write something there
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155
mods/everness/mapgen_forsaken_desert_ocean.lua
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155
mods/everness/mapgen_forsaken_desert_ocean.lua
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--[[
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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_forsaken_desert_ocean.y_max
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local y_min = Everness.settings.biomes.everness_forsaken_desert_ocean.y_min
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-- Forsaken Desert Ocean
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Everness:register_biome({
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name = 'everness:forsaken_desert_ocean',
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node_top = 'everness:dry_ocean_dirt',
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depth_top = 1,
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node_stone = 'everness:forsaken_desert_stone',
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node_filler = 'everness:dry_ocean_dirt',
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depth_filler = 3,
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node_water_top = 'everness:dry_ocean_dirt',
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depth_water_top = 10,
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node_river_water = 'everness:dry_ocean_dirt',
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node_riverbed = 'everness:dry_ocean_dirt',
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depth_riverbed = 2,
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node_dungeon = 'everness:forsaken_desert_brick',
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node_dungeon_alt = 'everness:forsaken_desert_brick_red',
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node_dungeon_stair = 'stairs:stair_forsaken_desert_brick',
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y_max = y_max,
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y_min = y_min,
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heat_point = 100,
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humidity_point = 30,
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})
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--
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-- On Generated
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--
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local chance = 20
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local disp = 16
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local schem = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_desert_temple_3.mts'
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local size = { x = 11, y = 13, z = 13 }
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local size_x = math.round(size.x / 2)
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local size_z = math.round(size.z / 2)
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local y_dis = -1
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local c_dry_ocean_dirt = minetest.get_content_id('everness:dry_ocean_dirt')
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local biome_id_everness_forsaken_desert_ocean = minetest.get_biome_id('everness:forsaken_desert_ocean')
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Everness:add_to_queue_on_generated({
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name = 'everness:forsaken_desert_ocean',
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can_run = function(biomemap)
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return table.indexof(biomemap, biome_id_everness_forsaken_desert_ocean) ~= -1
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end,
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after_set_data = function(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args)
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local sidelength = maxp.x - minp.x + 1
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local x_disp = rand:next(0, disp)
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local z_disp = rand:next(0, disp)
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shared_args.schem_positions = {}
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for y = minp.y, maxp.y do
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local vi = area:index(minp.x + sidelength / 2 + x_disp, y, minp.z + sidelength / 2 + z_disp)
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if data[vi + area.ystride] == minetest.CONTENT_AIR
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and data[vi] == c_dry_ocean_dirt
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and rand:next(0, 100) < chance
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then
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local s_pos = area:position(vi)
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--
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-- Forsaken Desert Temple 3
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--
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local schem_pos = vector.new(s_pos.x, s_pos.y - y_dis, s_pos.z)
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-- find floor big enough
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local positions = minetest.find_nodes_in_area_under_air(
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vector.new(s_pos.x - size_x, s_pos.y - 1, s_pos.z - size_z),
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vector.new(s_pos.x + size_x, s_pos.y + 1, s_pos.z + size_z),
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{
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'everness:dry_ocean_dirt'
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}
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)
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if #positions < size.x * size.z then
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-- not enough space
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return
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end
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-- enough air to place structure ?
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local air_positions = minetest.find_nodes_in_area(
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vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
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vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z),
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{
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'air'
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}
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)
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if #air_positions > (size.x * size.y * size.z) / 2 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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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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shared_args.schem_positions.everness_forsaken_desert_temple_3 = shared_args.schem_positions.everness_forsaken_desert_temple_3 or {}
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table.insert(shared_args.schem_positions.everness_forsaken_desert_temple_3, {
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pos = schem_pos,
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minp = vector.new(s_pos.x - size_x, s_pos.y - y_dis, s_pos.z - size_z),
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maxp = vector.new(s_pos.x + size_x, s_pos.y - y_dis + size.y, s_pos.z + size_z)
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})
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minetest.log('action', '[Everness] Forsaken Desert Temple 3 was placed at ' .. schem_pos:to_string())
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end
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end
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end
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end,
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after_write_to_map = function(shared_args)
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local schem_positions = shared_args.schem_positions or {}
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for name, tbl in pairs(schem_positions) do
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if next(tbl) then
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for i, v in ipairs(tbl) do
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local chest_positions = minetest.find_nodes_in_area(
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v.minp,
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v.maxp,
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{ 'everness:chest' }
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)
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if #chest_positions > 0 then
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Everness:populate_loot_chests(chest_positions)
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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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})
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