--[[ 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)