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 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,
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,
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,
})
--
-- ABM
--
minetest.register_abm({
label = 'everness:water_geyser',
nodenames = { 'everness:water_geyser' },
interval = 16,
chance = 16,
catch_up = false,
action = function(pos, node)
minetest.swap_node(pos, { name = 'everness:water_geyser_active' })
minetest.get_node_timer(pos):start(1)
end
})
--
-- 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 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
}
}
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use
local data = {}
local water_level = tonumber(minetest.settings:get('water_level'))
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
-- 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')
-- '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 >= water_level then
-- Above sea level
local rand_version = rand:next(1, 2)
if rand_version == 1 then
for y = minp.y, maxp.y do
local precision_perc = 75
for z = minp.z, maxp.z do
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]
local position = area:position(ai)
local biome_data = minetest.get_biome_data(position)
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
data[ai + area.ystride] == minetest.CONTENT_AIR
and node_def
and node_def.walkable
and biome_name == 'everness_mineral_waters'
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 = {}
-- find space for lake (walkable rectangle)
-- for hi = 1, height do
for li = 1, length do
for wi = 1, width do
local p = vector.new(position.x + li, position.y, position.z + wi)
-- local p_above = vector.new(position.x + li, position.y + 1, position.z + wi)
local n_name = minetest.get_name_from_content_id(data[area:indexp(p)])
-- local n_name_above = minetest.get_name_from_content_id(data[area:indexp(p_above)])
local n_def = minetest.registered_nodes[n_name]
local b_data = minetest.get_biome_data(p)
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'
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 b_name == 'everness_mineral_waters'
-- and n_name_above == 'air'
and minetest.get_item_group(n_name, 'tree') == 0
and minetest.get_item_group(n_name, 'leaves') == 0
then
table.insert(walkable_nodes, p)
end
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
local pos_offset = vector.new(position)
pos_offset.y = (position.y - height) + 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 p_offset = vector.new(position.x + li, pos_offset.y + hi, position.z + wi)
local current_c_id = data[area:indexp(p_offset)]
-- 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[area:indexp(p_offset)] = 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[area:indexp(p_offset)] = 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[area:indexp(p_offset)] = mineral_stone
else
-- fill in the pool with water
data[area:indexp(p_offset)] = 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[area:indexp(p_offset) - area.ystride] ~= c_everness_mineral_water_source
and rand:next(0, 100) < 3
then
data[area:indexp(p_offset)] = c_everness_mineral_waters_marker
end
end
end
end
end
end
end
end
end
elseif rand_version == 2 then
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
-- above
-- local c_above = data[ai + area.ystride]
-- below
-- local c_below = data[ai - area.ystride]
-- 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
)
and (
c_left == c_everness_mineral_sand
or c_left == c_everness_mineral_water_source
or c_left == c_everness_mineral_stone
)
and (
c_front == c_everness_mineral_sand
or c_front == c_everness_mineral_water_source
or c_front == c_everness_mineral_stone
)
and (
c_back == c_everness_mineral_sand
or c_back == c_everness_mineral_water_source
or c_back == c_everness_mineral_stone
)
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
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
)
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
)
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
)
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
)
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)
-- 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)