.getvoxelmanip(pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12})
if nofill ~= true then
-- Make a hill for the building to stand on
village.generate_hill({x=pos.x-6, y=pos.y-5, z=pos.z-6})
local py = pos.y-6
local dirtnodes = {}
-- Extend the dirt below the hill, in case the hill is floating
-- in mid-air
for z=pos.z-6, pos.z+17 do
for x=pos.x-6, pos.x+17 do
village.get_column_nodes({x=x, y=py, z=z}, 15, dirtnodes)
end
end
minetest.bulk_set_node(dirtnodes, {name="default:dirt"})
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.fixlight(pos, {x = pos.x+12, y = pos.y+12, z = pos.z+12})
-- Replace some chests with locked chests
if mod_locks then
util.nodefunc(
pos,
{x = pos.x+12, y = pos.y+12, z = pos.z+12},
"default:chest",
function(pos)
if pr:next(1,4) == 1 then
local node = minetest.get_node(pos)
node.name = "locks:chest"
minetest.swap_node(pos, node)
end
end, true)
end
util.reconstruct(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", "locks:chest"},
function(pos)
goodies.fill(pos, chunktype, pr, "main", 3)
end, true)
-- Maximum of 1 music player per village
util.nodefunc(
pos,
{x = pos.x+12, y = pos.y+12, z = pos.z+12},
"music:player",
function(pos)
if state.music_players >= 1 or pr:next(1,8) > 1 then
minetest.remove_node(pos)
else
state.music_players = state.music_players + 1
end
end, true)
-- Replace legacy torches
-- TODO: Fix the torches in the schematic 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, state
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, state
end
function village.spawn_road(pos, state, 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, state
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, state = village.spawn_chunk(nextpos, state, orient, replace, pr, structure)
if not chunk_ok then
houses[hnp] = false
end
else
roads[hnp] = {pos = nextpos}
chunk_ok, state = village.spawn_road(nextpos, state, houses, built, roads, depth - 1, pr, replace)
if not chunk_ok then
roads[hnp] = false
end
end
end
end
return true, state
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"
-- For measuring the generation time
local t1 = os.clock()
-- Every village generation starts with a well.
local chunk_ok, state = village.spawn_chunk(pos, nil, "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)
local _, state = village.spawn_road(pos, state, 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
_, state = village.spawn_chunk(road.pos, state, "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},
state,
"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)