--[[ 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_crystal_forest_dunes.y_max local y_min = Everness.settings.biomes.everness_crystal_forest_dunes.y_min -- Crystal Forest Dunes Everness:register_biome({ name = 'everness:crystal_forest_dunes', node_top = 'everness:crystal_sand', depth_top = 1, node_filler = 'everness:crystal_sand', depth_filler = 3, node_riverbed = 'everness:crystal_sand', depth_riverbed = 2, node_stone = 'everness:crystal_stone', node_dungeon = 'everness:crystal_cobble', node_dungeon_alt = 'everness:crystal_mossy_cobble', node_dungeon_stair = 'stairs:stair_crystal_cobble', vertical_blend = 1, y_max = y_max, y_min = y_min, heat_point = 35, humidity_point = 50, }) -- -- Register ores -- -- Blob ore. -- These before scatter ores to avoid other ores in blobs. -- Crystal sand Everness:register_ore({ ore_type = 'blob', ore = 'everness:crystal_sand', wherein = { 'everness:crystal_stone' }, clust_scarcity = 16 * 16 * 16, clust_size = 5, y_max = y_max, y_min = y_min, noise_threshold = 0.0, noise_params = { offset = 0.5, scale = 0.2, spread = { x = 5, y = 5, z = 5 }, seed = 2316, octaves = 1, persist = 0.0 }, biomes = { 'everness:crystal_forest_dunes' } }) -- Dirt Everness:register_ore({ ore_type = 'blob', ore = 'everness:crystal_dirt', wherein = { 'everness:crystal_stone' }, clust_scarcity = 16 * 16 * 16, clust_size = 5, y_max = y_max, y_min = y_min, noise_threshold = 0.0, noise_params = { offset = 0.5, scale = 0.2, spread = { x = 5, y = 5, z = 5 }, seed = 17676, octaves = 1, persist = 0.0 }, biomes = { 'everness:crystal_forest_dunes' } }) -- -- Register decorations -- Everness:register_decoration({ name = 'everness:crystal_forest_dunes_ruins_1', deco_type = 'schematic', place_on = { 'everness:crystal_sand' }, sidelen = 16, noise_params = { offset = -0.0003, scale = 0.0009, spread = { x = 200, y = 200, z = 200 }, seed = 230, octaves = 3, persist = 0.6 }, biomes = { 'everness:crystal_forest_dunes' }, y_max = y_max, y_min = y_min, schematic = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_ruins_1.mts', flags = 'place_center_x, place_center_z', rotation = 'random', }) Everness:register_decoration({ name = 'everness:crystal_forest_dunes_ruins_2', deco_type = 'schematic', place_on = { 'everness:crystal_sand' }, place_offset_y = 0, sidelen = 16, noise_params = { offset = -0.0003, scale = 0.0009, spread = { x = 200, y = 200, z = 200 }, seed = 230, octaves = 3, persist = 0.6 }, biomes = { 'everness:crystal_forest_dunes' }, y_max = y_max, y_min = y_min, schematic = minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_ruins_2.mts', flags = 'place_center_x, place_center_z', rotation = 'random', }) -- -- On Generated -- local chance = 20 local disp = 16 local schem = minetest.read_schematic(minetest.get_modpath('everness') .. '/schematics/everness_quartz_fountain.mts', {}) local size = { x = 11, y = 10, z = 11 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local y_dis = 1 local c_everness_crystal_sand = minetest.get_content_id('everness:crystal_sand') local biome_id_everness_crystal_forest_dunes = minetest.get_biome_id('everness:crystal_forest_dunes') Everness:add_to_queue_on_generated({ name = 'everness:crystal_forest_dunes', can_run = function(biomemap) return table.indexof(biomemap, biome_id_everness_crystal_forest_dunes) ~= -1 end, after_set_data = function(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args) local sidelength = maxp.x - minp.x + 1 local x_disp = rand:next(0, disp) local z_disp = rand:next(0, disp) shared_args.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 and data[vi] == c_everness_crystal_sand and rand:next(0, 100) < chance then local s_pos = area:position(vi) -- -- Quartz Fountain -- -- add Y displacement 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: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' } ) local replacements if rand:next(0, 100) < 50 then replacements = { ['everness:chest'] = 'everness:quartz_pillar' } end if #air_positions > (size.x * size.y * size.z) / 2 then minetest.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', replacements, true, 'place_center_x, place_center_z' ) shared_args.schem_positions.everness_quartz_fountain = shared_args.schem_positions.everness_quartz_fountain or {} table.insert(shared_args.schem_positions.everness_quartz_fountain, { 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] Quartz Fountain was placed at ' .. schem_pos:to_string()) end end end end, after_write_to_map = function(shared_args) local schem_positions = shared_args.schem_positions or {} 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 })