--[[ Everness. Never ending discovery in Everness mapgen. Copyright (C) 2023 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. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to juraj.vajda@gmail.com --]] -- -- Register biomes -- local y_max = Everness.settings.biomes.everness_crystal_forest_deep_ocean.y_max local y_min = Everness.settings.biomes.everness_crystal_forest_deep_ocean.y_min -- Coral Forest Ocean minetest.register_biome({ name = 'everness_crystal_forest_deep_ocean', node_top = 'everness:crystal_forest_deep_ocean_sand', depth_top = 1, node_filler = 'everness:crystal_forest_deep_ocean_sand', depth_filler = 3, node_riverbed = 'everness:crystal_forest_deep_ocean_sand', depth_riverbed = 2, node_cave_liquid = 'default:water_source', node_dungeon = 'everness:crystal_forest_deep_ocean_sandstone_block', node_dungeon_alt = 'everness:crystal_forest_deep_ocean_sandstone_brick', node_dungeon_stair = 'stairs:stair_crystal_forest_deep_ocean_sandstone_block', y_max = y_max, y_min = y_min, heat_point = 35, humidity_point = 50, }) -- -- Register decorations -- minetest.register_decoration({ name = 'everness:crystal_forest_deep_ocean_coral_1', deco_type = 'schematic', place_on = { 'everness:crystal_forest_deep_ocean_sand' }, spawn_by = 'default:water_source', num_spawn_by = 8, sidelen = 16, fill_ratio = 0.003, biomes = { 'everness_crystal_forest_deep_ocean' }, y_max = y_max, y_min = y_min, schematic = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_deep_ocean_coral_1.mts', flags = 'place_center_x, place_center_z, force_placement', }) minetest.register_decoration({ name = 'everness:crystal_forest_deep_ocean_coral_2', deco_type = 'schematic', place_on = { 'everness:crystal_forest_deep_ocean_sand' }, spawn_by = 'default:water_source', num_spawn_by = 8, sidelen = 16, fill_ratio = 0.003, biomes = { 'everness_crystal_forest_deep_ocean' }, y_max = y_max, y_min = y_min, schematic = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_deep_ocean_coral_2.mts', flags = 'place_center_x, place_center_z, force_placement', }) minetest.register_decoration({ name = 'everness:crystal_forest_deep_ocean_coral_3', deco_type = 'schematic', place_on = { 'everness:crystal_forest_deep_ocean_sand' }, spawn_by = 'default:water_source', num_spawn_by = 8, sidelen = 16, fill_ratio = 0.003, biomes = { 'everness_crystal_forest_deep_ocean' }, y_max = y_max, y_min = y_min, schematic = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_deep_ocean_coral_3.mts', flags = 'place_center_x, place_center_z, force_placement', }) minetest.register_decoration({ name = 'everness:crystal_forest_deep_ocean_sand_with_crack', deco_type = 'simple', place_on = { 'everness:crystal_forest_deep_ocean_sand' }, place_offset_y = -1, sidelen = 4, fill_ratio = 0.002, biomes = { 'everness_crystal_forest_deep_ocean' }, y_max = y_max, y_min = y_min, flags = 'force_placement', decoration = { 'everness:crystal_forest_deep_ocean_sand_with_crack' }, spawn_by = 'default:water_source', num_spawn_by = 8, }) minetest.register_decoration({ name = 'everness:crystal_forest_deep_ocean_coral_plant_1', deco_type = 'simple', place_on = { 'everness:crystal_forest_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 }, biomes = { 'everness_crystal_forest_deep_ocean' }, y_max = y_max, y_min = y_min, flags = 'force_placement', decoration = { 'everness:crystal_forest_deep_ocean_coral_plant_1' }, spawn_by = 'default:water_source', num_spawn_by = 8, }) minetest.register_decoration({ name = 'everness:crystal_forest_deep_ocean_coral_plant_2', deco_type = 'simple', place_on = { 'everness:crystal_forest_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 }, biomes = { 'everness_crystal_forest_deep_ocean' }, y_max = y_max, y_min = y_min, flags = 'force_placement', decoration = { 'everness:crystal_forest_deep_ocean_coral_plant_2' }, spawn_by = 'default:water_source', num_spawn_by = 8, }) minetest.register_decoration({ name = 'everness:crystal_forest_deep_ocean_coral_plant_3', deco_type = 'simple', place_on = { 'everness:crystal_forest_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 }, biomes = { 'everness_crystal_forest_deep_ocean' }, y_max = y_max, y_min = y_min, flags = 'force_placement', decoration = { 'everness:crystal_forest_deep_ocean_coral_plant_3' }, spawn_by = 'default:water_source', num_spawn_by = 8, }) -- -- On Generated -- local c_water_source = minetest.get_content_id('default:water_source') local c_crystal_forest_deep_ocean_sand = minetest.get_content_id('everness:crystal_forest_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 ruins_size = { x = 14, y = 12, z = 9 } local ruins_volume = ruins_size.x * ruins_size.z * ruins_size.y local ruins_schem = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_deep_ocean_ruins.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_crystal_forest_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 if biome_name == 'everness_crystal_forest_deep_ocean' and rand:next(0, 100) < chance then -- -- Crystal Forest Deep Ocean Ruins -- 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 - (ruins_size.x / 2), s_pos.y, s_pos.z - (ruins_size.z / 2)), vector.new(s_pos.x + (ruins_size.x / 2), s_pos.y + ruins_size.y, s_pos.z + (ruins_size.z / 2)), { 'default:water_source' } ) if #water_source_positions > (ruins_volume - ruins_volume / 3) then minetest.place_schematic_on_vmanip( vm, schem_pos, ruins_schem, 'random', nil, true, 'place_center_x, place_center_z' ) minetest.log('action', '[Everness] Crystal Forest Deep Ocean Ruins were 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)