mg_villages/replacements.lua

331 lines
14 KiB
Lua

-- some games (like realtest_v5) may not have river water
if(not(minetest.registered_nodes["default:river_water_source"])) then
handle_schematics.global_replacement_table[ 'default:river_water_source' ] = 'default:water_source';
handle_schematics.global_replacement_table[ 'default:river_water_flowing'] = 'default:water_flowing';
end
-- always use the cheaper simulated soil that has no problem with water beeing 4 nodes away
handle_schematics.global_replacement_table[ 'farming:soil_wet' ] = 'mg_villages:soil';
handle_schematics.global_replacement_table[ 'farming:soil' ] = 'mg_villages:soil';
handle_schematics.global_replacement_table[ 'farming:desert_sand_soil_wet' ] = 'mg_villages:desert_sand_soil';
handle_schematics.global_replacement_table[ 'farming:desert_sand_soil' ] = 'mg_villages:desert_sand_soil';
handle_schematics.stonebrick_stair_replacements = {
'cobble', 'desert_cobble', 'mossycobble',
'stone', 'stone_block', 'stonebrick',
'sandstone', 'sandstone_block', 'sandstonebrick',
'desert_stone', 'desert_stone_block', 'desert_stonebrick',
'desert_sandstone', 'desert_sandstone_block', 'desert_sandstone_brick',
'silver_sandstone', 'silver_sandstone_block', 'silver_sandstone_brick',
'stone_flat','desert_stone_flat','stone_bricks','desert_strone_bricks',
}
-- TODO: take the wood types from the replacement groups instead of hardcoded wood types
-- (the rest here are handle_schematics.stonebrick_stair_replacements)
handle_schematics.wood_stair_replacements = {
'wood', 'junglewood', 'pine_wood', 'acaica_wood', 'aspen_wood',
'wood', 'junglewood', 'pine_wood', 'acaica_wood', 'aspen_wood',
'wood', 'junglewood', 'pine_wood', 'acaica_wood', 'aspen_wood',
'wood', 'junglewood', 'pine_wood', 'acaica_wood', 'aspen_wood',
'wood', 'junglewood', 'pine_wood', 'acaica_wood', 'aspen_wood',
'cobble', 'desert_cobble', 'mossycobble',
'stone', 'stone_block', 'stonebrick',
'sandstone', 'sandstone_block', 'sandstonebrick',
'desert_stone', 'desert_stone_block', 'desert_stonebrick',
'desert_sandstone', 'desert_sandstone_block', 'desert_sandstone_brick',
'silver_sandstone', 'silver_sandstone_block', 'silver_sandstone_brick',
'stone_flat','desert_stone_flat','stone_bricks','desert_strone_bricks',
}
-- TODO: take the wood types from the replacement groups instead of hardcoded wood types
-- (the rest here are handle_schematics.stonebrick_stair_replacements plus
-- brick, clay and loam)
handle_schematics.brick_stair_replacements = {
'wood', 'junglewood', 'pine_wood', 'acaica_wood', 'aspen_wood',
'cobble', 'desert_cobble', 'mossycobble',
'stone', 'stone_block', 'stonebrick',
'sandstone', 'sandstone_block', 'sandstonebrick',
'desert_stone', 'desert_stone_block', 'desert_stonebrick',
'desert_sandstone', 'desert_sandstone_block', 'desert_sandstone_brick',
'silver_sandstone', 'silver_sandstone_block', 'silver_sandstone_brick',
'stone_flat','desert_stone_flat','stone_bricks','desert_strone_bricks',
'brick', 'brick', 'brick', 'brick', 'brick',
'clay', 'clay', 'loam', 'loam',
}
-- if cottages is not installed, place "normal" beds in the chateau and wherever else needed
if( not( minetest.get_modpath( 'cottages' ))) then
handle_schematics.global_replacement_table[ 'cottages:bed_head' ] = 'beds:fancy_bed_top';
handle_schematics.global_replacement_table[ 'cottages:bed_foot' ] = 'beds:fancy_bed_bottom';
end
-- ethereal comes with some intresting trees
if( minetest.get_modpath( 'ethereal' )) then
mg_villages.ethereal_trees = {'acacia','willow','redwood','frost','mushroom','yellow','palm','banana'};
end
if( minetest.get_modpath( 'forest' )) then
mg_villages.forest_trees = {'beech','birch','cherry','fir','ginkgo','lavender','mirabelle','oak','plum','willow'};
end
-- we are dealing with the TinyTrees mod from Bas080
if( minetest.get_modpath( 'trees' )
and minetest.registered_nodes[ 'trees:wood_mangrove' ] ) then
mg_villages.tinytrees_trees = {'mangrove','palm','conifer'};
end
-- The trees modname is not unique; there are other mods which bear that name.
-- If all the other mods are present as well, it's a strong indication for realtest beeing the game.
if( minetest.get_modpath( 'trees' )
and minetest.get_modpath( 'anvil')
and minetest.get_modpath( 'joiner_table')
and minetest.get_modpath( 'scribing_table' )) then
mg_villages.realtest_trees = {'ash','aspen','birch','maple','chestnut','pine','spruce'};
--print('REALTEST trees will be used.'); else print( 'NO REALTEST trees');
-- realtest is very special as far as stairs are concerned
mg_villages.realtest_stairs = {'default:stone','default:stone_flat','default:stone_bricks',
'default:desert_stone_flat','default:desert_stone_bricks',
'default:stone_macadam', 'default:stone', 'default:desert_stone',
'default:sandstone','default:sandstone',
-- very decorative...so more likely to appear
'default:stone_bricks', 'default:desert_stone_bricks'};
-- the metals are very decorative; but they'd also invite players to grief villages...so better not
-- for i,v in ipairs(metals.list) do
-- table.insert( mg_villages.realtest_stairs, 'metals:'..v..'_block' );
-- end
-- the list of minteral names is local; so we can't add "decorations:"..mineral[1].."_block"
end
-- only the function mg_villages.get_replacement_table(..) is called from outside this file
-- returns a random material that is part of the replacement group given by
-- material_type, i.e. default:junglewood for material_type 'wood';
-- does not apply the replacements directly as there may be more than one wood
-- type used in a house
mg_villages.get_group_replacement = function( material_type, pr )
return replacements_group[ material_type ].found[
pr:next( 1, #replacements_group[ material_type ].found )];
end
-- this is so common that an extra function is helpful to combine the two lines
-- material_type usually either 'wood' or 'roof'
-- new_material optional; if a specific new material ought to be used
mg_villages.do_group_replacement = function( replacements, pr, material_tpye, new_material)
if( new_material == nil or new_material == "") then
new_material = mg_villages.get_group_replacement( material_tpye, pr )
end
return handle_schematics.replace_material( replacements, material_tpye, nil, new_material)
end
mg_villages.replace_materials = function( replacements, pr, original_materials, prefixes, materials, old_material )
local postfixes = {};
local use_realtest_stairs = false;
-- handle realtest stairs/slabs
if( mg_villages.realtest_trees
and #prefixes==3
and prefixes[1]=='stairs:stair_' and prefixes[2]=='stairs:slab_' and prefixes[3]=='default:' ) then
prefixes = {''};
materials = mg_villages.realtest_stairs;
postfixes = {''};
use_realtest_stairs = true;
elseif( mg_villages.realtest_trees
and #prefixes==1
and prefixes[1]=='stairs:stair_') then
return;
else
for i,v in ipairs( prefixes ) do
postfixes[i] = '';
end
end
local known_materials = {};
local wood_found = false;
-- for all alternate materials
for i,m in ipairs( materials ) do
-- check if that material exists for each supplied prefix
for j,p in ipairs( prefixes ) do
-- if wood is present, later on try moretrees wood as well
if( 'default:wood' == m ) then
wood_found = true;
end
if( minetest.registered_nodes[ p..m..postfixes[j] ] ) then
table.insert( known_materials, m..postfixes[j] );
end
end
end
-- support wooden planks from moretrees
if( wood_found and mg_villages.moretrees_treelist ) then
for _,v in ipairs( mg_villages.moretrees_treelist ) do
if( minetest.registered_nodes[ "moretrees:"..v[1].."_planks"] ) then
table.insert( known_materials, "moretrees:"..v[1].."_planks" );
end
end
end
--[[
-- deco is used by BigFreakingDig; as that one lacks default nodes, it doesn't work out here
if( wood_found and minetest.get_modpath('deco')) then
local bfd_treelist = {'birch', 'cherry', 'evergreen', 'oak' };
for _,v in ipairs( bfd_treelist ) do
if( minetest.registered_nodes[ "deco:"..v.."_plank"] ) then
table.insert( known_materials, "deco:"..v.."_plank" );
end
end
end
--]]
if( wood_found and mg_villages.ethereal_trees ) then
for _,v in ipairs( mg_villages.ethereal_trees ) do
-- mushroom in ethereal is a pretty decorative material; increase its probability
if( v == 'mushroom' ) then
table.insert( known_materials, "ethereal:mushroom_pore" );
table.insert( known_materials, "ethereal:mushroom_pore" );
table.insert( known_materials, "ethereal:mushroom_pore" );
-- also increase probability for the decorative blueish wood
table.insert( known_materials, "ethereal:frost_wood" );
table.insert( known_materials, "ethereal:frost_wood" );
elseif( minetest.registered_nodes[ "ethereal:"..v.."_wood"] ) then
table.insert( known_materials, "ethereal:"..v.."_wood" );
end
end
end
if( wood_found and mg_villages.forest_trees ) then
for _,v in ipairs( mg_villages.forest_trees ) do
if( minetest.registered_nodes[ 'forest:'..v..'_wood'] ) then
table.insert( known_materials, 'forest:'..v..'_wood' );
end
end
end
if( wood_found and mg_villages.tinytrees_trees ) then
for _,v in ipairs( mg_villages.tinytrees_trees ) do
if( minetest.registered_nodes[ 'trees:wood_'..v] ) then
table.insert( known_materials, 'trees:wood_'..v );
end
end
end
if( wood_found and mg_villages.realtest_trees ) then
for _,v in ipairs( mg_villages.realtest_trees ) do
if( minetest.registered_nodes[ 'trees:'..v..'_planks'] ) then
table.insert( known_materials, 'trees:'..v..'_planks' );
end
end
end
-- nothing found which could be used
if( #known_materials < 1 ) then
return;
end
local new_material = known_materials[ pr:next( 1, #known_materials )];
if( use_realtest_stairs == true ) then
table.insert( replacements, { original_materials[ 1 ], new_material..'_stair' } );
table.insert( replacements, { original_materials[ 2 ], new_material..'_slab' } );
table.insert( replacements, { original_materials[ 3 ], new_material } );
table.insert( replacements, { original_materials[ 1 ]..'upside_down', new_material..'_stair_upside_down' } );
table.insert( replacements, { original_materials[ 2 ]..'upside_down', new_material..'_slab_upside_down' } );
return new_material;
end
-- no replacement necessary if we did choose the same material as before
if( new_material == old_material or old_material == (prefixes[1]..new_material)) then
return old_material;
end
for i,v in ipairs( prefixes ) do
table.insert( replacements, { original_materials[ i ], v..new_material } );
end
return new_material;
end
-- Note: This function is taken from the villages mod (by Sokomine)
-- at least the cottages may come in a variety of building materials
-- IMPORTANT: don't add any nodes which have on_construct here UNLESS they where in the original file already
-- on_construct will only be called for known nodes that need that treatment (see villages.analyze_mts_file and on_constr)
mg_villages.get_replacement_list = function( housetype, pr )
local replacements = {};
-- else some grass would never (re)grow (if it's below a roof)
-- table.insert( replacements, {'default:dirt', dirt_with_grass_replacement });
-- table.insert( replacements, {'default:dirt_with_grass', dirt_with_grass_replacement });
table.insert( replacements, {'default:dirt', 'default:dirt_with_grass' });
-- realtest lacks quite a lot from default
if( mg_villages.realtest_trees ) then
for i=1,8 do
table.insert( replacements, {'farming:wheat_'..i, 'farming:spelt_'..tostring( (i+(i%2))/2) });
table.insert( replacements, {'farming:cotton_'..i, 'farming:flax_' ..tostring( (i+(i%2))/2) });
end
for i=1,5 do
table.insert( replacements, {'default:grass_'..i, 'air' });
end
table.insert( replacements, {'default:apple', 'air' });
table.insert( replacements, {'default:cobble', 'default:stone_macadam' });
table.insert( replacements, {'default:obsidian_glass', 'default:glass' });
-- the default doors from minetest game have been changed since the schematics where built
-- TODO: the door replacement function needs to be more complex; doesn't really work this way
else
table.insert( replacements, {'doors:door_wood_t_1', 'doors:hidden'});
table.insert( replacements, {'doors:door_wood_b_1', 'doors:door_wood_a'});
table.insert( replacements, {'doors:door_wood_t_2', 'doors:hidden'});
table.insert( replacements, {'doors:door_wood_b_2', 'doors:door_wood_b'});
end
if( housetype and mg_villages.village_type_data[ housetype ] and mg_villages.village_type_data[ housetype ].replacement_function ) then
-- apply the replacement function that handles those replacements that are specific
-- for that village type
replacements = mg_villages.village_type_data[ housetype ].replacement_function( housetype, pr, replacements );
end
-- apply general replacements - global ones and in particular ones that are needed by diffrent
-- games (MineClone2, RealTest, ...)
return handle_schematics.apply_global_replacements(replacements)
end
-- mapgen based replacements work best using a table, while minetest.place_schematic(..) based spawning needs a list
mg_villages.get_replacement_table = function( housetype, pr, replacements )
local rtable = {};
if( not( replacements )) then
replacements = mg_villages.get_replacement_list( housetype, pr );
end
-- it is very problematic if the torches on houses melt snow and cause flooding; thus, we use a torch that is not hot
if( mg_villages.USE_DEFAULT_3D_TORCHES == false ) then
table.insert( replacements, {'default:torch', 'mg_villages:torch'});
end
-- make charachoal villages safe from spreading fire
if( not( mg_villages.use_normal_unsafe_lava )) then
table.insert( replacements, {'default:lava_source', 'mg_villages:lava_source_tamed'});
table.insert( replacements, {'default:lava_flowing', 'mg_villages:lava_flowing_tamed'});
end
for i,v in ipairs( replacements ) do
if( v and #v == 2 ) then
rtable[ v[1] ] = v[2];
end
end
return { table = rtable, list = replacements};
end