improved placement of single houses relative to their corresponding noise area
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c7b5279dab
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16
villages.lua
16
villages.lua
@ -698,22 +698,22 @@ mg_villages.houses_in_mapchunk = function( minp )
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local bx = village.vx;
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local bz = village.vz;
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if( orient1==0 ) then
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bz = bz+math.floor(bsizez/2);
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bz = bz - math.floor(bsizez/2);
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elseif( orient1==1 ) then
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bx = bx+math.floor(bsizex/2);
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bz = bz + bsizez;
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bx = bx - math.floor(bsizex/2);
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bz = bz - bsizez;
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elseif( orient1==2 ) then
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bz = bz+math.floor(bsizez/2);
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bx = bx + bsizex;
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bz = bz - math.floor(bsizez/2);
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bx = bx - bsizex;
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elseif( orient1==3 ) then
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bx = bx+math.floor(bsizex/2);
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bx = bx - math.floor(bsizex/2);
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end
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-- adjust the size of the flattened area to the building's size
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village.vs = pr:next( math.min( 2, math.floor(math.min( bsizex, bsizez )*0.3)), math.ceil( math.max( bsizex, bsizez )));
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village.vs = pr:next( math.max( 2, math.floor(math.min( bsizex, bsizez )*0.3)), math.ceil( math.max( bsizex, bsizez )));
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village.to_add_data = {};
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village.to_add_data.bpos = { {x=village.vx, y=village.vh, z=village.vz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation, road_nr = 0, side=1, o=orient1, mirror=mirror }}
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village.to_add_data.bpos = { {x=bx, y=village.vh, z=bz, btype=btype, bsizex=bsizex, bsizez=bsizez, brotate = rotation, road_nr = 0, side=1, o=orient1, mirror=mirror }}
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print('adding SINGLE HOUSE of type '..tostring( village.village_type )..' to map at '..tostring( village.vx )..':'..tostring( village.vz )..'.'); -- TODO
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return { village };
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end
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