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Merge branch 'master' into simplified_palette_index
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commit
09db6017c3
@ -79,19 +79,27 @@ function settlements.create_site_plan(maxp, minp, pr)
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local settlement_info = {}
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local building_all_info
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local possible_rotations = {"0", "90", "180", "270"}
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-- find center of chunk
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local center = {
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x=math.floor((minp.x+maxp.x)/2),
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y=maxp.y,
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z=math.floor((minp.z+maxp.z)/2)
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}
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-- find center_surface of chunk
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local center_surface , surface_material = settlements.find_surface(center, true)
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local chunks = {}
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chunks[mcl_vars.get_chunk_number(center)] = true
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-- go build settlement around center
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if not center_surface then return false end
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if not center_surface then
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minetest.log("action", "Cannot build village at: " .. minetest.pos_to_string(center))
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return false
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else
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minetest.log("action", "Village built.")
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--minetest.log("action", "Build village at: " .. minetest.pos_to_string(center) .. " with surface material: " .. surface_material)
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end
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-- initialize all settlement_info table
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local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr)
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@ -190,6 +198,7 @@ local function construct_node(p1, p2, name)
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end
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local function spawn_iron_golem(pos)
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--minetest.log("action", "Attempt to spawn iron golem.")
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local p = minetest.find_node_near(pos,50,"mcl_core:grass_path")
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if p then
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local l=minetest.add_entity(p,"mobs_mc:iron_golem"):get_luaentity()
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@ -200,6 +209,7 @@ local function spawn_iron_golem(pos)
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end
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local function spawn_villagers(minp,maxp)
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--minetest.log("action", "Attempt to spawn villagers.")
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local beds=minetest.find_nodes_in_area(vector.offset(minp,-20,-20,-20),vector.offset(maxp,20,20,20),{"mcl_beds:bed_red_bottom"})
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for _,bed in pairs(beds) do
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local m = minetest.get_meta(bed)
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@ -235,23 +245,6 @@ end
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function settlements.place_schematics(settlement_info, pr)
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local building_all_info
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--attempt to place one belltower in the center of the village - this doesn't always work out great but it's a lot better than doing it first or last.
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local belltower = table.remove(settlement_info,math.floor(#settlement_info/2))
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if belltower then
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mcl_structures.place_schematic(
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vector.offset(belltower["pos"],0,0,0),
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settlements.modpath.."/schematics/belltower.mts",
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belltower["rotation"],
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nil,
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true,
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nil,
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function(p1, p2, size, rotation, pr)
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spawn_iron_golem(p1)
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end,
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pr
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)
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end
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for i, built_house in ipairs(settlement_info) do
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local is_last = i == #settlement_info
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@ -262,6 +255,9 @@ function settlements.place_schematics(settlement_info, pr)
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end
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end
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local pos = settlement_info[i]["pos"]
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local rotation = settlement_info[i]["rotat"]
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-- get building node material for better integration to surrounding
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@ -313,8 +309,11 @@ function settlements.place_schematics(settlement_info, pr)
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-- format schematic string
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local schematic = loadstring(schem_lua)()
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local is_belltower = building_all_info["name"] == "belltower"
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-- build foundation for the building an make room above
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-- place schematic
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mcl_structures.place_schematic(
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pos,
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schematic,
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@ -323,8 +322,12 @@ function settlements.place_schematics(settlement_info, pr)
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true,
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nil,
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function(p1, p2, size, rotation, pr)
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if is_belltower then
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spawn_iron_golem(p1)
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else
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init_nodes(p1, p2, size, rotation, pr)
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spawn_villagers(p1,p2)
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end
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end,
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pr
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)
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@ -52,6 +52,7 @@ schem_path = settlements.modpath.."/schematics/"
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local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", true)
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settlements.schematic_table = {
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{name = "belltower", mts = schem_path.."belltower.mts", hwidth = 5, hdepth = 5, hheight = 9, hsize = 14, max_num = 0 , rplc = basic_pseudobiome_villages },
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{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 12, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08 , rplc = basic_pseudobiome_villages },
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{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 8, hdepth = 11, hheight = 13, hsize = 13, max_num = 0.055, rplc = basic_pseudobiome_villages },
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{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 12, hdepth = 8, hheight = 10, hsize = 14, max_num = 0.03 , rplc = basic_pseudobiome_villages },
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@ -40,23 +40,33 @@ function settlements.find_surface(pos, wait)
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-- go through nodes an find surface
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while cnt < cnt_max do
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-- Check Surface_node and Node above
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--
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if settlements.surface_mat[surface_node.name] then
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if surface_node and settlements.surface_mat[surface_node.name] then
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local surface_node_plus_1 = get_node({ x=p6.x, y=p6.y+1, z=p6.z})
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if surface_node_plus_1 and surface_node and
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(string.find(surface_node_plus_1.name,"air") or
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string.find(surface_node_plus_1.name,"snow") or
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if surface_node_plus_1 then
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local surface_node_minus_1 = get_node({ x=p6.x, y=p6.y-1, z=p6.z})
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local is_leaf_below = minetest.get_item_group(surface_node_minus_1, "leaves") ~= 0 or
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string.find(surface_node_minus_1.name,"leaves")
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if not is_leaf_below and ((string.find(surface_node_plus_1.name,"air") or
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string.find(surface_node_plus_1.name,"fern") or
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string.find(surface_node_plus_1.name,"flower") or
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string.find(surface_node_plus_1.name,"bush") or
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string.find(surface_node_plus_1.name,"tree") or
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string.find(surface_node_plus_1.name,"grass"))
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string.find(surface_node_plus_1.name,"grass")) or
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string.find(surface_node_plus_1.name,"snow"))
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then
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settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name)
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settlements.debug("find_surface success: " ..surface_node.name.. " " .. surface_node_plus_1.name)
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settlements.debug("node below: " .. tostring(surface_node_minus_1.name))
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settlements.debug("node below leaves group: " .. tostring(minetest.get_item_group(surface_node_minus_1, "leaves")))
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return p6, surface_node.name
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else
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settlements.debug("find_surface2: wrong surface+1")
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end
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else
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settlements.debug("find_surface8: missing node or plus_1")
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end
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else
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settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))
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end
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