279 lines
9.5 KiB
Lua
279 lines
9.5 KiB
Lua
--[[
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Everness. Never ending discovery in Everness mapgen.
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Copyright (C) 2024 SaKeL
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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--]]
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--
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-- Register biomes
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--
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local y_max = Everness.settings.biomes.everness_cursed_lands_deep_ocean.y_max
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local y_min = Everness.settings.biomes.everness_cursed_lands_deep_ocean.y_min
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-- Cursed Lands Deep Ocean
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minetest.register_biome({
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name = 'everness_cursed_lands_deep_ocean',
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node_top = 'everness:cursed_lands_deep_ocean_sand',
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depth_top = 1,
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node_filler = 'everness:cursed_lands_deep_ocean_sand',
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depth_filler = 3,
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node_riverbed = 'everness:cursed_lands_deep_ocean_sand',
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depth_riverbed = 2,
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node_cave_liquid = 'mapgen_water_source',
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node_dungeon = 'everness:cursed_lands_deep_ocean_sandstone_block',
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node_dungeon_alt = 'everness:cursed_lands_deep_ocean_sandstone_brick',
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node_dungeon_stair = 'stairs:stair_cursed_lands_deep_ocean_sandstone_block',
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y_max = y_max,
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y_min = y_min,
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heat_point = 45,
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humidity_point = 85,
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})
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--
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-- Register decorations
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--
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minetest.register_decoration({
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name = 'everness:forsaken_lands_deep_ocean_coral_alcyonacea',
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deco_type = 'schematic',
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place_on = { 'everness:cursed_lands_deep_ocean_sand' },
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spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
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sidelen = 16,
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fill_ratio = 0.002,
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biomes = { 'everness_cursed_lands_deep_ocean' },
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y_max = y_max,
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y_min = y_min,
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schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_alcyonacea.mts',
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flags = 'place_center_x, place_center_z, force_placement',
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})
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minetest.register_decoration({
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name = 'everness:forsaken_lands_deep_ocean_coral_ostracod',
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deco_type = 'schematic',
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place_on = { 'everness:cursed_lands_deep_ocean_sand' },
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spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
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sidelen = 16,
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fill_ratio = 0.002,
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biomes = { 'everness_cursed_lands_deep_ocean' },
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y_max = y_max,
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y_min = y_min,
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schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_ostracod.mts',
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flags = 'place_center_x, place_center_z, force_placement',
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})
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minetest.register_decoration({
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name = 'everness:forsaken_lands_deep_ocean_coral_octocurse',
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deco_type = 'schematic',
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place_on = { 'everness:cursed_lands_deep_ocean_sand' },
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spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
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sidelen = 16,
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fill_ratio = 0.002,
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biomes = { 'everness_cursed_lands_deep_ocean' },
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y_max = y_max,
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y_min = y_min,
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schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_octocurse.mts',
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flags = 'place_center_x, place_center_z, force_placement',
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})
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minetest.register_decoration({
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name = 'everness:cursed_lands_deep_ocean_mud',
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deco_type = 'simple',
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place_on = { 'everness:cursed_lands_deep_ocean_sand' },
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place_offset_y = -1,
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sidelen = 4,
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fill_ratio = 0.002,
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biomes = { 'everness_cursed_lands_deep_ocean' },
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y_max = y_max,
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y_min = y_min,
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flags = 'force_placement',
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decoration = { 'everness:cursed_lands_deep_ocean_sand_with_crack' },
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spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
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})
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minetest.register_decoration({
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name = 'everness:cursed_lands_deep_ocean_plants_1',
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deco_type = 'simple',
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place_on = { 'everness:cursed_lands_deep_ocean_sand' },
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place_offset_y = -1,
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sidelen = 4,
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noise_params = {
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offset = 0,
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scale = 0.02,
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spread = { x = 200, y = 200, z = 200 },
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seed = 329,
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octaves = 3,
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persist = 0.6
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},
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biomes = { 'everness_cursed_lands_deep_ocean' },
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y_max = y_max,
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y_min = y_min,
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flags = 'force_placement',
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decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_anemone' },
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spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
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})
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minetest.register_decoration({
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name = 'everness:cursed_lands_deep_ocean_plants_2',
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deco_type = 'simple',
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place_on = { 'everness:cursed_lands_deep_ocean_sand' },
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place_offset_y = -1,
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sidelen = 4,
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noise_params = {
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offset = -0.02,
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scale = 0.04,
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spread = { x = 200, y = 200, z = 200 },
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seed = 436,
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octaves = 3,
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persist = 0.6
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},
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biomes = { 'everness_cursed_lands_deep_ocean' },
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y_max = y_max,
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y_min = y_min,
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flags = 'force_placement',
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decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_darkilluma' },
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spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
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})
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minetest.register_decoration({
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name = 'everness:cursed_lands_deep_ocean_plants_3',
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deco_type = 'simple',
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place_on = { 'everness:cursed_lands_deep_ocean_sand' },
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place_offset_y = -1,
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sidelen = 4,
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noise_params = {
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offset = -0.02,
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scale = 0.04,
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spread = { x = 200, y = 200, z = 200 },
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seed = 19822,
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octaves = 3,
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persist = 0.6
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},
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biomes = { 'everness_cursed_lands_deep_ocean' },
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y_max = y_max,
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y_min = y_min,
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flags = 'force_placement',
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decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_demon' },
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spawn_by = 'mapgen_water_source',
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num_spawn_by = 8,
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})
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--
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-- On Generated
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--
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local c_water_source = minetest.get_content_id('default:water_source')
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local c_cursed_lands_deep_ocean_sand = minetest.get_content_id('everness:cursed_lands_deep_ocean_sand')
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-- Localize data buffer table outside the loop, to be re-used for all
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-- mapchunks, therefore minimising memory use.
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local data = {}
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local chance = 25
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local skull_size = { x = 10, y = 11, z = 11 }
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local skull_volume = skull_size.x * skull_size.z * skull_size.y
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local skull_schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_skull.mts'
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minetest.register_on_generated(function(minp, maxp, blockseed)
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local rand = PcgRandom(blockseed)
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local vm, emin, emax = minetest.get_mapgen_object('voxelmanip')
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local area = VoxelArea:new({ MinEdge = emin, MaxEdge = emax })
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-- Get the content ID data from the voxelmanip in the form of a flat array.
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-- Set the buffer parameter to use and reuse 'data' for this.
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vm:get_data(data)
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if y_min < maxp.y and maxp.y < y_max then
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local already_placed = false
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-- Process the content IDs in 'data'.
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-- The most useful order is a ZYX loop because:
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-- 1. This matches the order of the 3D noise flat array.
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-- 2. This allows a simple +1 incrementing of the voxelmanip index along x
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-- rows.
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for z = minp.z, maxp.z do
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if already_placed then
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break
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end
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for y = minp.y, maxp.y do
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if already_placed then
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break
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end
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for x = minp.x, maxp.x do
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if already_placed then
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break
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end
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-- Voxelmanip index for the flat array of content IDs.
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-- Initialise to first node in this x row.
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local vi = area:index(x, y, z)
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if data[vi + area.ystride] == c_water_source and data[vi] == c_cursed_lands_deep_ocean_sand then
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local s_pos = area:position(vi)
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local biome_data = minetest.get_biome_data(s_pos)
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if not biome_data then
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return
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end
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local biome_name = minetest.get_biome_name(biome_data.biome)
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if not biome_name then
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return
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end
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if biome_name == 'everness_cursed_lands_deep_ocean' and rand:next(0, 100) < chance then
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--
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-- Skull
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--
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local schem_pos = vector.new(s_pos.x, s_pos.y, s_pos.z)
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local water_source_positions = minetest.find_nodes_in_area(
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vector.new(s_pos.x - 5, s_pos.y, s_pos.z - 5),
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vector.new(s_pos.x + 5, s_pos.y + 11, s_pos.z + 5),
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{ 'default:water_source' }
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)
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if #water_source_positions > skull_volume / 3 then
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minetest.place_schematic_on_vmanip(
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vm,
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schem_pos,
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skull_schem,
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'random',
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nil,
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true,
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'place_center_x, place_center_z'
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)
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minetest.log('action', '[Everness] Cursed Lands Deep Ocean Skull was placed at ' .. schem_pos:to_string())
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already_placed = true
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end
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end
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end
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end
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end
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end
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vm:write_to_map(true)
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minetest.fix_light(minp, maxp)
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end
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end)
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