--[[ 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_forsaken_desert_ocean.y_max local y_min = Everness.settings.biomes.everness_forsaken_desert_ocean.y_min -- Forsaken Desert Ocean Everness:register_biome({ name = 'everness:forsaken_desert_ocean', node_top = 'everness:dry_ocean_dirt', depth_top = 1, node_stone = 'everness:forsaken_desert_stone', node_filler = 'everness:dry_ocean_dirt', depth_filler = 3, node_water_top = 'everness:dry_ocean_dirt', depth_water_top = 10, node_river_water = 'everness:dry_ocean_dirt', node_riverbed = 'everness:dry_ocean_dirt', depth_riverbed = 2, node_dungeon = 'everness:forsaken_desert_brick', node_dungeon_alt = 'everness:forsaken_desert_brick_red', node_dungeon_stair = 'stairs:stair_forsaken_desert_brick', y_max = y_max, y_min = y_min, heat_point = 100, humidity_point = 30, }) -- -- On Generated -- local chance = 20 local disp = 16 local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_3.mts' local size = { x = 11, y = 13, z = 13 } local size_x = math.round(size.x / 2) local size_z = math.round(size.z / 2) local y_dis = -1 local c_dry_ocean_dirt = minetest.get_content_id('everness:dry_ocean_dirt') local biome_id_everness_forsaken_desert_ocean = minetest.get_biome_id('everness:forsaken_desert_ocean') Everness:add_to_queue_on_generated({ name = 'everness:forsaken_desert_ocean', can_run = function(biomemap) return table.indexof(biomemap, biome_id_everness_forsaken_desert_ocean) ~= -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_dry_ocean_dirt and rand:next(0, 100) < chance then local s_pos = area:position(vi) -- -- Forsaken Desert Temple 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), { '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' ) shared_args.schem_positions.everness_forsaken_desert_temple_3 = shared_args.schem_positions.everness_forsaken_desert_temple_3 or {} table.insert(shared_args.schem_positions.everness_forsaken_desert_temple_3, { 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] Forsaken Desert Temple 3 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 })