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Fix village building foundation material for desert
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@ -1,16 +1,34 @@
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local function mcl_log (message)
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mcl_util.mcl_log (message, "[Village - Foundation]")
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end
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local foundation_materials = {}
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foundation_materials["mcl_core:sand"] = "mcl_core:sandstone"
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--"mcl_core:sandstonecarved"
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-------------------------------------------------------------------------------
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-- function to fill empty space below baseplate when building on a hill
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-------------------------------------------------------------------------------
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function settlements.ground(pos, pr) -- role model: Wendelsteinkircherl, Brannenburg
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function settlements.ground(pos, pr, platform_material) -- role model: Wendelsteinkircherl, Brannenburg
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local p2 = vector.new(pos)
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local cnt = 0
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local mat = "mcl_core:dirt"
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if not platform_material then
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mat = "mcl_core:dirt"
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else
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mat = platform_material
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end
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p2.y = p2.y-1
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while true do
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cnt = cnt+1
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if cnt > 20 then break end
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if cnt>pr:next(2,4) then
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mat = "mcl_core:stone"
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if not platform_material then
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mat = "mcl_core:stone"
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end
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end
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minetest.swap_node(p2, {name=mat})
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p2.y = p2.y-1
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@ -40,6 +58,12 @@ function settlements.terraform(settlement_info, pr)
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end
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--fheight = schematic_data["hheight"] * 3 -- remove trees and leaves above
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fheight = schematic_data["hheight"] -- remove trees and leaves above
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local surface_mat = settlement_info[i]["surface_mat"]
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mcl_log("Surface material: " .. tostring(surface_mat))
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local platform_mat = foundation_materials[surface_mat]
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mcl_log("Foundation material: " .. tostring(platform_mat))
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--
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-- now that every info is available -> create platform and clear space above
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--
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@ -49,7 +73,7 @@ function settlements.terraform(settlement_info, pr)
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if yi == 0 then
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local p = {x=pos.x+xi, y=pos.y, z=pos.z+zi}
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-- Pass in biome info and make foundations of same material (seed: apple for desert)
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settlements.ground(p, pr)
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settlements.ground(p, pr, platform_mat)
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else
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-- write ground
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-- local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi}
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