everness/mapgen_after.lua

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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.
--]]
-- Get the content IDs for the nodes used.
local c_water_source = minetest.get_content_id('mapgen_water_source')
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local c_dirt_with_rainforest_litter = minetest.get_content_id('default:dirt_with_rainforest_litter')
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')
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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')
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local c_everness_mineral_water_source = minetest.get_content_id('everness:mineral_water_source')
local c_everness_mineral_sand = minetest.get_content_id('everness:mineral_sand')
-- Biome IDs
local biome_id_everness_cursed_lands_dunes = minetest.get_biome_id('everness:cursed_lands_dunes')
local biome_id_everness_cursed_lands_swamp = minetest.get_biome_id('everness:cursed_lands_swamp')
local biome_id_everness_cursed_lands_ocean = minetest.get_biome_id('everness:cursed_lands_ocean')
local biome_id_everness_crystal_forest_dunes = minetest.get_biome_id('everness:crystal_forest_dunes')
local biome_id_everness_crystal_forest_shore = minetest.get_biome_id('everness:crystal_forest_shore')
local biome_id_everness_crystal_forest_ocean = minetest.get_biome_id('everness:crystal_forest_ocean')
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local water_level = tonumber(minetest.settings:get('water_level')) or 1
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-- MTG
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local chance = 20
local chance_sea_level = 10
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local disp = 16
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local schem_jungle_temple = minetest.get_modpath('everness') .. '/schematics/everness_jungle_temple.mts'
local size_jungle_temple = { x = 12, y = 14, z = 15 }
local size_jungle_temple_x = math.round(size_jungle_temple.x / 2)
local size_jungle_temple_z = math.round(size_jungle_temple.z / 2)
local y_dis_jungle_temple = 3
local biome_id_rainforest = minetest.get_biome_id('rainforest')
local biome_id_rainforest_swamp = minetest.get_biome_id('rainforest_swamp')
Everness:add_to_queue_on_generated({
name = 'default:rainforest_and_rainforest_swamp',
can_run = function(biomemap)
return table.indexof(biomemap, biome_id_rainforest) ~= -1
or table.indexof(biomemap, biome_id_rainforest_swamp) ~= -1
end,
after_set_data = function(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args)
local sidelength = maxp.x - minp.x + 1
local x_disp = rand:next(0, disp)
local z_disp = rand:next(0, disp)
shared_args.schem_positions = {}
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] == minetest.CONTENT_AIR
and data[vi] == c_dirt_with_rainforest_litter
and rand:next(0, 100) < chance
then
local s_pos = area:position(vi)
--
-- Jungle Temple
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis_jungle_temple, s_pos.z)
-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_jungle_temple_x, s_pos.y - 1, s_pos.z - size_jungle_temple_z),
vector.new(s_pos.x + size_jungle_temple_x, s_pos.y + 1, s_pos.z + size_jungle_temple_z),
{
'default:dirt_with_rainforest_litter'
}
)
-- Can force over these blocks
local force_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_jungle_temple_x, s_pos.y - 1, s_pos.z - size_jungle_temple_z),
vector.new(s_pos.x + size_jungle_temple_x, s_pos.y + 1, s_pos.z + size_jungle_temple_z),
{
'group:tree',
'group:flower',
'group:flora',
'group:leaves',
'fireflies:firefly',
'fireflies:hidden_firefly',
}
)
if #positions + #force_positions < size_jungle_temple.x * size_jungle_temple.z then
-- not enough space
return
end
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_jungle_temple_x, s_pos.y, s_pos.z - size_jungle_temple_z),
vector.new(s_pos.x + size_jungle_temple_x, s_pos.y + size_jungle_temple.y, s_pos.z + size_jungle_temple_z),
{
'air',
'group:tree',
'group:flora',
'group:leaves'
}
)
if #air_positions > (size_jungle_temple.x * size_jungle_temple.y * size_jungle_temple.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem_jungle_temple,
'random',
nil,
true,
'place_center_x, place_center_z'
)
shared_args.schem_positions.everness_jungle_temple = shared_args.schem_positions.everness_jungle_temple or {}
table.insert(shared_args.schem_positions.everness_jungle_temple, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_jungle_temple_x, s_pos.y - y_dis_jungle_temple, s_pos.z - size_jungle_temple_z),
maxp = vector.new(s_pos.x + size_jungle_temple_x, s_pos.y - y_dis_jungle_temple + size_jungle_temple.y, s_pos.z + size_jungle_temple_z)
})
minetest.log('action', '[Everness] Jungle Temple was placed at ' .. schem_pos:to_string())
end
end
end
end,
after_write_to_map = function(shared_args)
local schem_positions = shared_args.schem_positions or {}
for name, tbl in pairs(schem_positions) do
if next(tbl) then
for i, v in ipairs(tbl) do
local chest_positions = minetest.find_nodes_in_area(
v.minp,
v.maxp,
{ 'everness:chest' }
)
if #chest_positions > 0 then
Everness:populate_loot_chests(chest_positions)
end
end
end
end
end
})
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
local data = {}
local p2data = {}
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minetest.register_on_generated(function(minp, maxp, blockseed)
local rand = PcgRandom(blockseed)
local biomemap = minetest.get_mapgen_object('biomemap')
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local gennotify = minetest.get_mapgen_object('gennotify')
-- Load the voxelmanip with the result of engine mapgen
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local vm, emin, emax = minetest.get_mapgen_object('voxelmanip')
-- 'area' is used later to get the voxelmanip indexes for positions
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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)
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vm:get_param2_data(p2data)
-- Side length of mapchunk
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local sidelength = maxp.x - minp.x + 1
local x_disp = rand:next(0, disp)
local z_disp = rand:next(0, disp)
local schem_positions = {}
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local shared_args = {}
-- on_data
-- read/write to `data` what will be eventually saved (set_data)
-- used for voxelmanip `data` manipulation
for _, def in ipairs(Everness.on_generated_queue) do
if def.can_run(biomemap) and def.on_data then
shared_args[def.name] = shared_args[def.name] or {}
-- print('--- on_data', def.name, minp:to_string(), maxp:to_string())
def.on_data(minp, maxp, area, data, p2data, gennotify, rand, shared_args[def.name])
-- print('shared_args', dump(shared_args))
end
end
-- set data after they have been manipulated (above)
vm:set_data(data)
vm:set_param2_data(p2data)
-- after_set_data
-- can read (but cant and should not manipulate) voxelmanip `data`
-- used for `place_schematic_on_vmanip` which will invalidate `data` therefore we are doing it after we set the data
for _, def in ipairs(Everness.on_generated_queue) do
if def.can_run(biomemap) and def.after_set_data then
shared_args[def.name] = shared_args[def.name] or {}
-- print('after_set_data', def.name, minp:to_string(), maxp:to_string())
def.after_set_data(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args[def.name])
end
end
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for y = minp.y, maxp.y do
local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
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if data[vi + area.ystride] == minetest.CONTENT_AIR then
local s_pos = area:position(vi)
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if maxp.y >= water_level then
-- Above sea level or at water level
if
(
data[vi] == c_dirt_with_snow
or data[vi] == c_dirt_with_coniferous_litter
)
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and rand:next(0, 100) < 100
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_giant_sequoia_tree.mts'
--
-- Giant Sequoia
--
local size = { x = 25, y = 75, z = 25 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
local schem_pos = vector.new(s_pos)
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minetest.emerge_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
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function(blockpos, action, calls_remaining, param)
Everness:emerge_area(blockpos, action, calls_remaining, param)
end,
{
callback = function()
-- find floor big enough
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local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
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{
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'default:dirt_with_snow',
'default:dirt_with_coniferous_litter',
'default:snow'
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})
if #positions < size.x * size.z then
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-- not enough space
return
end
minetest.place_schematic(
schem_pos,
schem,
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'random',
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nil,
true,
'place_center_x, place_center_z'
)
minetest.log('action', '[Everness] Giant Sequoia was placed at ' .. schem_pos:to_string())
end
}
)
elseif
(
data[vi] == c_everness_mineral_water_source
or data[vi] == c_everness_mineral_sand
)
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and rand:next(0, 100) < chance
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_mineral_waters_tower.mts'
--
-- Mineral Waters Tower
--
local size = { x = 7, y = 16, z = 9 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
local schem_pos = vector.new(s_pos)
-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
'everness:mineral_sand',
'everness:mineral_water_source'
}
)
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if #positions < size.x * size.z then
-- not enough space
return
end
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{ 'air' }
)
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if #air_positions > (size.x * size.y * size.z) / 2 then
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minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
nil,
true,
'place_center_x, place_center_z'
)
schem_positions.everness_mineral_waters_tower = schem_positions.everness_mineral_waters_tower or {}
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table.insert(schem_positions.everness_mineral_waters_tower, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z)
})
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minetest.log('action', '[Everness] Mineral Waters Tower was placed at ' .. schem_pos:to_string())
end
elseif
water_level >= minp.y
and water_level <= maxp.y
and data[vi] == c_water_source
then
--
-- Water Level
--
if
(
table.indexof(biomemap, biome_id_everness_cursed_lands_dunes) ~= -1
or table.indexof(biomemap, biome_id_everness_cursed_lands_swamp) ~= -1
or table.indexof(biomemap, biome_id_everness_cursed_lands_ocean) ~= -1
)
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and rand:next(0, 100) < chance_sea_level
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_island.mts'
--
-- Cursed Lands Deep Ocean Island
--
local size = { x = 25, y = 23, z = 23 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
-- add Y displacement
local y_dis = 7
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z)
-- find floor big enough
local indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #indexes < size.x * size.z then
-- not enough space
return
end
-- enough space to place structure ?
local space_indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #space_indexes > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
nil,
true,
'place_center_x, place_center_z'
)
schem_positions.everness_cursed_lands_deep_ocean_island = schem_positions.everness_cursed_lands_deep_ocean_island or {}
table.insert(schem_positions.everness_cursed_lands_deep_ocean_island, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z)
})
minetest.log('action', '[Everness] Cursed Lands Deep Ocean Island was placed at ' .. schem_pos:to_string())
end
elseif
(
table.indexof(biomemap, biome_id_everness_crystal_forest_dunes) ~= -1
or table.indexof(biomemap, biome_id_everness_crystal_forest_shore) ~= -1
or table.indexof(biomemap, biome_id_everness_crystal_forest_ocean) ~= -1
)
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and rand:next(0, 100) < chance_sea_level
then
local schem = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_ocean_shrine.mts'
--
-- Crystal Forest Ocean Shrine
--
local size = { x = 13, y = 16, z = 13 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
-- add Y displacement
local y_dis = 8
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z)
-- find floor big enough
local indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #indexes < size.x * size.z then
-- not enough space
return
end
-- enough space to place structure ?
local space_indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #space_indexes > (size.x * size.y * size.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
'random',
nil,
true,
'place_center_x, place_center_z'
)
schem_positions.everness_crystal_forest_ocean_shrine = schem_positions.everness_crystal_forest_ocean_shrine or {}
table.insert(schem_positions.everness_crystal_forest_ocean_shrine, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z)
})
minetest.log('action', '[Everness] Crystal Forest Ocean Shrine was placed at ' .. schem_pos:to_string())
end
end
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end
else
-- Under sea level (Caves)
if
(
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
)
and rand:next(0, 100) < chance
then
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local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_2.mts'
--
-- Forsaken Desert Temple 2
--
local size = { x = 16, y = 17, z = 15 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)
local schem_pos = vector.new(s_pos)
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-- find floor big enough
local positions = minetest.find_nodes_in_area_under_air(
vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
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{
'everness:forsaken_desert_sand',
'everness:forsaken_desert_chiseled_stone',
'everness:forsaken_desert_brick',
'everness:forsaken_desert_engraved_stone',
'group:stone',
'group:sand',
'group:everness_sand',
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'default:gravel',
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'default:stone_with_coal',
'default:stone_with_iron',
'default:stone_with_tin',
'default:stone_with_gold',
'default:stone_with_mese',
'default:stone_with_diamond',
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'everness:cave_barrel_cactus',
'everness:venus_trap',
'group:flora',
'everness:quartz_ore',
'everness:stone_with_pyrite',
}
)
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if #positions < size.x * size.z then
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-- not enough space
return
end
-- enough air to place structure ?
local air_positions = minetest.find_nodes_in_area(
vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
{
'air'
}
)
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if #air_positions > (size.x * size.y * size.z) / 2 then
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minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem,
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'random',
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nil,
true,
'place_center_x, place_center_z'
)
schem_positions.everness_forsaken_desert_temple_2 = schem_positions.everness_forsaken_desert_temple_2 or {}
table.insert(schem_positions.everness_forsaken_desert_temple_2, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z)
})
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minetest.log('action', '[Everness] Forsaken Desert Temple 2 was placed at ' .. schem_pos:to_string())
end
end
end
end
end
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-- Set the lighting within the `VoxelManip` to a uniform value
vm:set_lighting({ day = 0, night = 0 }, minp, maxp)
-- 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()
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-- after_write_to_map
-- Cannot read/write voxelmanip or its data
-- Used for direct manipulation of the world chunk nodes where the definitions of nodes are available and node callback can be executed
-- minetest.fix_light(minp, maxp)
for _, def in ipairs(Everness.on_generated_queue) do
if def.can_run(biomemap) and def.after_write_to_map then
shared_args[def.name] = shared_args[def.name] or {}
-- print('after_write_to_map', def.name, minp:to_string(), maxp:to_string())
def.after_write_to_map(shared_args[def.name])
end
end
-- Populate loot chests
for name, tbl in pairs(schem_positions) do
if next(tbl) then
for i, v in ipairs(tbl) do
local chest_positions = minetest.find_nodes_in_area(
v.minp,
v.maxp,
{ 'everness:chest' }
)
if #chest_positions > 0 then
Everness:populate_loot_chests(chest_positions)
end
end
end
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end
end)