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Frage zum Modifizieren eines Mods

PostPosted: Sat Sep 10, 2016 10:31
by casio33
Auf Empfehlung habe ich mir den Mod viewtopic.php?f=11&t=7263&start=125 angeschaut. Ich finde es sehr interessant, wollte aber nicht standardmäßig "villages" auf der Karte haben. Also habe ich gefragt, ob ich das "abschalten" kann, und es kam die Antwort:

"If you want to remove the villages but leave the area flattened, so you can easily build on it, replace lines 326-342 (function generate_village) of villages.lua by "return {}"."

Das habe ich versucht, aber beim Spielstart kam dann die Meldung:
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Code: Select all
2016-08-18 19:29:30: WARNING[Main]: BanManager: creating C:\minetest-0.4.14\bin\..\worlds\mg neu\ipban.txt
2016-08-18 19:29:30: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-08-18 19:29:30: ERROR[Main]: ModError: Failed to load and run script from C:\minetest-0.4.14\bin\..\mods\mg\init.lua:
2016-08-18 19:29:30: ERROR[Main]: C:\minetest-0.4.14\bin\..\mods\mg/villages.lua:323: 'end' expected (to close 'function' at line 315) near 'endfunction'
2016-08-18 19:29:30: ERROR[Main]: stack traceback:
2016-08-18 19:29:30: ERROR[Main]:    [C]: in function 'dofile'
2016-08-18 19:29:30: ERROR[Main]:    C:\minetest-0.4.14\bin\..\mods\mg\init.lua:341: in main chunk
2016-08-18 19:29:30: ERROR[Main]: Siehe debug.txt für Details.


Leider hat seitdem der Mod-Autor nicht mehr geantwortet. Kann mir jemand helfen, was ich falsch gemacht habe?

Re: Frage zum Modifizieren eines Mods

PostPosted: Sun Sep 11, 2016 09:26
by Krock
Damit ist gemeint, dass du diesen Abschnitt mit

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Code: Select all
function generate_village()
   return {}
end

ersetzen sollst. Höchstwarscheinlich hast du dabei das "end" bei Linie 323 ausversehen gelöscht.

Re: Frage zum Modifizieren eines Mods

PostPosted: Thu Sep 15, 2016 14:50
by casio33
Danke erstmal für die Antwort. Ich habe genau das gemacht, was du gesagt hast, aber nun kommt wieder eine Fehlermeldung:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-09-15 16:48:12: WARNING[Main]: BanManager: creating C:\minetest-0.4.14\bin\..\worlds\mg neu\ipban.txt
2016-09-15 16:48:13: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-09-15 16:48:15: ERROR[Main]: ModError: Failed to load and run script from C:\minetest-0.4.14\bin\..\mods\mg\init.lua:
2016-09-15 16:48:15: ERROR[Main]: C:\minetest-0.4.14\bin\..\mods\mg/villages.lua:325: '<name>' expected near 'function'
2016-09-15 16:48:15: ERROR[Main]: stack traceback:
2016-09-15 16:48:15: ERROR[Main]:    [C]: in function 'dofile'
2016-09-15 16:48:15: ERROR[Main]:    C:\minetest-0.4.14\bin\..\mods\mg\init.lua:341: in main chunk
2016-09-15 16:48:15: ERROR[Main]: Siehe debug.txt für Details.

Re: Frage zum Modifizieren eines Mods

PostPosted: Sun Jan 22, 2017 09:19
by casio33
Weiß jemand weiter? :(

Re: Frage zum Modifizieren eines Mods

PostPosted: Mon Jan 30, 2017 17:57
by LRV
casio33 wrote:Weiß jemand weiter? :(

Ich glaube du musst nicht die kompletten lines, sonder alles wohinter {} steht austauschen.
EDIT: Irgendwo anders musst du galube ich noch mal was entefernen/austauschen, weiß momentan leider noch nicht wo genau.

Re: Frage zum Modifizieren eines Mods

PostPosted: Sat Mar 04, 2017 20:45
by bell07
Wir können nicht sehen was Du genau gemacht hast. Aber die Fehlermeldung sagt schonmal wo etwas nicht stimmt:
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Code: Select all
C:\minetest-0.4.14\bin\..\mods\mg/villages.lua:325: '<name>' expected near 'function'

Es müsste wohl die vorgeschlagene Zeile
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Code: Select all
function generate_village()
sein. Bitte überprüfe diese noch einmal. ob Du diese korrekt abgetippt hast und dass dort keine nicht druckbaren Zeichen dzwischen kamen. Stelle zB. sicher dass zwischen "function" und "generate_village" ein Leerzeichen ist und nocht irgen eine Grütze.
Oder ist das Problem inzwischen gelöst? Die Post ist ja schon über einen Monat alt sehe ich gerade...

Re: Frage zum Modifizieren eines Mods

PostPosted: Sun Apr 02, 2017 10:52
by casio33
Danke für deine Antwort, leider verstehe ich nicht ganz, was du meinst.

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Code: Select all
VILLAGE_CHECK_RADIUS = 2
VILLAGE_CHECK_COUNT = 1
VILLAGE_CHANCE = 28
VILLAGE_MIN_SIZE = 20
VILLAGE_MAX_SIZE = 40
FIRST_ROADSIZE = 3
BIG_ROAD_CHANCE = 0

-- Enable that for really big villages (there are also really slow to generate)
--[[VILLAGE_CHECK_RADIUS = 3
VILLAGE_CHECK_COUNT = 3
VILLAGE_CHANCE = 28
VILLAGE_MIN_SIZE = 100
VILLAGE_MAX_SIZE = 150
FIRST_ROADSIZE = 5
BIG_ROAD_CHANCE = 50]]

local function is_village_block(minp)
   local x, z = math.floor(minp.x/80), math.floor(minp.z/80)
   local vcc = VILLAGE_CHECK_COUNT
   return (x%vcc == 0) and (z%vcc == 0)
end

function villages_at_point(minp, noise1)
   if not is_village_block(minp) then return {} end
   local vcr, vcc = VILLAGE_CHECK_RADIUS, VILLAGE_CHECK_COUNT
   -- Check if there's another village nearby
   for xi = -vcr, vcr, vcc do
   for zi = -vcr, 0, vcc do
      if xi ~= 0 or zi ~= 0 then
         local mp = {x = minp.x + 80*xi, z = minp.z + 80*zi}
         local pi = PseudoRandom(get_bseed(mp))
         local s = pi:next(1, 400)
         local x = pi:next(mp.x, mp.x + 79)
         local z = pi:next(mp.z, mp.z + 79)
         if s <= VILLAGE_CHANCE and noise1:get2d({x = x, y = z}) >= -0.3 then return {} end
      end
   end
   end
   local pr = PseudoRandom(get_bseed(minp))
   if pr:next(1, 400) > VILLAGE_CHANCE then return {} end -- No village here
   local x = pr:next(minp.x, minp.x + 79)
   local z = pr:next(minp.z, minp.z + 79)
   if noise1:get2d({x = x, y = z}) < -0.3 then return {} end -- Deep in the ocean
   local type = pr:next(1, 1) -- TODO: actually make them
   local size = pr:next(VILLAGE_MIN_SIZE, VILLAGE_MAX_SIZE) -- TODO: change to type-dependant sizes
   local height = pr:next(5, 20)
   --print("A village spawned at: x = "..x..", z = "..z)
   return {{vx = x, vz = z, vs = size, vh = height, type = type}}
end

--local function dist_center2(ax, bsizex, az, bsizez)
--   return math.max((ax+bsizex)*(ax+bsizex),ax*ax)+math.max((az+bsizez)*(az+bsizez),az*az)
--end

local function inside_village2(bx, sx, bz, sz, village, vnoise)
   return inside_village(bx, bz, village, vnoise) and inside_village(bx+sx, bz, village, vnoise) and inside_village(bx, bz+sz, village, vnoise) and inside_village(bx+sx, bz+sz, village, vnoise)
end

local function choose_building(l, pr)
   --::choose::
   local btype
   while true do
      local p = pr:next(1, 3000)
      for b, i in ipairs(buildings) do
         if i.max_weight >= p then
            btype = b
            break
         end
      end
      if buildings[btype].pervillage ~= nil then
         local n = 0
         for j=1, #l do
            if l[j].btype == btype then
               n = n + 1
            end
         end
         --if n >= buildings[btype].pervillage then
         --   goto choose
         --end
         if n < buildings[btype].pervillage then
            return btype
         end
      else
         return btype
      end
   end
   --return btype
end

local function choose_building_rot(l, pr, orient)
   local btype = choose_building(l, pr)
   local rotation
   if buildings[btype].no_rotate then
      rotation = 0
   else
      if buildings[btype].orients == nil then
         buildings[btype].orients = {0,1,2,3}
      end
      rotation = (orient+buildings[btype].orients[pr:next(1, #buildings[btype].orients)])%4
   end
   local bsizex = buildings[btype].sizex
   local bsizez = buildings[btype].sizez
   if rotation%2 == 1 then
      bsizex, bsizez = bsizez, bsizex
   end
   return btype, rotation, bsizex, bsizez
end

local function placeable(bx, bz, bsizex, bsizez, l, exclude_roads)
   for _, a in ipairs(l) do
      if (a.btype ~= "road" or not exclude_roads) and math.abs(bx+bsizex/2-a.x-a.bsizex/2)<=(bsizex+a.bsizex)/2 and math.abs(bz+bsizez/2-a.z-a.bsizez/2)<=(bsizez+a.bsizez)/2 then return false end
   end
   return true
end

local function road_in_building(rx, rz, rdx, rdz, roadsize, l)
   if rdx == 0 then
      return not placeable(rx-roadsize+1, rz, 2*roadsize-2, 0, l, true)
   else
      return not placeable(rx, rz-roadsize+1, 0, 2*roadsize-2, l, true)
   end
end

local function when(a, b, c)
   if a then return b else return c end
end

local calls
local function generate_road(village, l, pr, roadsize, rx, rz, rdx, rdz, vnoise)
   local vx, vz, vh, vs = village.vx, village.vz, village.vh, village.vs
   local calls_to_do = {}
   local rxx = rx
   local rzz = rz
   local mx, m2x, mz, m2z, mmx, mmz
   mx, m2x, mz, m2z = rx, rx, rz, rz
   local orient1, orient2
   if rdx == 0 then
      orient1 = 0
      orient2 = 2
   else
      orient1 = 3
      orient2 = 1
   end
   while inside_village(rx, rz, village, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
      if roadsize > 1 and pr:next(1, 4) == 1 then
         --generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, math.abs(rdz), math.abs(rdx))
         calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=math.abs(rdz), rdz=math.abs(rdx)}
         m2x = rx + (roadsize - 1)*rdx
         m2z = rz + (roadsize - 1)*rdz
         rx = rx + (2*roadsize - 1)*rdx
         rz = rz + (2*roadsize - 1)*rdz
      end
      --else
         --::loop::
         local exitloop = false
         local tries = 0
         local btype, rotation, bsizex, bsizez
         local bx, bz
         while true do
            if not inside_village(rx, rz, village, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
               exitloop = true
               break
            end
            btype, rotation, bsizex, bsizez = choose_building_rot(l, pr, orient1)
            bx = rx + math.abs(rdz) * (roadsize + 1) - when(rdx == -1, bsizex - 1, 0)
            bz = rz + math.abs(rdx) * (roadsize + 1) - when(rdz == -1, bsizez - 1, 0)
            if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, village, vnoise) then
               break
            end
            if tries > 5 then
               rx = rx + rdx
               rz = rz + rdz
               tries = 0
            else
               tries = tries + 1
            end
            --goto loop
         end
         if exitloop then break end
         rx = rx + (bsizex + 1) * rdx
         rz = rz + (bsizez + 1) * rdz
         mx = rx - 2 * rdx
         mz = rz - 2 * rdz
         l[#l + 1] = {x = bx, y = vh, z = bz, btype = btype, bsizex = bsizex, bsizez = bsizez, brotate = rotation}
      --end
   end
   rx = rxx
   rz = rzz
   while inside_village(rx, rz, village, vnoise) and not road_in_building(rx, rz, rdx, rdz, roadsize, l) do
      if roadsize > 1 and pr:next(1, 4) == 1 then
         --generate_road(vx, vz, vs, vh, l, pr, roadsize-1, rx, rz, -math.abs(rdz), -math.abs(rdx))
         calls_to_do[#calls_to_do+1] = {rx=rx+(roadsize - 1)*rdx, rz=rz+(roadsize - 1)*rdz, rdx=-math.abs(rdz), rdz=-math.abs(rdx)}
         m2x = rx + (roadsize - 1)*rdx
         m2z = rz + (roadsize - 1)*rdz
         rx = rx + (2*roadsize - 1)*rdx
         rz = rz + (2*roadsize - 1)*rdz
      end
      --else
         --::loop::
         local exitloop = false
         local tries = 0
         local btype, rotation, bsizex, bsizez
         local bx, bz
         while true do
            if not inside_village(rx, rz, village, vnoise) or road_in_building(rx, rz, rdx, rdz, roadsize, l) then
               exitloop = true
               break
            end
            btype, rotation, bsizex, bsizez = choose_building_rot(l, pr, orient2)
            bx = rx - math.abs(rdz) * (bsizex + roadsize) - when(rdx == -1, bsizex - 1, 0)
            bz = rz - math.abs(rdx) * (bsizez + roadsize) - when(rdz == -1, bsizez - 1, 0)
            if placeable(bx, bz, bsizex, bsizez, l) and inside_village2(bx, bsizex, bz, bsizez, village, vnoise) then
               break
            end
            if tries > 5 then
               rx = rx + rdx
               rz = rz + rdz
               tries = 0
            else
               tries = tries + 1
            end
            --goto loop
         end
         if exitloop then break end
         rx = rx + (bsizex + 1) * rdx
         rz = rz + (bsizez + 1) * rdz
         m2x = rx - 2 * rdx
         m2z = rz - 2 * rdz
         l[#l + 1] = {x = bx, y = vh, z = bz, btype = btype, bsizex = bsizex, bsizez = bsizez, brotate = rotation}
      --end
   end
   if road_in_building(rx, rz, rdx, rdz, roadsize, l) then
      mmx = rx - 2*rdx
      mmz = rz - 2*rdz
   end
   mx = mmx or rdx*math.max(rdx*mx, rdx*m2x)
   mz = mmz or rdz*math.max(rdz*mz, rdz*m2z)
   local rxmin, rxmax, rzmin, rzmax
   if rdx == 0 then
      rxmin = rx - roadsize + 1
      rxmax = rx + roadsize - 1
      rzmin = math.min(rzz, mz)
      rzmax = math.max(rzz, mz)
   else
      rzmin = rz - roadsize + 1
      rzmax = rz + roadsize - 1
      rxmin = math.min(rxx, mx)
      rxmax = math.max(rxx, mx)
   end
   l[#l + 1] = {x = rxmin, y = vh, z = rzmin, btype = "road",
      bsizex = rxmax - rxmin + 1, bsizez = rzmax - rzmin + 1, brotate = 0}
   for _, i in ipairs(calls_to_do) do
      local new_roadsize = roadsize - 1
      if pr:next(1, 100) <= BIG_ROAD_CHANCE then
         new_roadsize = roadsize
      end
      calls[calls.index] = {village, l, pr, new_roadsize, i.rx, i.rz, i.rdx, i.rdz, vnoise}
      calls.index = calls.index+1
   end
end

local function generate_bpos(village, pr, vnoise)
   local vx, vz, vh, vs = village.vx, village.vz, village.vh, village.vs
   local l = {}
   local rx = vx - vs
   local rz = vz
   while inside_village(rx, rz, village, vnoise) do
      rx = rx - 1
   end
   rx = rx + 5
   calls = {index = 1}
   generate_road(village, l, pr, FIRST_ROADSIZE, rx, rz, 1, 0, vnoise)
   local i = 1
   while i < calls.index do
      generate_road(unpack(calls[i]))
      i = i + 1
   end
   return l
end

local function generate_building(pos, minp, maxp, data, param2_data, a, pr, extranodes)
   local binfo = buildings[pos.btype]
   local scm
   if type(binfo.scm) == "string" then
      scm = import_scm(binfo.scm)
   else
      scm = binfo.scm
   end
   scm = rotate(scm, pos.brotate)
   for x = 0, pos.bsizex - 1 do
   for y = 0, binfo.ysize - 1 do
   for z = 0, pos.bsizez - 1 do
      local ax, ay, az = pos.x + x, pos.y + y + binfo.yoff, pos.z + z
      if (ax >= minp.x and ax <= maxp.x) and (ay >= minp.y and ay <= maxp.y) and (az >= minp.z and az <= maxp.z) then
         local t = scm[y  +1][x  +1][z + 1]
         if type(t) == "table" then
            if t.extranode then
               table.insert(extranodes, {node = t.node, meta = t.meta, pos = {x = ax, y = ay, z = az}})
            else
               data[a:index(ax, ay, az)] = t.node.content
               param2_data[a:index(ax, ay, az)] = t.node.param2
            end
         elseif t ~= c_ignore then
            data[a:index(ax, ay, az)] = t
         end
      end
   end
   end
   end
end

local MIN_DIST = 1

local function pos_far_buildings(x, z, l)
   for _, a in ipairs(l) do
      if a.x - MIN_DIST <= x and x <= a.x + a.bsizex + MIN_DIST and
         a.z - MIN_DIST <= z and z <= a.z + a.bsizez + MIN_DIST then
         return false
      end
   end
   return true
end

function generate_village(village, minp, maxp, data, param2_data, a, vnoise)
   local vx, vz, vs, vh = village.vx, village.vz, village.vs, village.vh
   local seed = get_bseed({x=vx, z=vz})
   local pr_village = PseudoRandom(seed)
   local bpos = generate_bpos(village, pr_village, vnoise)

   local pr = PseudoRandom(seed)
   for _, g in ipairs(village.to_grow) do
      if pos_far_buildings(g.x, g.z, bpos) then
         mg.registered_trees[g.id].grow(data, a, g.x, g.y, g.z, minp, maxp, pr)
      end
   end

   local extranodes = {}
   for _, pos in ipairs(bpos) do
      generate_building(pos, minp, maxp, data, param2_data, a, pr_village, extranodes)
   end
   return extranodes
end


Das hier ist der Inhalt der Datei villages.lua. Könntest du daran mal verändern, wie du es machen würdest?