--[[ 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_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') -- 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') local biome_id_everness_cursed_lands_ocean = minetest.get_biome_id('everness:cursed_lands_ocean') local biome_id_everness_crystal_forest_dunes = minetest.get_biome_id('everness:crystal_forest_dunes') local biome_id_everness_crystal_forest_shore = minetest.get_biome_id('everness:crystal_forest_shore') local biome_id_everness_crystal_forest_ocean = minetest.get_biome_id('everness:crystal_forest_ocean') local water_level = tonumber(minetest.settings:get('water_level')) or 1 local chance = 20 local chance_sea_level = 10 local disp = 16 -- Localize data buffer table outside the loop, to be re-used for all -- mapchunks, therefore minimising memory use. local data = {} local p2data = {} minetest.register_on_generated(function(minp, maxp, blockseed) local rand = PcgRandom(blockseed) local biomemap = minetest.get_mapgen_object('biomemap') local gennotify = minetest.get_mapgen_object('gennotify') -- 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) vm:get_param2_data(p2data) -- 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 = {} local shared_args = {} -- on_data -- read/write to `data` what will be eventually saved (set_data) -- used for voxelmanip `data` manipulation for _, def in ipairs(Everness.on_generated_queue) do if def.can_run(biomemap) and def.on_data then shared_args[def.name] = shared_args[def.name] or {} -- print('--- on_data', def.name, minp:to_string(), maxp:to_string()) def.on_data(minp, maxp, area, data, p2data, gennotify, rand, shared_args[def.name]) -- print('shared_args', dump(shared_args)) end end -- set data after they have been manipulated (above) vm:set_data(data) vm:set_param2_data(p2data) -- after_set_data -- can read (but cant and should not manipulate) voxelmanip `data` -- used for `place_schematic_on_vmanip` which will invalidate `data` therefore we are doing it after we set the data for _, def in ipairs(Everness.on_generated_queue) do if def.can_run(biomemap) and def.after_set_data then shared_args[def.name] = shared_args[def.name] or {} -- print('after_set_data', def.name, minp:to_string(), maxp:to_string()) def.after_set_data(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args[def.name]) end end 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 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 or table.indexof(biomemap, biome_id_everness_cursed_lands_ocean) ~= -1 ) and rand:next(0, 100) < chance_sea_level 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 elseif ( table.indexof(biomemap, biome_id_everness_crystal_forest_dunes) ~= -1 or table.indexof(biomemap, biome_id_everness_crystal_forest_shore) ~= -1 or table.indexof(biomemap, biome_id_everness_crystal_forest_ocean) ~= -1 ) and rand:next(0, 100) < chance_sea_level then local schem = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_ocean_shrine.mts' -- -- Crystal Forest Ocean Shrine -- local size = { x = 13, y = 16, z = 13 } 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 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_crystal_forest_ocean_shrine = schem_positions.everness_crystal_forest_ocean_shrine or {} table.insert(schem_positions.everness_crystal_forest_ocean_shrine, { 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] Crystal Forest Ocean Shrine 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() -- after_write_to_map -- Cannot read/write voxelmanip or its data -- Used for direct manipulation of the world chunk nodes where the definitions of nodes are available and node callback can be executed -- minetest.fix_light(minp, maxp) for _, def in ipairs(Everness.on_generated_queue) do if def.can_run(biomemap) and def.after_write_to_map then shared_args[def.name] = shared_args[def.name] or {} -- print('after_write_to_map', def.name, minp:to_string(), maxp:to_string()) def.after_write_to_map(shared_args[def.name], gennotify) end end -- 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)