Add mineral waters and bamboo biome fixes

This commit is contained in:
Juraj Vajda 2024-01-11 15:11:24 -05:00
parent 76e5fc37b7
commit 24dc28fc4e
4 changed files with 216 additions and 107 deletions

View File

@ -798,6 +798,100 @@ minetest.register_abm({
end
})
-- Mineral Waters Water Geyser
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
})
-- Generate bamboo tops after mineral waters biome generates decorations
minetest.register_lbm({
-- Descriptive label for profiling purposes (optional).
-- Definitions with identical labels will be listed as one.
label = 'everness_mineral_waters_bamboo_large',
-- Identifier of the LBM, should follow the modname:<whatever> convention
name = 'everness:mineral_waters_bamboo_large',
-- List of node names to trigger the LBM on.
-- Names of non-registered nodes and groups (as group:groupname)
-- will work as well.
nodenames = { 'everness:bamboo_3' },
-- Whether to run the LBM's action every time a block gets activated,
-- and not only the first time the block gets activated after the LBM
-- was introduced.
run_at_every_load = true,
-- Function triggered for each qualifying node.
-- `dtime_s` is the in-game time (in seconds) elapsed since the block
-- was last active
action = function(pos, node, dtime_s)
if minetest.get_node(vector.new(pos.x, pos.y + 1, pos.z)).name ~= 'air' then
return
end
local node_below = minetest.get_node(vector.new(pos.x, pos.y - 1, pos.z))
-- Get bamboo height
local while_counter = 1
local bamboo_height = 0
local bamboo_below = node_below
while bamboo_below.name == 'everness:bamboo_3' do
bamboo_below = minetest.get_node(vector.new(pos.x, pos.y - while_counter, pos.z))
bamboo_height = bamboo_height + 1
while_counter = while_counter + 1
end
-- Add top bamboo nodes with leaves based on their generated height
if bamboo_height > 4 then
for i = 1, 3 do
local pos_i = vector.new(pos.x, pos.y + i, pos.z)
if minetest.get_node(pos_i).name == 'air' then
if i == 1 then
minetest.set_node(pos_i, {
name = 'everness:bamboo_4',
param2 = node_below.param2
})
else
minetest.set_node(pos_i, {
name = 'everness:bamboo_5',
param2 = node_below.param2
})
end
end
end
else
for i = 1, 2 do
local pos_i = vector.new(pos.x, pos.y + i, pos.z)
if minetest.get_node(pos_i).name == 'air' then
if i == 1 then
minetest.set_node(pos_i, {
name = 'everness:bamboo_4',
param2 = node_below.param2
})
else
minetest.set_node(pos_i, {
name = 'everness:bamboo_5',
param2 = node_below.param2
})
end
end
end
end
end
})
-- Override lava cooling to include some variations of obsidian
minetest.register_on_mods_loaded(function()
for _, abm in pairs(minetest.registered_abms) do

View File

@ -277,7 +277,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
--
-- Bamboo
--
for _, pos in ipairs(gennotify['decoration#' .. d_everness_bamboo_forest_large_bamboo] or {}) do
for _, pos in ipairs(gennotify['decoration#' .. (d_everness_bamboo_forest_large_bamboo or '')] or {}) do
-- For bamboo large this is position of the 'place_on' node, e.g. 'everness:dirt_with_grass_extras_2'
local vi = area:indexp(pos)
local while_counter = 1
@ -297,6 +297,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
-- Add top bamboo nodes with leaves based on their generated height
if bamboo_height > 4 then
for i = 1, 3 do
if data[last_vi + area.ystride * i] == minetest.CONTENT_AIR then
if i == 1 then
data[last_vi + area.ystride * i] = c_everness_bamboo_4
else
@ -305,8 +306,10 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
p2data[last_vi + area.ystride * i] = p2data[vi + area.ystride]
end
end
else
for i = 1, 2 do
if data[last_vi + area.ystride * i] == minetest.CONTENT_AIR then
if i == 1 then
data[last_vi + area.ystride * i] = c_everness_bamboo_4
else
@ -317,6 +320,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
end
end
end
end
vm:set_data(data)
vm:set_param2_data(p2data)

View File

@ -42,6 +42,26 @@ minetest.register_biome({
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
--
@ -112,12 +132,12 @@ minetest.register_decoration({
place_on = { 'everness:mineral_sand' },
sidelen = 16,
noise_params = {
offset = 0,
offset = -0.004,
scale = 0.02,
spread = { x = 200, y = 200, z = 200 },
seed = 329,
spread = { x = 100, y = 100, z = 100 },
seed = 137,
octaves = 3,
persist = 0.6
persist = 0.7,
},
biomes = { 'everness_mineral_waters' },
y_max = y_max,
@ -135,22 +155,6 @@ minetest.register_decoration({
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
--
@ -165,6 +169,9 @@ 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')
local biome_id_everness_mineral_waters = minetest.get_biome_id('everness_mineral_waters')
local pool_build_nodes = {
{
@ -179,11 +186,6 @@ local pool_build_nodes = {
}
}
-- 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
@ -201,67 +203,60 @@ local function find_irecursive(table, c_id)
return found
end
-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use
local data = {}
-- 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')
-- 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')
-- '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
if maxp.y >= y_min then
-- Above sea level
local rand_version = rand:next(1, 2)
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 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'
and table.indexof(biomemap, biome_id_everness_mineral_waters) ~= -1
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 = {}
local walkable_nodes = 0
-- 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 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(p)
local b_data = minetest.get_biome_data(area:position(ai_rec))
if not b_data then
return
@ -274,6 +269,7 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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
@ -283,31 +279,26 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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
and data[ai_rec + area.ystride] == minetest.CONTENT_AIR
then
table.insert(walkable_nodes, p)
walkable_nodes = walkable_nodes + 1
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))
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 p_offset = vector.new(position.x + li, pos_offset.y + hi, position.z + wi)
local current_c_id = data[area:indexp(p_offset)]
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
@ -315,14 +306,14 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
and not find_irecursive(pool_build_nodes, current_c_id)
then
-- build pool floor
data[area:indexp(p_offset)] = mineral_stone
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[area:indexp(p_offset)] = mineral_stone
data[ai_cub] = mineral_stone
elseif hi ~= 1
and (li == 1 or li == length)
and (wi ~= 1 or wi ~= width)
@ -330,10 +321,10 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
and not find_irecursive(pool_build_nodes, current_c_id)
then
-- build pool wall
data[area:indexp(p_offset)] = mineral_stone
data[ai_cub] = mineral_stone
else
-- fill in the pool with water
data[area:indexp(p_offset)] = c_everness_mineral_water_source
data[ai_cub] = c_everness_mineral_water_source
end
-- place loot chest marker in the middle of the pool floor
@ -341,10 +332,10 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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 data[ai_cub - area.ystride] ~= c_everness_mineral_water_source
and rand:next(0, 100) < 3
then
data[area:indexp(p_offset)] = c_everness_mineral_waters_marker
data[ai_cub] = c_everness_mineral_waters_marker
end
end
end
@ -355,6 +346,9 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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
@ -363,10 +357,6 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
-- +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
@ -386,53 +376,64 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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
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
@ -451,6 +452,8 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
vm:set_data(data)
-- Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`
minetest.generate_decorations(vm)
-- Set the lighting within the `VoxelManip` to a uniform value
vm:set_lighting({ day = 0, night = 0 })
-- Calculate lighting for what has been created.
vm:calc_lighting()
-- Liquid nodes were placed so set them flowing.

View File

@ -44,6 +44,14 @@ Everness:register_node('everness:cursed_stone_carved_with_coal', {
sounds = Everness.node_sound_stone_defaults(),
})
Everness:register_node('everness:mineral_stone_with_coal', {
description = S('Coal Ore'),
tiles = { 'everness_mineral_stone.png^[sheet:2x2:1,1^everness_mineral_coal.png' },
groups = { cracky = 3 },
drop = 'default:coal_lump',
sounds = Everness.node_sound_stone_defaults(),
})
Everness:register_node('everness:stone_with_pyrite', {
description = S('Pyrite Ore'),
tiles = { 'everness_stone.png^everness_mineral_pyrite.png' },