everness/mapgen_after.lua

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2023-02-20 10:24:04 -06:00
--[[
Everness. Never ending discovery in Everness mapgen.
Copyright (C) 2023 SaKeL <juraj.vajda@gmail.com>
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.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to juraj.vajda@gmail.com
--]]
-- Get the content IDs for the nodes used.
local c_air = minetest.get_content_id('air')
local c_dirt_with_grass_1 = minetest.get_content_id('everness:dirt_with_grass_1')
local c_dirt_with_rainforest_litter = minetest.get_content_id('default:dirt_with_rainforest_litter')
local c_dirt_with_cursed_grass = minetest.get_content_id('everness:dirt_with_cursed_grass')
local c_dirt_with_crystal_grass = minetest.get_content_id('everness:dirt_with_crystal_grass')
local c_crystal_sand = minetest.get_content_id('everness:crystal_sand')
local c_dry_ocean_dirt = minetest.get_content_id('everness:dry_ocean_dirt')
local c_dirt_with_snow = minetest.get_content_id('default:dirt_with_snow')
local c_dirt_with_coniferous_litter = minetest.get_content_id('default:dirt_with_coniferous_litter')
local c_forsaken_desert_sand = minetest.get_content_id('everness:forsaken_desert_sand')
local c_forsaken_desert_chiseled_stone = minetest.get_content_id('everness:forsaken_desert_chiseled_stone')
local c_forsaken_desert_brick = minetest.get_content_id('everness:forsaken_desert_brick')
local c_forsaken_desert_engraved_stone = minetest.get_content_id('everness:forsaken_desert_engraved_stone')
local deco_ids_baobab = {
minetest.get_decoration_id('everness:baobab_savanna_baobab_tree_1'),
minetest.get_decoration_id('everness:baobab_savanna_baobab_tree_2')
}
local deco_id_coral_bones_tree = minetest.get_decoration_id('everness:coral_forest_coral_bones_tree')
if #deco_ids_baobab > 1 then
minetest.set_gen_notify('decoration', deco_ids_baobab)
end
if deco_id_coral_bones_tree then
minetest.set_gen_notify('decoration', { deco_id_coral_bones_tree })
end
2023-02-20 10:24:04 -06:00
-- Localise data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
local data = {}
minetest.register_on_generated(function(minp, maxp, blockseed)
local gennotify = minetest.get_mapgen_object('gennotify')
local chance = 15
local disp = 16
local rotations = { '0', '90', '180', '270' }
local rand = PcgRandom(blockseed)
local vm, emin, emax = minetest.get_mapgen_object('voxelmanip')
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)
local sidelength = maxp.x - minp.x + 1
local x_disp = rand:next(0, disp)
local z_disp = rand:next(0, disp)
if maxp.y > 0 then
--
-- Baobab Tree - fix light
--
for _, deco_id in ipairs(deco_ids_baobab) do
for _, pos in ipairs(gennotify['decoration#' .. deco_id] or {}) do
minetest.fix_light(vector.offset(pos, -1, -1, -1), vector.offset(pos, 24, 39, 24))
end
end
--
-- Coral bone tree - fix light
--
for _, pos in ipairs(gennotify['decoration#' .. deco_id_coral_bones_tree] or {}) do
minetest.fix_light(vector.offset(pos, -1, -1, -1), vector.offset(pos, 14, 35, 14))
end
--
-- Bamboo
--
local bamboos_pos = minetest.find_nodes_in_area_under_air(minp, maxp, 'everness:bamboo_3')
for _, pos in ipairs(bamboos_pos) do
local node_below = minetest.get_node(vector.new(pos.x, pos.y - 1, pos.z))
-- get height of the generated bamboo
local bamboo_height = 0
local height_offset = 1
local bamboo_below = node_below
while minetest.get_item_group(bamboo_below.name, 'bamboo') > 0 do
if bamboo_height > 1 then
bamboo_below = minetest.get_node(vector.new(pos.x, pos.y - height_offset, pos.z))
end
height_offset = height_offset + 1
bamboo_height = bamboo_height + 1
end
-- add top bamboo nodes with leaves based on their generated heigth
for i = 1, 3 do
local node_name = 'everness:bamboo_4'
if i == 2 and bamboo_height > 4 then
node_name = 'everness:bamboo_5'
elseif i == 3 then
node_name = 'everness:bamboo_5'
end
minetest.swap_node(
vector.new(pos.x, pos.y + (i - 1), pos.z),
{
name = node_name,
param2 = node_below.param2
}
)
end
end
for y = minp.y, maxp.y do
local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
if data[vi + area.ystride] == c_air
and (
data[vi] == c_dirt_with_grass_1
or data[vi] == c_dirt_with_rainforest_litter
or data[vi] == c_dirt_with_cursed_grass
or data[vi] == c_dirt_with_crystal_grass
or data[vi] == c_crystal_sand
or data[vi] == c_forsaken_desert_sand
or data[vi] == c_dry_ocean_dirt
or data[vi] == c_dirt_with_snow
or data[vi] == c_dirt_with_coniferous_litter
)
then
local rotation = rotations[rand:next(1, #rotations)]
local s_pos = area:position(vi)
local biome_data = minetest.get_biome_data(s_pos)
if not biome_data then
return
end
local biome_name = minetest.get_biome_name(biome_data.biome)
if not biome_name then
return
end
if biome_name == 'everness_bamboo_forest' and rand:next(0, 100) < chance then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_japanese_shrine.mts'
--
-- Japanese Shrine
--
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
rotation,
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Japanese Shrine was placed at ' .. schem_pos:to_string())
elseif biome_name == 'rainforest' and rand:next(0, 100) < chance then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_jungle_temple.mts'
--
-- Jungle Temple
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y - 3, s_pos.z)
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
rotation,
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Jungle Temple was placed at ' .. schem_pos:to_string())
elseif biome_name == 'everness_cursed_lands' and rand:next(0, 100) < chance then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_haunted_house.mts'
--
-- Haunted House
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y - 1, s_pos.z)
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
rotation,
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Haunted House was placed at ' .. schem_pos:to_string())
elseif biome_name == 'everness_crystal_forest' and rand:next(0, 100) < chance then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_quartz_temple.mts'
--
-- Quartz Temple
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
rotation,
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Quartz Temple was placed at ' .. schem_pos:to_string())
elseif (biome_name == 'everness_forsaken_desert' or biome_name == 'everness_forsaken_desert_ocean')
and rand:next(0, 100) < chance
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple.mts'
--
-- Forsaken Desert Temple
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
rotation,
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Forsaken Desert Temple was placed at ' .. schem_pos:to_string())
elseif (biome_name == 'coniferous_forest' or biome_name == 'taiga')
and rand:next(0, 100) < 100
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_giant_sequoia_tree.mts'
--
-- Giant Sequoia
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
minetest.emerge_area(
vector.new(s_pos.x - 12, s_pos.y, s_pos.z - 12),
vector.new(s_pos.x + 12, s_pos.y + 75, s_pos.z + 12),
function(blockpos, action, calls_remaining, param)
Everness:emerge_area(blockpos, action, calls_remaining, param)
end,
{
callback = function()
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - 6, s_pos.y - 1, s_pos.z - 6),
vector.new(s_pos.x + 6, s_pos.y + 1, s_pos.z + 6),
{
'default:dirt_with_snow',
'default:dirt_with_coniferous_litter',
'default:snow'
})
if #positions < 137 then
-- not enough space
return
end
minetest.place_schematic(
schem_pos,
schem,
rotation,
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Giant Sequoia was placed at ' .. schem_pos:to_string())
end
}
)
end
end
end
vm:write_to_map(true)
minetest.fix_light(minp, maxp)
else
-- Under
for y = minp.y, maxp.y do
local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
if data[vi + area.ystride] == c_air
and (
data[vi] == c_dirt_with_grass_1
or data[vi] == c_forsaken_desert_sand
or data[vi] == c_forsaken_desert_chiseled_stone
or data[vi] == c_forsaken_desert_brick
or data[vi] == c_forsaken_desert_engraved_stone
)
then
local rotation = rotations[rand:next(1, #rotations)]
local s_pos = area:position(vi)
local biome_data = minetest.get_biome_data(s_pos)
if not biome_data then
return
end
local biome_name = minetest.get_biome_name(biome_data.biome)
if not biome_name then
return
end
if biome_name == 'everness_forsaken_desert_under' and rand:next(0, 100) < chance then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_2.mts'
--
-- Forsaken Desert Temple 2
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - 7, s_pos.y - 1, s_pos.z - 7),
vector.new(s_pos.x + 7, s_pos.y + 1, s_pos.z + 7),
{
'everness:forsaken_desert_sand',
'everness:forsaken_desert_chiseled_stone',
'everness:forsaken_desert_brick',
'everness:forsaken_desert_engraved_stone',
'default:stone',
'default:sand',
'default:gravel',
'default:stone_with_coal',
'default:stone_with_iron',
'default:stone_with_tin',
'default:stone_with_gold',
'default:stone_with_mese',
'default:stone_with_diamond',
'everness:cave_barrel_cactus',
'everness:venus_trap',
'everness:illumi_root',
})
if #positions < 49 then
-- not enough space
return
end
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - 7, s_pos.y, s_pos.z - 7),
vector.new(s_pos.x + 7, s_pos.y + 17, s_pos.z + 7),
'air', true)
if air_positions.air and #air_positions.air > (16 * 15 * 16) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
rotation,
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Forsaken Desert Temple 2 was placed at ' .. schem_pos:to_string())
end
end
end
end
vm:write_to_map(true)
minetest.fix_light(minp, maxp)
end
end)