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',
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node_dungeon_stair = 'stairs:stair_mineral_stone_brick',
y_max = y_max,
y_min = y_min,
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vertical_blend = 16,
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
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-- placeholder node `everness:crystal_stone` will be replaced in VM
--
minetest.register_decoration({
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name = 'everness:palm_trees',
deco_type = 'simple',
place_on = { 'everness:mineral_sand' },
sidelen = 16,
noise_params = {
offset = 0,
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scale = 0.005,
spread = { x = 250, y = 250, z = 250 },
seed = 329,
octaves = 3,
persist = 0.6
},
biomes = { 'everness_mineral_waters' },
y_max = y_max,
y_min = y_min,
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decoration = { 'everness:crystal_stone' },
})
minetest.register_decoration({
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name = 'everness:pots',
deco_type = 'simple',
place_on = { 'everness:mineral_sand' },
sidelen = 16,
noise_params = {
offset = 0,
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scale = 0.002,
spread = { x = 250, y = 250, z = 250 },
seed = 2,
octaves = 3,
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persist = 0.66
},
biomes = { 'everness_mineral_waters' },
y_max = y_max,
y_min = y_min,
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decoration = { 'everness:crystal_stone' },
_decoration = {
'everness:ceramic_pot_1',
'everness:ceramic_pot_2',
'everness:ceramic_pot_3',
'everness:ceramic_pot_4'
}
})
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,
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decoration = { 'everness:crystal_stone' },
spawn_by = { 'air' },
num_spawn_by = 16,
check_offset = 1,
})
minetest.register_decoration({
name = 'everness:rose_bush',
deco_type = 'simple',
place_on = { 'everness:mineral_sand' },
sidelen = 16,
noise_params = {
offset = -0.004,
scale = 0.01,
spread = { x = 100, y = 100, z = 100 },
seed = 137,
octaves = 3,
persist = 0.7,
},
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biomes = { 'everness_mineral_waters' },
y_max = y_max,
y_min = y_min,
decoration = { 'everness:crystal_stone' },
_decoration = { 'everness:rose_bush' },
spawn_by = { 'air' },
num_spawn_by = 16,
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')
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local c_everness_lotus_flower_white = minetest.get_content_id('everness:lotus_flower_white')
local c_everness_lotus_flower_purple = minetest.get_content_id('everness:lotus_flower_purple')
local c_everness_lotus_flower_pink = minetest.get_content_id('everness:lotus_flower_pink')
local c_everness_lotus_lotus_leaf = minetest.get_content_id('everness:lotus_leaf')
local c_everness_lotus_lotus_leaf_2 = minetest.get_content_id('everness:lotus_leaf_2')
local c_everness_lotus_lotus_leaf_3 = minetest.get_content_id('everness:lotus_leaf_3')
local c_everness_ceramic_pot_1 = minetest.get_content_id('everness:ceramic_pot_1')
local c_everness_ceramic_pot_2 = minetest.get_content_id('everness:ceramic_pot_2')
local c_everness_ceramic_pot_3 = minetest.get_content_id('everness:ceramic_pot_3')
local c_everness_ceramic_pot_4 = minetest.get_content_id('everness:ceramic_pot_4')
local c_everness_mineral_water_weed_1 = minetest.get_content_id('everness:mineral_water_weed_1')
local c_everness_mineral_water_weed_2 = minetest.get_content_id('everness:mineral_water_weed_2')
local c_everness_mineral_water_weed_3 = minetest.get_content_id('everness:mineral_water_weed_3')
-- Biome IDs
local biome_id_everness_mineral_waters = minetest.get_biome_id('everness_mineral_waters')
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-- Decoration IDs
local d_everness_palm_trees = minetest.get_decoration_id('everness:palm_trees')
local d_everness_water_geyser = minetest.get_decoration_id('everness:water_geyser')
local d_everness_pots = minetest.get_decoration_id('everness:pots')
local d_rose_bush = minetest.get_decoration_id('everness:rose_bush')
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-- Pool building blocks variations
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
}
}
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local c_lotus_flowers = {
c_everness_lotus_flower_white,
c_everness_lotus_flower_purple,
c_everness_lotus_flower_pink
}
local c_lotus_leaves = {
c_everness_lotus_lotus_leaf,
c_everness_lotus_lotus_leaf_2,
c_everness_lotus_lotus_leaf_3
}
local c_pots = {
c_everness_ceramic_pot_1,
c_everness_ceramic_pot_2,
c_everness_ceramic_pot_3,
c_everness_ceramic_pot_4
}
local c_water_weeds = {
c_everness_mineral_water_weed_1,
c_everness_mineral_water_weed_2
}
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
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local function place_decoration(pos, vm, area, data, deco_id, callback)
local deco_def = minetest.registered_decorations[deco_id]
if not deco_def then
return
end
-- Position of the 'place_on' node
local vi = area:indexp(pos)
local place_on_valid = false
local data_node_name = minetest.get_name_from_content_id(data[vi])
local placeholder_node_name = type(deco_def.decoration) == 'string' and deco_def.decoration or deco_def.decoration[1]
if type(deco_def.place_on) == 'string' then
if deco_def.place_on == data_node_name and data[vi + area.ystride * 2] == minetest.CONTENT_AIR then
place_on_valid = true
end
else
for i, v in ipairs(deco_def.place_on) do
if v == data_node_name and data[vi + area.ystride * 2] == minetest.CONTENT_AIR then
place_on_valid = true
break
end
end
end
local pos_above = vector.new(pos.x, pos.y + 1, pos.z)
local node_above = vm:get_node_at(pos_above)
if node_above.name == placeholder_node_name then
if place_on_valid then
callback(pos_above, deco_def)
else
vm:set_node_at(pos_above, { name = 'air' })
end
end
end
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use
local data = {}
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local p2data = {}
minetest.set_gen_notify({ decoration = true }, {
d_everness_palm_trees,
d_everness_water_geyser,
d_everness_pots,
d_rose_bush
})
-- 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()
-- 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')
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-- Above sea level
if maxp.y >= y_min and table.indexof(biomemap, biome_id_everness_mineral_waters) ~= -1 then
local rand = PcgRandom(blockseed)
local rand_version = rand:next(1, 2)
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-- Load the voxelmanip with the result of engine mapgen
local vm, emin, emax = minetest.get_mapgen_object('voxelmanip')
-- Returns a table mapping requested generation notification types to arrays of positions at which the corresponding generated structures are located within the current chunk
local gennotify = minetest.get_mapgen_object('gennotify')
-- '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)
vm:get_param2_data(p2data)
local pot_pos = {}
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
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
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-- Place decorations after generating (2nd pass)
for y = minp.y, maxp.y do
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
local ai = area:index(x, y, z)
--
-- Place Lotus Flowers and Leaves
--
if
data[ai] == c_everness_mineral_water_source
-- spawn around water
and data[ai + 1 + area.zstride] == c_everness_mineral_water_source
and data[ai + 1 - area.zstride] == c_everness_mineral_water_source
and data[ai + 1] == c_everness_mineral_water_source
and data[ai - 1] == c_everness_mineral_water_source
and data[ai - 1 + area.zstride] == c_everness_mineral_water_source
and data[ai - 1 - area.zstride] == c_everness_mineral_water_source
and data[ai + area.zstride] == c_everness_mineral_water_source
and data[ai - area.zstride] == c_everness_mineral_water_source
-- make sure there is space above
and data[ai + area.ystride] == minetest.CONTENT_AIR
-- spawn around air above
and data[ai + area.ystride + 1] == minetest.CONTENT_AIR
and data[ai + area.ystride + 1 + area.zstride] == minetest.CONTENT_AIR
and data[ai + area.ystride + 1 - area.zstride] == minetest.CONTENT_AIR
and data[ai + area.ystride - 1] == minetest.CONTENT_AIR
and data[ai + area.ystride - 1 + area.zstride] == minetest.CONTENT_AIR
and data[ai + area.ystride - 1 - area.zstride] == minetest.CONTENT_AIR
and data[ai + area.ystride + area.zstride] == minetest.CONTENT_AIR
and data[ai + area.ystride - area.zstride] == minetest.CONTENT_AIR
then
if rand:next(0, 100) < 2 then
data[ai + area.ystride] = c_lotus_flowers[rand:next(1, #c_lotus_flowers)]
-- Place Lotus Leaves around Flowers
local radius = 3
local chance_max = 80
for i = -radius, radius do
for j = -radius, radius do
local idx = ai + i + (area.zstride * j) + area.ystride
local distance = math.round(vector.distance(area:position(ai), area:position(idx)))
local chance = math.round(chance_max / distance)
if chance > chance_max then
chance = chance_max
end
if
rand:next(0, 100) < chance
and data[idx] == minetest.CONTENT_AIR
and data[idx - area.ystride] == c_everness_mineral_water_source
then
data[idx] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)]
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p2data[idx] = rand:next(0, 3)
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end
end
end
elseif rand:next(0, 100) < 4 then
data[ai + area.ystride] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)]
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p2data[ai + area.ystride] = rand:next(0, 3)
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-- add some more leaves around the leaf
for i = -1, 1 do
for j = -1, 1 do
local idx = ai + i + (area.zstride * j) + area.ystride
if
rand:next(0, 100) < 25
and data[idx] == minetest.CONTENT_AIR
and data[idx - area.ystride] == c_everness_mineral_water_source
then
data[idx] = c_lotus_leaves[rand:next(1, #c_lotus_leaves)]
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p2data[idx] = rand:next(0, 3)
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end
end
end
end
end
--
-- Place Seaweed
--
if
data[ai] == c_everness_mineral_water_source
and data[ai + area.ystride] == c_everness_mineral_water_source
and rand:next(0, 100) < 33
then
local c_weed = c_water_weeds[rand:next(1, #c_water_weeds)]
if rand:next(0, 100) < 5 then
-- Weed with light source with a bit less probability
c_weed = c_everness_mineral_water_weed_3
end
if data[ai + 1] == c_everness_mineral_stone then
data[ai + 1] = c_weed
data[ai + 1] = c_weed
data[ai + 1] = c_weed
p2data[ai + 1] = 2
elseif data[ai - 1] == c_everness_mineral_stone then
data[ai - 1] = c_weed
data[ai - 1] = c_weed
data[ai - 1] = c_weed
p2data[ai - 1] = 3
elseif data[ai + area.zstride] == c_everness_mineral_stone then
data[ai + area.zstride] = c_weed
data[ai + area.zstride] = c_weed
data[ai + area.zstride] = c_weed
p2data[ai + area.zstride] = 4
elseif data[ai - area.zstride] == c_everness_mineral_stone then
data[ai - area.zstride] = c_weed
data[ai - area.zstride] = c_weed
data[ai - area.zstride] = c_weed
p2data[ai - area.zstride] = 5
elseif data[ai - area.ystride] == c_everness_mineral_stone then
data[ai - area.ystride] = c_weed
data[ai - area.ystride] = c_weed
data[ai - area.ystride] = c_weed
p2data[ai - area.ystride] = 1
end
end
--
-- Place pots under water
--
if
data[ai] == c_everness_mineral_water_source
-- spawn around water
and data[ai + 1 + area.zstride] == c_everness_mineral_water_source
and data[ai + 1 - area.zstride] == c_everness_mineral_water_source
and data[ai + 1] == c_everness_mineral_water_source
and data[ai - 1] == c_everness_mineral_water_source
and data[ai - 1 + area.zstride] == c_everness_mineral_water_source
and data[ai - 1 - area.zstride] == c_everness_mineral_water_source
and data[ai + area.zstride] == c_everness_mineral_water_source
and data[ai - area.zstride] == c_everness_mineral_water_source
-- spawn around water above
and data[ai + area.ystride] == c_everness_mineral_water_source
and data[ai + area.ystride + 1] == c_everness_mineral_water_source
and data[ai + area.ystride + 1 + area.zstride] == c_everness_mineral_water_source
and data[ai + area.ystride + 1 - area.zstride] == c_everness_mineral_water_source
and data[ai + area.ystride - 1] == c_everness_mineral_water_source
and data[ai + area.ystride - 1 + area.zstride] == c_everness_mineral_water_source
and data[ai + area.ystride - 1 - area.zstride] == c_everness_mineral_water_source
and data[ai + area.ystride + area.zstride] == c_everness_mineral_water_source
and data[ai + area.ystride - area.zstride] == c_everness_mineral_water_source
-- spawn on solid node below
and data[ai - area.ystride] ~= c_everness_mineral_water_source
then
if rand:next(0, 100) < 1 then
table.insert(pot_pos, vector.new(area:position(ai)))
end
end
end
end
end
vm:set_data(data)
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vm:set_param2_data(p2data)
--
-- Place Decorations
--
--
-- Palm Trees
--
for _, pos in ipairs(gennotify['decoration#' .. (d_everness_palm_trees or '')] or {}) do
place_decoration(pos, vm, area, data, 'everness:palm_trees', function(p)
minetest.place_schematic_on_vmanip(
vm,
p,
minetest.get_modpath('everness') .. '/schematics/everness_palm_tree.mts',
nil,
nil,
true,
'place_center_x, place_center_z'
)
end)
end
--
-- Water Geyser
--
for _, pos in ipairs(gennotify['decoration#' .. (d_everness_water_geyser or '')] or {}) do
place_decoration(pos, vm, area, data, 'everness:water_geyser', function(p)
vm:set_node_at(p, { name = 'everness:water_geyser' })
end)
end
--
-- Rose Bush
--
for _, pos in ipairs(gennotify['decoration#' .. (d_rose_bush or '')] or {}) do
place_decoration(pos, vm, area, data, 'everness:rose_bush', function(p)
vm:set_node_at(p, { name = 'everness:rose_bush' })
end)
end
--
-- Pots (above water)
--
for _, pos in ipairs(gennotify['decoration#' .. (d_everness_pots or '')] or {}) do
place_decoration(pos, vm, area, data, 'everness:pots', function(p, deco_def)
if deco_def._decoration then
-- Use `minetest.set_node` so we can set inventory on node construct
minetest.set_node(p, { name = deco_def._decoration[rand:next(1, #deco_def._decoration)] })
local inv = minetest.get_inventory({ type = 'node', pos = p })
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
if not minetest.registered_items[item_def.name] then
return
end
if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', 1, stack)
end
end
end)
end
--
-- Pots (under water)
--
for _, v in ipairs(pot_pos) do
-- Use `minetest.set_node` so we can set inventory on node construct
minetest.set_node(v, { name = minetest.get_name_from_content_id(c_pots[rand:next(1, #c_pots)]) })
local inv = minetest.get_inventory({ type = 'node', pos = v })
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
if not minetest.registered_items[item_def.name] then
return
end
if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', 1, stack)
end
end
-- Set the lighting within the `VoxelManip` to a uniform value
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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()
end
-- Print generation time of this mapchunk.
-- local chugent = math.ceil((os.clock() - t0) * 1000)
-- print('[lvm_example] Mapchunk generation time ' .. chugent .. ' ms')
end)