--[[ 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_under.y_max local y_min = Everness.settings.biomes.everness_forsaken_desert_under.y_min -- Forsaken Desert Under Everness:register_biome({ name = 'everness:forsaken_desert_under', node_cave_liquid = { 'mapgen_water_source', 'mapgen_lava_source' }, node_dungeon = 'default:cobble', node_dungeon_alt = 'default:mossycobble', node_dungeon_stair = 'stairs:stair_cobble', y_max = y_max, y_min = y_min, heat_point = 100, humidity_point = 30, }) -- -- Register decorations -- Everness:register_decoration({ name = 'everness:forsaken_desert_under_floors', deco_type = 'simple', place_on = { 'default:stone' }, sidelen = 16, place_offset_y = -1, fill_ratio = 10, biomes = { 'everness:forsaken_desert_under' }, y_max = y_max, y_min = y_min, flags = 'all_floors, force_placement', decoration = { 'everness:forsaken_desert_sand' }, }) Everness:register_decoration({ name = 'everness:forsaken_desert_under_floors_chiseled', deco_type = 'simple', place_on = { 'everness:forsaken_desert_sand' }, sidelen = 16, place_offset_y = -1, fill_ratio = 0.2, biomes = { 'everness:forsaken_desert_under' }, y_max = y_max - 500 > y_min and y_max - 500 or y_max, y_min = y_min, decoration = { 'everness:forsaken_desert_chiseled_stone', 'everness:forsaken_desert_brick', 'everness:forsaken_desert_brick_red', 'everness:forsaken_desert_engraved_stone', 'everness:forsaken_desert_cobble_red', 'everness:forsaken_desert_cobble', }, flags = 'all_floors, force_placement' }) Everness:register_decoration({ name = 'everness:forsaken_desert_under_ceilings', deco_type = 'simple', place_on = { 'everness:forsaken_desert_sand' }, sidelen = 16, fill_ratio = 0.4, biomes = { 'everness:forsaken_desert_under' }, y_max = y_max, y_min = y_min, flags = 'all_ceilings', decoration = { 'everness:moss_block' }, }) Everness:register_decoration({ name = 'everness:forsaken_desert_under_cactus_blue', deco_type = 'simple', place_on = { 'everness:forsaken_desert_sand' }, sidelen = 16, noise_params = { offset = -0.004, scale = 0.01, spread = { x = 100, y = 100, z = 100 }, seed = 137, octaves = 3, persist = 0.7, }, biomes = { 'everness:forsaken_desert_under' }, y_max = y_max - 500 > y_min and y_max - 500 or y_max, y_min = y_min, decoration = 'everness:cactus_blue', height = 2, height_max = 6, flags = 'all_floors' }) Everness:register_decoration({ name = 'everness:forsaken_desert_under_cave_barrel_cactus', deco_type = 'simple', place_on = { 'everness:forsaken_desert_sand', 'everness:forsaken_desert_chiseled_stone', 'everness:forsaken_desert_brick', 'everness:forsaken_desert_engraved_stone' }, sidelen = 16, fill_ratio = 0.005, biomes = { 'everness:forsaken_desert_under' }, y_max = y_max - 250 > y_min and y_max - 250 or y_max, y_min = y_min, decoration = { 'everness:cave_barrel_cactus', 'everness:venus_trap' }, flags = 'all_floors', param2_max = 3 }) Everness:register_decoration({ name = 'everness:forsaken_desert_under_cave_illumi_root', deco_type = 'simple', place_on = { 'everness:forsaken_desert_sand', 'everness:forsaken_desert_chiseled_stone', 'everness:forsaken_desert_brick', 'everness:forsaken_desert_engraved_stone' }, sidelen = 16, fill_ratio = 0.005, biomes = { 'everness:forsaken_desert_under' }, y_max = y_max, y_min = y_min, decoration = { 'everness:illumi_root' }, flags = 'all_floors' }) Everness:register_decoration({ name = 'everness:forsaken_desert_under_vines', deco_type = 'simple', place_on = { 'everness:moss_block' }, sidelen = 16, fill_ratio = 0.09, biomes = { 'everness:forsaken_desert_under' }, param2 = 8, decoration = { 'everness:dense_vine_1', 'everness:dense_vine_2' }, y_max = y_max, y_min = y_min, flags = 'all_ceilings', spawn_by = 'air', num_spawn_by = 8 }) Everness:register_decoration({ name = 'everness:forsaken_desert_under_hollow_tree', deco_type = 'simple', place_on = { 'everness:forsaken_desert_sand' }, sidelen = 16, noise_params = { offset = 0, scale = 0.006, spread = { x = 250, y = 250, z = 250 }, seed = 2, octaves = 3, persist = 0.66 }, biomes = { 'everness:forsaken_desert_under' }, y_max = y_max, y_min = y_min, decoration = 'everness:hollow_tree', height = 3, height_max = 7, flags = 'all_floors' }) -- -- On Generated -- local disp = 16 local chance = 20 local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_2.mts' 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 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 biome_id_everness_forsaken_desert_under = minetest.get_biome_id('everness:forsaken_desert_under') Everness:add_to_queue_on_generated({ name = 'everness:forsaken_desert_under', can_run = function(biomemap) return table.indexof(biomemap, biome_id_everness_forsaken_desert_under) ~= -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] == 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 s_pos = area:position(vi) -- -- Forsaken Desert Temple 2 -- local schem_pos = vector.new(s_pos.x, s_pos.y, 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: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' ) shared_args.schem_positions.everness_forsaken_desert_temple_2 = shared_args.schem_positions.everness_forsaken_desert_temple_2 or {} table.insert(shared_args.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, 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 })