--[[ 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. --]] -- Get the content IDs for the nodes used. local c_water_source = minetest.get_content_id('mapgen_water_source') local c_dirt_with_grass_1 = minetest.get_content_id('everness:dirt_with_grass_1') local c_dirt_with_grass_extras_1 = minetest.get_content_id('everness:dirt_with_grass_extras_1') local c_dirt_with_grass_extras_2 = minetest.get_content_id('everness:dirt_with_grass_extras_2') local c_dirt_with_rainforest_litter = minetest.get_content_id('default:dirt_with_rainforest_litter') local c_dirt_with_cursed_grass = minetest.get_content_id('everness:dirt_with_cursed_grass') local c_dirt_with_crystal_grass = minetest.get_content_id('everness:dirt_with_crystal_grass') local c_crystal_sand = minetest.get_content_id('everness:crystal_sand') local c_dry_ocean_dirt = minetest.get_content_id('everness:dry_ocean_dirt') local c_dirt_with_snow = minetest.get_content_id('default:dirt_with_snow') local c_dirt_with_coniferous_litter = minetest.get_content_id('default:dirt_with_coniferous_litter') local c_forsaken_desert_sand = minetest.get_content_id('everness:forsaken_desert_sand') local c_forsaken_desert_chiseled_stone = minetest.get_content_id('everness:forsaken_desert_chiseled_stone') local c_forsaken_desert_brick = minetest.get_content_id('everness:forsaken_desert_brick') local c_forsaken_desert_engraved_stone = minetest.get_content_id('everness:forsaken_desert_engraved_stone') local c_frosted_snowblock = minetest.get_content_id('everness:frosted_snowblock') local c_frosted_ice = minetest.get_content_id('everness:frosted_ice') local c_everness_mineral_water_source = minetest.get_content_id('everness:mineral_water_source') local c_everness_mineral_sand = minetest.get_content_id('everness:mineral_sand') -- Biome IDs local biome_id_everness_cursed_lands_dunes = minetest.get_biome_id('everness:cursed_lands_dunes') local biome_id_everness_cursed_lands_swamp = minetest.get_biome_id('everness:cursed_lands_swamp') -- Localize data buffer table outside the loop, to be re-used for all -- mapchunks, therefore minimising memory use. local data = {} local chance = 20 local disp = 16 local water_level = tonumber(minetest.settings:get('water_level')) or 1 minetest.register_on_generated(function(minp, maxp, blockseed) local rand = PcgRandom(blockseed) local biomemap = minetest.get_mapgen_object('biomemap') -- 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) -- Side length of mapchunk local sidelength = maxp.x - minp.x + 1 local x_disp = rand:next(0, disp) local z_disp = rand:next(0, disp) local schem_positions = {} for y = minp.y, maxp.y do local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp) if data[vi + area.ystride] == minetest.CONTENT_AIR then local s_pos = area:position(vi) if maxp.y >= water_level then -- Above sea level or at water level if ( data[vi] == c_dirt_with_grass_1 or data[vi] == c_dirt_with_grass_extras_1 or data[vi] == c_dirt_with_grass_extras_2 ) and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_japanese_shrine.mts' -- -- Japanese Shrine -- local size = { x = 11, y = 19, z = 15 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local schem_pos = vector.new(s_pos) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:dirt_with_grass_1' } ) -- Can force over these blocks local force_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:dirt_with_grass_extras_1', 'everness:dirt_with_grass_extras_2', 'group:bamboo', 'group:flower', 'group:leaves' } ) if #positions + #force_positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air', 'group:bamboo', 'group:flower', 'group:leaves' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_japanese_shrine = schem_positions.everness_japanese_shrine or {} table.insert(schem_positions.everness_japanese_shrine, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Japanese Shrine was placed at ' .. schem_pos:to_string()) end elseif data[vi] == c_dirt_with_rainforest_litter and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_jungle_temple.mts' -- -- Jungle Temple -- local size = { x = 12, y = 14, z = 15 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) -- add Y displacement local y_dis = 3 local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'default:dirt_with_rainforest_litter' } ) -- Can force over these blocks local force_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'group:tree', 'group:flower', 'group:flora', 'group:leaves', 'fireflies:firefly', 'fireflies:hidden_firefly', } ) if #positions + #force_positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air', 'group:tree', 'group:flora', 'group:leaves' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_jungle_temple = schem_positions.everness_jungle_temple or {} table.insert(schem_positions.everness_jungle_temple, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Jungle Temple was placed at ' .. schem_pos:to_string()) end elseif data[vi] == c_dirt_with_cursed_grass and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_haunted_house.mts' -- -- Haunted House -- local size = { x = 11, y = 22, z = 10 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) -- add Y displacement local y_dis = 1 local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:dirt_with_cursed_grass' } ) if #positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_haunted_house = schem_positions.everness_haunted_house or {} table.insert(schem_positions.everness_haunted_house, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Haunted House was placed at ' .. schem_pos:to_string()) end elseif ( data[vi] == c_dirt_with_crystal_grass or data[vi] == c_crystal_sand ) and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_quartz_temple.mts' -- -- Quartz Temple -- local size = { x = 16, y = 13, z = 16 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local schem_pos = vector.new(s_pos) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:dirt_with_crystal_grass', 'everness:crystal_sand' } ) if #positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_quartz_temple = schem_positions.everness_quartz_temple or {} table.insert(schem_positions.everness_quartz_temple, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Quartz Temple was placed at ' .. schem_pos:to_string()) end elseif ( data[vi] == c_forsaken_desert_sand or data[vi] == c_dry_ocean_dirt ) and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple.mts' -- -- Forsaken Desert Temple -- local size = { x = 9, y = 16, z = 9 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local schem_pos = vector.new(s_pos) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:forsaken_desert_sand', 'everness:dry_ocean_dirt' } ) if #positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_forsaken_desert_temple = schem_positions.everness_forsaken_desert_temple or {} table.insert(schem_positions.everness_forsaken_desert_temple, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Forsaken Desert Temple was placed at ' .. schem_pos:to_string()) end elseif ( data[vi] == c_dirt_with_snow or data[vi] == c_dirt_with_coniferous_litter ) and rand:next(0, 100) < 100 then local schem = minetest.get_modpath('everness') .. '/schematics/everness_giant_sequoia_tree.mts' -- -- Giant Sequoia -- local size = { x = 25, y = 75, z = 25 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local schem_pos = vector.new(s_pos) minetest.emerge_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), function(blockpos, action, calls_remaining, param) Everness:emerge_area(blockpos, action, calls_remaining, param) end, { callback = function() -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'default:dirt_with_snow', 'default:dirt_with_coniferous_litter', 'default:snow' }) if #positions < size.x * size.z then -- not enough space return end minetest.place_schematic( schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) minetest.log('action', '[Everness] Giant Sequoia was placed at ' .. schem_pos:to_string()) end } ) elseif ( data[vi] == c_frosted_snowblock or data[vi] == c_frosted_ice ) and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_frosted_icesheet_igloo.mts' -- -- Igloo -- local size = { x = 16, y = 13, z = 16 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) -- add Y displacement local y_dis = 8 local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:frosted_snowblock', 'everness:frosted_ice' } ) if #positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_frosted_icesheet_igloo = schem_positions.everness_frosted_icesheet_igloo or {} table.insert(schem_positions.everness_frosted_icesheet_igloo, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Igloo was placed at ' .. schem_pos:to_string()) end elseif ( data[vi] == c_everness_mineral_water_source or data[vi] == c_everness_mineral_sand ) and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_mineral_waters_tower.mts' -- -- Mineral Waters Tower -- local size = { x = 7, y = 16, z = 9 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local schem_pos = vector.new(s_pos) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:mineral_sand', 'everness:mineral_water_source' } ) if #positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_mineral_waters_tower = schem_positions.everness_mineral_waters_tower or {} table.insert(schem_positions.everness_mineral_waters_tower, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Mineral Waters Tower was placed at ' .. schem_pos:to_string()) end elseif water_level >= minp.y and water_level <= maxp.y and data[vi] == c_water_source then -- -- Water Level -- if ( table.indexof(biomemap, biome_id_everness_cursed_lands_dunes) ~= -1 or table.indexof(biomemap, biome_id_everness_cursed_lands_swamp) ~= -1 ) and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_island.mts' -- -- Cursed Lands Deep Ocean Island -- local size = { x = 25, y = 23, z = 23 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) -- add Y displacement local y_dis = 7 local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z) -- find floor big enough local indexes = Everness.find_content_in_vm_area( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { c_water_source, minetest.CONTENT_AIR }, data, area ) if #indexes < size.x * size.z then -- not enough space return end -- enough space to place structure ? local space_indexes = Everness.find_content_in_vm_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { c_water_source, minetest.CONTENT_AIR }, data, area ) if #space_indexes > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_cursed_lands_deep_ocean_island = schem_positions.everness_cursed_lands_deep_ocean_island or {} table.insert(schem_positions.everness_cursed_lands_deep_ocean_island, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Cursed Lands Deep Ocean Island was placed at ' .. schem_pos:to_string()) end end end else -- Under sea level (Caves) if ( data[vi] == c_forsaken_desert_sand or data[vi] == c_forsaken_desert_chiseled_stone or data[vi] == c_forsaken_desert_brick or data[vi] == c_forsaken_desert_engraved_stone ) and rand:next(0, 100) < chance then local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_2.mts' -- -- Forsaken Desert Temple 2 -- local size = { x = 16, y = 17, z = 15 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local schem_pos = vector.new(s_pos) -- find floor big enough local positions = minetest.find_nodes_in_area_under_air( vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z), { 'everness:forsaken_desert_sand', 'everness:forsaken_desert_chiseled_stone', 'everness:forsaken_desert_brick', 'everness:forsaken_desert_engraved_stone', 'group:stone', 'group:sand', 'group:everness_sand', 'default:gravel', 'default:stone_with_coal', 'default:stone_with_iron', 'default:stone_with_tin', 'default:stone_with_gold', 'default:stone_with_mese', 'default:stone_with_diamond', 'everness:cave_barrel_cactus', 'everness:venus_trap', 'group:flora', 'everness:quartz_ore', 'everness:stone_with_pyrite', } ) if #positions < size.x * size.z then -- not enough space return end -- enough air to place structure ? local air_positions = minetest.find_nodes_in_area( vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z), { 'air' } ) if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) schem_positions.everness_forsaken_desert_temple_2 = schem_positions.everness_forsaken_desert_temple_2 or {} table.insert(schem_positions.everness_forsaken_desert_temple_2, { pos = schem_pos, minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z), maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z) }) minetest.log('action', '[Everness] Forsaken Desert Temple 2 was placed at ' .. schem_pos:to_string()) end end end end end -- Set the lighting within the `VoxelManip` to a uniform value 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() minetest.fix_light(minp, maxp) -- Populate loot chests for name, tbl in pairs(schem_positions) do if next(tbl) then for i, v in ipairs(tbl) do local chest_positions = minetest.find_nodes_in_area( v.minp, v.maxp, { 'everness:chest' } ) if #chest_positions > 0 then Everness:populate_loot_chests(chest_positions) end end end end end)