everness/mapgen_crystal_forest_dunes...

338 lines
12 KiB
Lua

--[[
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 chance_water = 10
local disp = 16
local water_level = tonumber(minetest.settings:get('water_level')) or 1
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 schem_shrine = minetest.read_schematic(minetest.get_modpath('everness') .. '/schematics/everness_crystal_forest_ocean_shrine.mts', {})
local size_shrine = { x = 13, y = 16, z = 13 }
local size_x_shrine = math.round(size.x / 2)
local size_z_shrine = math.round(size.z / 2)
local y_dis_shrine = 8
local c_everness_crystal_sand = minetest.get_content_id('everness:crystal_sand')
local c_water_source = minetest.get_content_id('mapgen_water_source')
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 then
local s_pos = area:position(vi)
if
data[vi] == c_everness_crystal_sand
and rand:next(0, 100) < chance
then
--
-- 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
if data[vi] == c_water_source
and rand:next(0, 100) < chance_water
-- Water Level
and water_level >= minp.y
and water_level <= maxp.y
then
--
-- Crystal Forest Ocean Shrine
--
-- add Y displacement
local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis_shrine, s_pos.z)
-- find floor big enough
local indexes = Everness.find_content_in_vm_area(
vector.new(s_pos.x - size_x_shrine, s_pos.y - 1, s_pos.z - size_z_shrine),
vector.new(s_pos.x + size_x_shrine, s_pos.y + 1, s_pos.z + size_z_shrine),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #indexes < size_shrine.x * size_shrine.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_shrine, s_pos.y, s_pos.z - size_z_shrine),
vector.new(s_pos.x + size_x_shrine, s_pos.y + size_shrine.y, s_pos.z + size_z_shrine),
{
c_water_source,
minetest.CONTENT_AIR
},
data,
area
)
if #space_indexes > (size_shrine.x * size_shrine.y * size_shrine.z) / 2 then
minetest.place_schematic_on_vmanip(
vm,
schem_pos,
schem_shrine,
'random',
nil,
true,
'place_center_x, place_center_z'
)
shared_args.schem_positions.everness_crystal_forest_ocean_shrine = shared_args.schem_positions.everness_crystal_forest_ocean_shrine or {}
table.insert(shared_args.schem_positions.everness_crystal_forest_ocean_shrine, {
pos = schem_pos,
minp = vector.new(s_pos.x - size_x_shrine, s_pos.y - y_dis_shrine, s_pos.z - size_z_shrine),
maxp = vector.new(s_pos.x + size_x_shrine, s_pos.y - y_dis_shrine + size_shrine.y, s_pos.z + size_z_shrine)
})
minetest.log('action', '[Everness] Crystal Forest Ocean Shrine was placed at ' .. schem_pos:to_string())
end
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
})