Village building and paths should not spawn on top of snowy trees

This commit is contained in:
ancientmarinerdev 2023-01-03 18:32:52 +00:00 committed by Johannes Fritz
parent 32a7eb4087
commit 609ef220ad
2 changed files with 46 additions and 33 deletions

@ -79,19 +79,27 @@ function settlements.create_site_plan(maxp, minp, pr)
local settlement_info = {}
local building_all_info
local possible_rotations = {"0", "90", "180", "270"}
-- find center of chunk
local center = {
x=math.floor((minp.x+maxp.x)/2),
y=maxp.y,
z=math.floor((minp.z+maxp.z)/2)
}
-- find center_surface of chunk
local center_surface , surface_material = settlements.find_surface(center, true)
local chunks = {}
chunks[mcl_vars.get_chunk_number(center)] = true
-- go build settlement around center
if not center_surface then return false end
if not center_surface then
minetest.log("action", "Cannot build village at: " .. minetest.pos_to_string(center))
return false
else
minetest.log("action", "Village built.")
--minetest.log("action", "Build village at: " .. minetest.pos_to_string(center) .. " with surface material: " .. surface_material)
end
-- initialize all settlement_info table
local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr)
@ -190,6 +198,7 @@ local function construct_node(p1, p2, name)
end
local function spawn_iron_golem(pos)
--minetest.log("action", "Attempt to spawn iron golem.")
local p = minetest.find_node_near(pos,50,"mcl_core:grass_path")
if p then
local l=minetest.add_entity(p,"mobs_mc:iron_golem"):get_luaentity()
@ -200,6 +209,7 @@ local function spawn_iron_golem(pos)
end
local function spawn_villagers(minp,maxp)
--minetest.log("action", "Attempt to spawn villagers.")
local beds=minetest.find_nodes_in_area(vector.offset(minp,-20,-20,-20),vector.offset(maxp,20,20,20),{"mcl_beds:bed_red_bottom"})
for _,bed in pairs(beds) do
local m = minetest.get_meta(bed)
@ -235,23 +245,6 @@ end
function settlements.place_schematics(settlement_info, pr)
local building_all_info
--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.
local belltower = table.remove(settlement_info,math.floor(#settlement_info/2))
if belltower then
mcl_structures.place_schematic(
vector.offset(belltower["pos"],0,0,0),
settlements.modpath.."/schematics/belltower.mts",
belltower["rotation"],
nil,
true,
nil,
function(p1, p2, size, rotation, pr)
spawn_iron_golem(p1)
end,
pr
)
end
for i, built_house in ipairs(settlement_info) do
local is_last = i == #settlement_info
@ -262,6 +255,9 @@ function settlements.place_schematics(settlement_info, pr)
end
end
local pos = settlement_info[i]["pos"]
local rotation = settlement_info[i]["rotat"]
-- get building node material for better integration to surrounding
@ -313,8 +309,11 @@ function settlements.place_schematics(settlement_info, pr)
-- format schematic string
local schematic = loadstring(schem_lua)()
local is_belltower = building_all_info["name"] == "belltower"
-- build foundation for the building an make room above
-- place schematic
mcl_structures.place_schematic(
pos,
schematic,
@ -323,8 +322,12 @@ function settlements.place_schematics(settlement_info, pr)
true,
nil,
function(p1, p2, size, rotation, pr)
init_nodes(p1, p2, size, rotation, pr)
spawn_villagers(p1,p2)
if is_belltower then
spawn_iron_golem(p1)
else
init_nodes(p1, p2, size, rotation, pr)
spawn_villagers(p1,p2)
end
end,
pr
)

@ -40,22 +40,32 @@ function settlements.find_surface(pos, wait)
-- go through nodes an find surface
while cnt < cnt_max do
-- Check Surface_node and Node above
--
if settlements.surface_mat[surface_node.name] then
if surface_node and settlements.surface_mat[surface_node.name] then
local surface_node_plus_1 = get_node({ x=p6.x, y=p6.y+1, z=p6.z})
if surface_node_plus_1 and surface_node and
(string.find(surface_node_plus_1.name,"air") or
string.find(surface_node_plus_1.name,"snow") or
string.find(surface_node_plus_1.name,"fern") or
string.find(surface_node_plus_1.name,"flower") or
string.find(surface_node_plus_1.name,"bush") or
string.find(surface_node_plus_1.name,"tree") or
string.find(surface_node_plus_1.name,"grass"))
if surface_node_plus_1 then
local surface_node_minus_1 = get_node({ x=p6.x, y=p6.y-1, z=p6.z})
local is_leaf_below = minetest.get_item_group(surface_node_minus_1, "leaves") ~= 0 or
string.find(surface_node_minus_1.name,"leaves")
if not is_leaf_below and ((string.find(surface_node_plus_1.name,"air") or
string.find(surface_node_plus_1.name,"fern") or
string.find(surface_node_plus_1.name,"flower") or
string.find(surface_node_plus_1.name,"bush") or
string.find(surface_node_plus_1.name,"tree") or
string.find(surface_node_plus_1.name,"grass")) or
string.find(surface_node_plus_1.name,"snow"))
then
settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name)
settlements.debug("find_surface success: " ..surface_node.name.. " " .. surface_node_plus_1.name)
settlements.debug("node below: " .. tostring(surface_node_minus_1.name))
settlements.debug("node below leaves group: " .. tostring(minetest.get_item_group(surface_node_minus_1, "leaves")))
return p6, surface_node.name
else
settlements.debug("find_surface2: wrong surface+1")
end
else
settlements.debug("find_surface2: wrong surface+1")
settlements.debug("find_surface8: missing node or plus_1")
end
else
settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))