everness/mapgen_cursed_lands_deep_oc...

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--[[
Everness. Never ending discovery in Everness mapgen.
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Copyright (C) 2024 SaKeL
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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_cursed_lands_deep_ocean.y_max
local y_min = Everness.settings.biomes.everness_cursed_lands_deep_ocean.y_min
-- Cursed Lands Deep Ocean
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Everness:register_biome({
name = 'everness:cursed_lands_deep_ocean',
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node_top = 'everness:cursed_lands_deep_ocean_sand',
depth_top = 1,
node_filler = 'everness:cursed_lands_deep_ocean_sand',
depth_filler = 3,
node_riverbed = 'everness:cursed_lands_deep_ocean_sand',
depth_riverbed = 2,
node_cave_liquid = 'mapgen_water_source',
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node_dungeon = 'everness:cursed_lands_deep_ocean_sandstone_block',
node_dungeon_alt = 'everness:cursed_lands_deep_ocean_sandstone_brick',
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node_dungeon_stair = 'stairs:stair_cursed_lands_deep_ocean_sandstone_block',
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y_max = y_max,
y_min = y_min,
heat_point = 45,
humidity_point = 85,
})
--
-- Register decorations
--
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Everness:register_decoration({
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name = 'everness:forsaken_lands_deep_ocean_coral_alcyonacea',
deco_type = 'schematic',
place_on = { 'everness:cursed_lands_deep_ocean_sand' },
spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
sidelen = 16,
fill_ratio = 0.002,
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biomes = { 'everness:cursed_lands_deep_ocean' },
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y_max = y_max,
y_min = y_min,
schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_alcyonacea.mts',
flags = 'place_center_x, place_center_z, force_placement',
})
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Everness:register_decoration({
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name = 'everness:forsaken_lands_deep_ocean_coral_ostracod',
deco_type = 'schematic',
place_on = { 'everness:cursed_lands_deep_ocean_sand' },
spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
sidelen = 16,
fill_ratio = 0.002,
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biomes = { 'everness:cursed_lands_deep_ocean' },
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y_max = y_max,
y_min = y_min,
schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_ostracod.mts',
flags = 'place_center_x, place_center_z, force_placement',
})
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Everness:register_decoration({
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name = 'everness:forsaken_lands_deep_ocean_coral_octocurse',
deco_type = 'schematic',
place_on = { 'everness:cursed_lands_deep_ocean_sand' },
spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
sidelen = 16,
fill_ratio = 0.002,
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biomes = { 'everness:cursed_lands_deep_ocean' },
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y_max = y_max,
y_min = y_min,
schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_octocurse.mts',
flags = 'place_center_x, place_center_z, force_placement',
})
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Everness:register_decoration({
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name = 'everness:cursed_lands_deep_ocean_mud',
deco_type = 'simple',
place_on = { 'everness:cursed_lands_deep_ocean_sand' },
place_offset_y = -1,
sidelen = 4,
fill_ratio = 0.002,
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biomes = { 'everness:cursed_lands_deep_ocean' },
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y_max = y_max,
y_min = y_min,
flags = 'force_placement',
decoration = { 'everness:cursed_lands_deep_ocean_sand_with_crack' },
spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
})
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Everness:register_decoration({
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name = 'everness:cursed_lands_deep_ocean_plants_1',
deco_type = 'simple',
place_on = { 'everness:cursed_lands_deep_ocean_sand' },
place_offset_y = -1,
sidelen = 4,
noise_params = {
offset = 0,
scale = 0.02,
spread = { x = 200, y = 200, z = 200 },
seed = 329,
octaves = 3,
persist = 0.6
},
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biomes = { 'everness:cursed_lands_deep_ocean' },
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y_max = y_max,
y_min = y_min,
flags = 'force_placement',
decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_anemone' },
spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
})
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Everness:register_decoration({
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name = 'everness:cursed_lands_deep_ocean_plants_2',
deco_type = 'simple',
place_on = { 'everness:cursed_lands_deep_ocean_sand' },
place_offset_y = -1,
sidelen = 4,
noise_params = {
offset = -0.02,
scale = 0.04,
spread = { x = 200, y = 200, z = 200 },
seed = 436,
octaves = 3,
persist = 0.6
},
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biomes = { 'everness:cursed_lands_deep_ocean' },
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y_max = y_max,
y_min = y_min,
flags = 'force_placement',
decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_darkilluma' },
spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
})
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Everness:register_decoration({
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name = 'everness:cursed_lands_deep_ocean_plants_3',
deco_type = 'simple',
place_on = { 'everness:cursed_lands_deep_ocean_sand' },
place_offset_y = -1,
sidelen = 4,
noise_params = {
offset = -0.02,
scale = 0.04,
spread = { x = 200, y = 200, z = 200 },
seed = 19822,
octaves = 3,
persist = 0.6
},
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biomes = { 'everness:cursed_lands_deep_ocean' },
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y_max = y_max,
y_min = y_min,
flags = 'force_placement',
decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_demon' },
spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
})
--
-- On Generated
--
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local c_water_source = minetest.get_content_id('default:water_source')
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local c_cursed_lands_deep_ocean_sand = minetest.get_content_id('everness:cursed_lands_deep_ocean_sand')
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
local data = {}
local chance = 25
local skull_size = { x = 10, y = 11, z = 11 }
local skull_volume = skull_size.x * skull_size.z * skull_size.y
local skull_schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_skull.mts'
minetest.register_on_generated(function(minp, maxp, blockseed)
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)
if y_min < maxp.y and maxp.y < y_max then
local already_placed = false
-- Process the content IDs in 'data'.
-- The most useful order is a ZYX loop because:
-- 1. This matches the order of the 3D noise flat array.
-- 2. This allows a simple +1 incrementing of the voxelmanip index along x
-- rows.
for z = minp.z, maxp.z do
if already_placed then
break
end
for y = minp.y, maxp.y do
if already_placed then
break
end
for x = minp.x, maxp.x do
if already_placed then
break
end
-- Voxelmanip index for the flat array of content IDs.
-- Initialise to first node in this x row.
local vi = area:index(x, y, z)
if data[vi + area.ystride] == c_water_source and data[vi] == c_cursed_lands_deep_ocean_sand then
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
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if biome_name == 'everness:cursed_lands_deep_ocean' and rand:next(0, 100) < chance then
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--
-- Skull
--
local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
local water_source_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - 5, s_pos.y, s_pos.z - 5),
vector.new(s_pos.x + 5, s_pos.y + 11, s_pos.z + 5),
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{ 'default:water_source' }
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)
if #water_source_positions > skull_volume / 3 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
skull_schem,
'random',
nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Cursed Lands Deep Ocean Skull was placed at ' .. schem_pos:to_string())
already_placed = true
end
end
end
end
end
end
vm:write_to_map(true)
minetest.fix_light(minp, maxp)
end
end)