everness/mapgen_mineral_waters.lua

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--[[
Everness. Never ending discovery in Everness mapgen.
Copyright (C) 2024 SaKeL
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
--]]
--
-- Register biomes
--
local y_max = Everness.settings.biomes.everness_mineral_waters.y_max
local y_min = Everness.settings.biomes.everness_mineral_waters.y_min
-- Mineral Waters
minetest.register_biome({
name = 'everness_mineral_waters',
node_top = 'everness:mineral_sand',
depth_top = 1,
node_filler = 'everness:mineral_stone',
depth_filler = 1,
node_stone = 'everness:mineral_stone',
node_riverbed = 'everness:mineral_sand',
depth_riverbed = 2,
node_dungeon = 'everness:mineral_stone_brick',
node_dungeon_alt = 'everness:mineral_stone_brick_with_growth',
node_dungeon_stair = 'stairs:stair_bamboo_wood',
y_max = y_max,
y_min = y_min,
vertical_blend = 4,
heat_point = 78,
humidity_point = 58,
})
--
-- Register ores
--
-- Scatter ores
-- Coal
minetest.register_ore({
ore_type = 'scatter',
ore = 'everness:mineral_stone_with_coal',
wherein = 'everness:mineral_stone',
clust_scarcity = 8 * 8 * 8,
clust_num_ores = 9,
clust_size = 3,
y_max = y_max,
y_min = y_min,
biomes = { 'everness_mineral_waters' }
})
--
-- Register decorations
--
minetest.register_decoration({
name = 'everness:palm_tree_1',
deco_type = 'schematic',
place_on = { 'everness:mineral_sand' },
sidelen = 16,
noise_params = {
offset = 0,
scale = 0.02,
spread = { x = 200, y = 200, z = 200 },
seed = 329,
octaves = 3,
persist = 0.6
},
biomes = { 'everness_mineral_waters' },
y_max = y_max,
y_min = y_min,
schematic = minetest.get_modpath('everness') .. '/schematics/everness_palm_tree.mts',
flags = 'place_center_x, place_center_z',
spawn_by = {
'everness:mineral_water_source',
'everness:mineral_stone_brick',
'everness:mineral_stone_brick_with_growth',
'everness:mineral_stone_brick_with_flower_growth',
'everness:mineral_sandstone',
'everness:mineral_sandstone_block'
},
num_spawn_by = 1,
check_offset = -1,
})
minetest.register_decoration({
name = 'everness:palm_tree_2',
deco_type = 'schematic',
place_on = { 'everness:mineral_sand' },
sidelen = 16,
noise_params = {
offset = 0,
scale = 0.02,
spread = { x = 200, y = 200, z = 200 },
seed = 329,
octaves = 3,
persist = 0.6
},
biomes = { 'everness_mineral_waters' },
y_max = y_max,
y_min = y_min,
schematic = minetest.get_modpath('everness') .. '/schematics/everness_palm_tree.mts',
flags = 'place_center_x, place_center_z',
spawn_by = {
'everness:mineral_water_source',
'everness:mineral_stone_brick',
'everness:mineral_stone_brick_with_growth',
'everness:mineral_stone_brick_with_flower_growth',
'everness:mineral_sandstone',
'everness:mineral_sandstone_block'
},
num_spawn_by = 1,
check_offset = 1,
})
minetest.register_decoration({
name = 'everness:water_geyser',
deco_type = 'simple',
place_on = { 'everness:mineral_sand' },
sidelen = 16,
noise_params = {
offset = -0.004,
scale = 0.02,
spread = { x = 100, y = 100, z = 100 },
seed = 137,
octaves = 3,
persist = 0.7,
},
biomes = { 'everness_mineral_waters' },
y_max = y_max,
y_min = y_min,
decoration = { 'everness:water_geyser' },
spawn_by = {
'everness:mineral_water_source',
'everness:mineral_stone_brick',
'everness:mineral_stone_brick_with_growth',
'everness:mineral_stone_brick_with_flower_growth',
'everness:mineral_sandstone',
'everness:mineral_sandstone_block'
},
num_spawn_by = 1,
check_offset = -1,
})
--
-- On Generated
--
-- Get the content IDs for the nodes used
local c_everness_mineral_water_source = minetest.get_content_id('everness:mineral_water_source')
local c_everness_mineral_stone = minetest.get_content_id('everness:mineral_stone')
local c_everness_mineral_stone_brick = minetest.get_content_id('everness:mineral_stone_brick')
local c_everness_mineral_stone_brick_with_growth = minetest.get_content_id('everness:mineral_stone_brick_with_growth')
local c_everness_mineral_stone_brick_with_flower_growth = minetest.get_content_id('everness:mineral_stone_brick_with_flower_growth')
local c_everness_mineral_sand = minetest.get_content_id('everness:mineral_sand')
local c_everness_mineral_sandstone = minetest.get_content_id('everness:mineral_sandstone')
local c_everness_mineral_sandstone_block = minetest.get_content_id('everness:mineral_sandstone_block')
local c_everness_mineral_waters_marker = minetest.get_content_id('everness:mineral_waters_marker')
local c_everness_mineral_stone_with_coal = minetest.get_content_id('everness:mineral_stone_with_coal')
local biome_id_everness_mineral_waters = minetest.get_biome_id('everness_mineral_waters')
local pool_build_nodes = {
{
c_everness_mineral_stone,
c_everness_mineral_stone_brick,
c_everness_mineral_stone_brick_with_growth,
c_everness_mineral_stone_brick_with_flower_growth
},
{
c_everness_mineral_sandstone,
c_everness_mineral_sandstone_block
}
}
local function find_irecursive(table, c_id)
local found = false
for i, v in ipairs(table) do
if type(v) == 'table' then
find_irecursive(v, c_id)
end
if c_id == v then
found = true
break
end
end
return found
end
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use
local data = {}
-- Called after generating a piece of world. Modifying nodes inside the area is a bit faster than usual.
minetest.register_on_generated(function(minp, maxp, blockseed)
-- Start time of mapchunk generation.
-- local t0 = os.clock()
local rand = PcgRandom(blockseed)
-- Load the voxelmanip with the result of engine mapgen
local vm, emin, emax = minetest.get_mapgen_object('voxelmanip')
-- Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen
local biomemap = minetest.get_mapgen_object('biomemap')
-- 'area' is used later to get the voxelmanip indexes for positions
local area = VoxelArea:new({ MinEdge = emin, MaxEdge = emax })
-- Get the content ID data from the voxelmanip in the form of a flat array.
-- Set the buffer parameter to use and reuse 'data' for this.
vm:get_data(data)
if maxp.y >= y_min then
-- Above sea level
local rand_version = rand:next(1, 2)
if rand_version == 1 then
--
-- Pools
--
for y = minp.y, maxp.y do
for z = minp.z, maxp.z do
local precision_perc = 75
for x = minp.x, maxp.x do
local ai = area:index(x, y, z)
local node_name = minetest.get_name_from_content_id(data[ai])
local node_def = minetest.registered_nodes[node_name]
if
data[ai + area.ystride] == minetest.CONTENT_AIR
and node_def
and node_def.walkable
and table.indexof(biomemap, biome_id_everness_mineral_waters) ~= -1
then
local length = 5 + rand:next(0, 10)
local width = 5 + rand:next(0, 10)
local height = 3 + rand:next(0, 4)
local walkable_nodes = 0
-- find space for lake (walkable rectangle)
for li = 1, length do
for wi = 1, width do
local ai_rec = (ai + li) + (area.zstride * wi)
local n_name = minetest.get_name_from_content_id(data[ai_rec])
local n_def = minetest.registered_nodes[n_name]
local b_data = minetest.get_biome_data(area:position(ai_rec))
if not b_data then
return
end
local b_name = minetest.get_biome_name(b_data.biome)
if not b_name then
return
end
if b_name ~= 'everness_mineral_waters'
-- for mese trees, they dont have specific biome
or minetest.get_item_group(n_name, 'tree') > 0
or minetest.get_item_group(n_name, 'leaves') > 0
then
-- bordering with anohter biome, be more precise in placing
precision_perc = 100
end
if n_def
and n_def.walkable
and data[ai_rec + area.ystride] == minetest.CONTENT_AIR
then
walkable_nodes = walkable_nodes + 1
end
end
end
-- build pool (cuboid)
local pool_build_nodes_group = pool_build_nodes[rand:next(1, #pool_build_nodes)]
if walkable_nodes >= (width * length / 100) * precision_perc then
-- offset y so the pools are sticking out / sinking in from the ground vertically
local ai_offset_y = ai - (area.ystride * height) + (area.ystride * rand:next(0, math.ceil(height / 2)))
for hi = 1, height do
for li = 1, length do
for wi = 1, width do
local mineral_stone = pool_build_nodes_group[rand:next(1, #pool_build_nodes_group)]
local ai_cub = (ai_offset_y + li) + (area.ystride * hi) + (area.zstride * wi)
local current_c_id = data[ai_cub]
-- Check for water and build nodes before replacing, this will make pools connected and will not replace already built walls from another pool near by
if hi == 1
and current_c_id ~= c_everness_mineral_water_source
and not find_irecursive(pool_build_nodes, current_c_id)
then
-- build pool floor
data[ai_cub] = mineral_stone
elseif hi ~= 1
and (wi == 1 or wi == width)
and current_c_id ~= c_everness_mineral_water_source
and not find_irecursive(pool_build_nodes, current_c_id)
then
-- build pool wall
data[ai_cub] = mineral_stone
elseif hi ~= 1
and (li == 1 or li == length)
and (wi ~= 1 or wi ~= width)
and current_c_id ~= c_everness_mineral_water_source
and not find_irecursive(pool_build_nodes, current_c_id)
then
-- build pool wall
data[ai_cub] = mineral_stone
else
-- fill in the pool with water
data[ai_cub] = c_everness_mineral_water_source
end
-- place loot chest marker in the middle of the pool floor
if hi == 2
and height > 4
and math.ceil(length / 2) == li
and math.ceil(width / 2) == wi
and data[ai_cub - area.ystride] ~= c_everness_mineral_water_source
and rand:next(0, 100) < 3
then
data[ai_cub] = c_everness_mineral_waters_marker
end
end
end
end
end
end
end
end
end
elseif rand_version == 2 then
--
-- Lakes
--
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
for x = minp.x, maxp.x do
local ai = area:index(x, y, z)
local c_current = data[ai]
-- +Y, -Y, +X, -X, +Z, -Z
-- top, bottom, right, left, front, back
-- right
local c_right = data[ai + 1]
-- left
local c_left = data[ai - 1]
-- front
local c_front = data[ai + (area.zstride * 2)]
-- back
local c_back = data[ai - (area.zstride * 2)]
local keep_going = true
local while_count = 1
local max_dig_depth = 11
if
c_current == c_everness_mineral_sand
and (
c_right == c_everness_mineral_sand
or c_right == c_everness_mineral_water_source
or c_right == c_everness_mineral_stone
or c_right == c_everness_mineral_stone_with_coal
)
and (
c_left == c_everness_mineral_sand
or c_left == c_everness_mineral_water_source
or c_left == c_everness_mineral_stone
or c_left == c_everness_mineral_stone_with_coal
)
and (
c_front == c_everness_mineral_sand
or c_front == c_everness_mineral_water_source
or c_front == c_everness_mineral_stone
or c_front == c_everness_mineral_stone_with_coal
)
and (
c_back == c_everness_mineral_sand
or c_back == c_everness_mineral_water_source
or c_back == c_everness_mineral_stone
or c_back == c_everness_mineral_stone_with_coal
)
then
-- dig below
while keep_going and while_count <= max_dig_depth do
local while_index = ai - area.ystride * while_count
if
-- below
(
data[while_index] == c_everness_mineral_stone
or data[while_index] == c_everness_mineral_stone_with_coal
)
and (
-- right
data[while_index + 1 + area.ystride] == c_everness_mineral_sand
or data[while_index + 1 + area.ystride] == c_everness_mineral_water_source
or data[while_index + 1 + area.ystride] == c_everness_mineral_stone
or data[while_index + 1 + area.ystride] == c_everness_mineral_stone_with_coal
)
and (
-- left
data[while_index - 1 + area.ystride] == c_everness_mineral_sand
or data[while_index - 1 + area.ystride] == c_everness_mineral_water_source
or data[while_index - 1 + area.ystride] == c_everness_mineral_stone
or data[while_index - 1 + area.ystride] == c_everness_mineral_stone_with_coal
)
and (
-- front
data[while_index + area.zstride + area.ystride] == c_everness_mineral_sand
or data[while_index + area.zstride + area.ystride] == c_everness_mineral_water_source
or data[while_index + area.zstride + area.ystride] == c_everness_mineral_stone
or data[while_index + area.zstride + area.ystride] == c_everness_mineral_stone_with_coal
)
and (
-- back
data[while_index - area.zstride + area.ystride] == c_everness_mineral_sand
or data[while_index - area.zstride + area.ystride] == c_everness_mineral_water_source
or data[while_index - area.zstride + area.ystride] == c_everness_mineral_stone
or data[while_index - area.zstride + area.ystride] == c_everness_mineral_stone_with_coal
)
then
data[while_index + area.ystride] = c_everness_mineral_water_source
else
keep_going = false
end
while_count = while_count + 1
end
end
end
end
end
end
vm:set_data(data)
-- Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`
minetest.generate_decorations(vm)
-- Set the lighting within the `VoxelManip` to a uniform value
vm:set_lighting({ day = 0, night = 0 })
-- Calculate lighting for what has been created.
vm:calc_lighting()
-- Liquid nodes were placed so set them flowing.
vm:update_liquids()
-- Write what has been created to the world.
vm:write_to_map()
end
-- Print generation time of this mapchunk.
-- local chugent = math.ceil((os.clock() - t0) * 1000)
-- print('[lvm_example] Mapchunk generation time ' .. chugent .. ' ms')
end)