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save settlements to file and check distance between settlements
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Jeb187 committed Jun 30, 2018
1 parent b3d233b commit 7ff6f60
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Showing 4 changed files with 44 additions and 68 deletions.
5 changes: 4 additions & 1 deletion buildings.lua
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,10 @@ function settlements.place_settlement_circle(minp, maxp)
local center_surface = settlements.find_surface(center)
-- go build settlement around center
if center_surface then
last_time = os.time() + 30
-- add settlement to list
table.insert(settlements_in_world, center_surface)
-- save list to file
settlements.save()
-- initialize all settlement information
settlements.initialize_settlement()
-- build well in the center
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3 changes: 2 additions & 1 deletion const.lua
Original file line number Diff line number Diff line change
Expand Up @@ -24,4 +24,5 @@ surface_mat = {
above_surface_mat = {"default:air","default:dirt_with_snow"}
under_surface_mat = {"default:stone","default:dirt"}
schem_path = settlements.modpath.."/schematics/"
settlement_info = {}
settlement_info = {}
settlements_in_world = {}
36 changes: 13 additions & 23 deletions init.lua
Original file line number Diff line number Diff line change
Expand Up @@ -8,37 +8,27 @@ settlements.modpath = minetest.get_modpath("settlements");
dofile(settlements.modpath.."/const.lua")
dofile(settlements.modpath.."/utils.lua")
dofile(settlements.modpath.."/foundation.lua")
--dofile(settlements.modpath.."/doors.lua")
dofile(settlements.modpath.."/buildings.lua")
-- load settlements on server
settlements_in_world = settlements.load()


local function place_settlement(minp, maxp)
-- wait xx seconds until building a new settlement
last_time = os.time() + 30
-- find locations for buildings
local location_list = settlements.find_locations(minp, maxp)
if location_list then
minetest.chat_send_all("Dorf")
-- for each location, build something
for i, mpos in ipairs(location_list) do
minetest.after(0.5, function()
settlements.build_schematic(mpos)
end)
end
end
end
--
-- on map generation, try to build a settlement
--
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 0 then
return
end
if math.random(0,10)<9 or os.time() < last_time then
minetest.register_on_generated(function(minp, maxp)
if maxp.y < 0 then
return
end
if math.random(0,10)<9 then
-- check if too close to other settlements
local center_of_chunk = {x=maxp.x-40, y=maxp.y-40, z=maxp.z-40}
local dist_ok = settlements.check_distance_other_settlements(center_of_chunk)
if dist_ok == false then
return
end
-- place_settlement(minp, maxp)
settlements.place_settlement_circle(minp, maxp)
settlements.place_settlement_circle(minp, maxp)
end
end)

--
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68 changes: 25 additions & 43 deletions utils.lua
Original file line number Diff line number Diff line change
Expand Up @@ -52,50 +52,32 @@ function settlements.check_distance(building_pos, building_size)
return true
end
--
-- Function to find random positions
-- returns array with coords where houses are built
--
function settlements.find_locations(minp, maxp)
-- Anzahl Gebäude
local amount_of_buildings = 10 --math.random(5,10)
local location_list = {}
-- Mindest und maxi Abstand
local radius = 1000
local housemindist = 7
local housemaxdist = 1000
local centeroftown -- Erste location ist Mittelpunkt des Dorfes
local tries = 500 -- 500 Versuche, ne geeignete Location zu finden
local count = 0
--
for i = 1,amount_of_buildings do
-- Zufallslocation finden
::neuerversuch:: -- Sprungpunkt, falls Abstand nicht passt
count = count + 1
-- nicht unendlich oft probieren, sonst endlos schleife
if count > tries then return nil end
local tpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
if tpos.y < 0 then goto neuerversuch end
local mpos = settlements.find_surface(tpos)
if not mpos or mpos == nil or mpos.y < 0 then goto neuerversuch end

-- vor dem Ablegen in die Liste, Abstand zu bisherigen locations finden, sobald mehr als eine location gefunden wurde
if i > 1 then
-- bisherige Liste durchgehen und mit aktueller mpos vergleichen
for j, saved_location in ipairs(location_list) do
local distanceToCenter = math.sqrt(((centeroftown.x - mpos.x)*(centeroftown.x - mpos.x))+((centeroftown.y - mpos.y)*(centeroftown.y - mpos.y)))
local distanceTohouses = math.sqrt(((saved_location.x - mpos.x)*(saved_location.x - mpos.x))+((saved_location.y - mpos.y)*(saved_location.y - mpos.y)))
function settlements.save()
local file = io.open(minetest.get_worldpath().."/settlements.txt", "w")
if file then
file:write(minetest.serialize(settlements_in_world))
file:close()
end
end

-- nicht weiter als
-- if distanceToCenter > radius or distanceTohouses < housemindist or distanceTohouses > housemaxdist then
if distanceTohouses < housemindist then
goto neuerversuch
end
end
location_list[i] = mpos
else
location_list[i] = mpos
centeroftown = mpos
function settlements.load()
local file = io.open(minetest.get_worldpath().."/settlements.txt", "r")
if file then
local table = minetest.deserialize(file:read("*all"))
if type(table) == "table" then
return table
end
end
return location_list
return {}
end

function settlements.check_distance_other_settlements(center_new_chunk)
local min_dist_settlements = 1000
for i, pos in ipairs(settlements_in_world) do
local distance = vector.distance(center_new_chunk, pos)
if distance < min_dist_settlements then
return false
end
end
return true
end

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