--[[ Everness. Never ending discovery in Everness mapgen. Copyright (C) 2025 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.y_max local y_min = Everness.settings.biomes.everness_crystal_forest.y_min -- Crystal Forest Everness:register_biome({ name = 'everness:crystal_forest', node_top = 'everness:dirt_with_crystal_grass', depth_top = 1, node_filler = 'everness:crystal_dirt', depth_filler = 1, node_riverbed = 'everness:crystal_dirt', 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', 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' } }) -- 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' } }) -- Scatter ores -- Coal Everness:register_ore({ ore_type = 'scatter', ore = 'everness:crystal_stone_with_coal', wherein = 'everness:crystal_stone', clust_scarcity = 8 * 8 * 8, clust_num_ores = 9, clust_size = 3, y_max = y_max, y_min = y_min, biomes = { 'everness:crystal_forest' } }) -- -- Register decorations -- Everness:register_decoration({ name = 'everness:crystal_forest_crystal_mushrooms', deco_type = 'simple', place_on = { 'everness:dirt_with_crystal_grass' }, 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:crystal_forest' }, y_max = y_max, y_min = y_min, decoration = 'everness:crystal_mushrooms', param2 = 40 }) Everness:register_decoration({ name = 'everness:crystal_forest_crystal_tree', deco_type = 'schematic', place_on = { 'everness:dirt_with_crystal_grass' }, place_offset_y = 0, sidelen = 16, noise_params = { offset = 0, scale = 0.002, spread = { x = 250, y = 250, z = 250 }, seed = 2, octaves = 3, persist = 0.66 }, biomes = { 'everness:crystal_forest' }, y_max = y_max, y_min = y_min, schematic = core.get_modpath('everness') .. '/schematics/everness_crystal_tree.mts', flags = 'place_center_x, place_center_z', rotation = 'random', }) Everness:register_decoration({ name = 'everness:crystal_forest_crystal_tree_large', deco_type = 'schematic', place_on = { 'everness:dirt_with_crystal_grass' }, place_offset_y = 0, sidelen = 16, noise_params = { offset = 0, scale = 0.001, spread = { x = 250, y = 250, z = 250 }, seed = 2, octaves = 3, persist = 0.66 }, biomes = { 'everness:crystal_forest' }, y_max = y_max, y_min = y_min, schematic = core.get_modpath('everness') .. '/schematics/everness_crystal_tree_large.mts', flags = 'place_center_x, place_center_z', rotation = 'random', }) Everness:register_decoration({ name = 'everness:crystal_forest_crystal_bush', deco_type = 'schematic', place_on = { 'everness:dirt_with_crystal_grass' }, sidelen = 16, place_offset_y = 1, noise_params = { offset = -0.004, scale = 0.01, spread = { x = 100, y = 100, z = 100 }, seed = 137, octaves = 3, persist = 0.7, }, biomes = { 'everness:crystal_forest' }, y_max = y_max, y_min = y_min, schematic = core.get_modpath('everness') .. '/schematics/everness_crystal_bush.mts', flags = 'place_center_x, place_center_z', }) local function register_crystal_grass_decoration(offset, scale, length) Everness:register_decoration({ name = 'everness:crystal_forest_crystal_grass_' .. length, deco_type = 'simple', place_on = { 'everness:dirt_with_crystal_grass' }, sidelen = 16, noise_params = { offset = offset, scale = scale, spread = { x = 200, y = 200, z = 200 }, seed = 329, octaves = 3, persist = 0.6 }, biomes = { 'everness:crystal_forest' }, y_max = y_max, y_min = y_min, decoration = 'everness:crystal_grass_' .. length, param2 = 0, param2_max = 239, }) end -- Crystal Grasses register_crystal_grass_decoration(-0.03, 0.09, 3) register_crystal_grass_decoration(-0.015, 0.075, 2) register_crystal_grass_decoration(0, 0.06, 1) -- -- On Generated -- local chance = 20 local disp = 16 local schem = core.get_modpath('everness') .. '/schematics/everness_quartz_temple.mts' local size = { x = 16, y = 13, z = 16 } local math_sin = math.sin local math_floor = math.floor local math_sqrt = math.sqrt local math_min = math.min local math_max = math.max local size_x = math_floor(size.x / 2) local size_z = math_floor(size.z / 2) local y_dis = 1 local c_dirt_with_crystal_grass = core.get_content_id('everness:dirt_with_crystal_grass') local c_megalith_1 = core.get_content_id('everness:crystal_megalith_1') local c_megalith_2 = core.get_content_id('everness:crystal_megalith_2') local c_megalith_3 = core.get_content_id('everness:crystal_megalith_3') local c_megalith_4 = core.get_content_id('everness:crystal_megalith_4') local c_megalith_5 = core.get_content_id('everness:crystal_megalith_5') local c_cluster = core.get_content_id('everness:crystal_cluster') local is_replaceable = { [core.CONTENT_AIR] = true, [core.get_content_id('everness:crystal_grass_1')] = true, [core.get_content_id('everness:crystal_grass_2')] = true, [core.get_content_id('everness:crystal_grass_3')] = true, } local np_crystal_grass = { offset = 0, scale = 1, spread = { x = 200, y = 200, z = 200 }, seed = 329, octaves = 3, persist = 0.6, } local nobj_crystal_grass = nil local grass_noise_buf = {} local points_x = {} local points_z = {} local function place_megalith(data, p2data, vi, ystride, height, pal_idx, rot) local p2 = pal_idx * 32 + rot if height == 9 then -- 9-tall Megalith: 1 -> 2 -> 2 -> 3 -> 3 -> 4 -> 4 -> 4 -> 5 data[vi + ystride * 1] = c_megalith_1 data[vi + ystride * 2] = c_megalith_2 data[vi + ystride * 3] = c_megalith_2 data[vi + ystride * 4] = c_megalith_3 data[vi + ystride * 5] = c_megalith_3 data[vi + ystride * 6] = c_megalith_4 data[vi + ystride * 7] = c_megalith_4 data[vi + ystride * 8] = c_megalith_4 data[vi + ystride * 9] = c_megalith_5 for i = 1, 9 do p2data[vi + ystride * i] = p2 end elseif height == 7 then -- 7-tall Megalith: 1 -> 2 -> 3 -> 3 -> 4 -> 4 -> 5 data[vi + ystride * 1] = c_megalith_1 data[vi + ystride * 2] = c_megalith_2 data[vi + ystride * 3] = c_megalith_3 data[vi + ystride * 4] = c_megalith_3 data[vi + ystride * 5] = c_megalith_4 data[vi + ystride * 6] = c_megalith_4 data[vi + ystride * 7] = c_megalith_5 for i = 1, 7 do p2data[vi + ystride * i] = p2 end elseif height == 5 then -- 5-tall Megalith: 1 -> 2 -> 3 -> 4 -> 5 data[vi + ystride * 1] = c_megalith_1 data[vi + ystride * 2] = c_megalith_2 data[vi + ystride * 3] = c_megalith_3 data[vi + ystride * 4] = c_megalith_4 data[vi + ystride * 5] = c_megalith_5 for i = 1, 5 do p2data[vi + ystride * i] = p2 end elseif height == 3 then -- 3-tall Spire: 1 -> 4 -> 5 data[vi + ystride * 1] = c_megalith_1 data[vi + ystride * 2] = c_megalith_4 data[vi + ystride * 3] = c_megalith_5 for i = 1, 3 do p2data[vi + ystride * i] = p2 end end end local np_heat = { offset = 50, scale = 50, spread = { x = 1000, y = 1000, z = 1000 }, seed = 5349, octaves = 3, persist = 0.5, } local nobj_heat = nil local function get_heat_at(x, z, col_idx, heatmap) if heatmap and heatmap[col_idx] then return heatmap[col_idx] end if not nobj_heat then if core.get_perlin then nobj_heat = core.get_perlin(np_heat) elseif PerlinNoise then nobj_heat = PerlinNoise(np_heat) end end if nobj_heat then return nobj_heat:get_2d({ x = x, y = z }) end return 35 end local function get_crystal_palette_index(heat, x, z) -- Map Crystal Forest biome heat window (~18 to ~52, centered at heat_point 35) to full palette (0 to 7) local min_biome_heat = 18.0 local max_biome_heat = 52.0 local norm_heat = math_min(math_max((heat - min_biome_heat) / (max_biome_heat - min_biome_heat), 0.0), 1.0) local base_idx = math_floor(norm_heat * 8) if base_idx >= 8 then base_idx = 7 end -- Subtle micro-variation (+/- 1 palette step) based on local position local jitter = ((x * 13 + z * 17) % 3) - 1 local pal_idx = base_idx + jitter if pal_idx < 0 then pal_idx = 0 elseif pal_idx > 7 then pal_idx = 7 end return pal_idx end local biome_id_everness_crystal_forest = core.get_biome_id('everness:crystal_forest') Everness:add_to_queue_on_generated({ name = 'everness:crystal_forest', can_run = function(biomemap, chunk_biomes) return (chunk_biomes and chunk_biomes[biome_id_everness_crystal_forest]) or table.indexof(biomemap, biome_id_everness_crystal_forest) ~= -1 end, on_data = function(minp, maxp, area, data, p2data, gennotify, rand, shared_args) local cell_size = 192 local max_edge_dist = 68.0 local ystride = area.ystride local chunk_size_x = maxp.x - minp.x + 1 local chunk_size_z = maxp.z - minp.z + 1 -- 1. Precompute 2D grass noise flat buffer in C++ (eliminates thousands of Lua-C calls & table allocations) if not nobj_crystal_grass then if core.get_perlin_map then nobj_crystal_grass = core.get_perlin_map(np_crystal_grass, { x = chunk_size_x, y = chunk_size_z, z = 1 }) elseif PerlinNoiseMap then nobj_crystal_grass = PerlinNoiseMap(np_crystal_grass, { x = chunk_size_x, y = chunk_size_z, z = 1 }) end end if nobj_crystal_grass then nobj_crystal_grass:get_2d_map_flat({ x = minp.x, y = minp.z }, grass_noise_buf) end -- 2. Precompute the small set of Worley feature points covering this chunk once (reduces trig calls by 99.99%) local min_gx = math_floor(minp.x / cell_size) - 1 local max_gx = math_floor(maxp.x / cell_size) + 1 local min_gz = math_floor(minp.z / cell_size) - 1 local max_gz = math_floor(maxp.z / cell_size) + 1 local num_pts = 0 for cx = min_gx, max_gx do for cz = min_gz, max_gz do local n = math_sin(cx * 127.1 + cz * 311.7 + 8741.3) * 43758.5453 local rx = (n - math_floor(n)) * 0.6 + 0.2 local n2 = math_sin(cx * 269.5 + cz * 183.3 + 4521.7) * 43758.5453 local rz = (n2 - math_floor(n2)) * 0.6 + 0.2 num_pts = num_pts + 1 points_x[num_pts] = (cx + rx) * cell_size points_z[num_pts] = (cz + rz) * cell_size end end local heatmap = core.get_mapgen_object('heatmap') for z = minp.z, maxp.z do local col_z_offset = (z - minp.z) * chunk_size_x for x = minp.x, maxp.x do local col_idx = col_z_offset + (x - minp.x) + 1 -- Veins only generate in the opposite noise spectrum where crystal grass does not grow if not grass_noise_buf[col_idx] or grass_noise_buf[col_idx] <= 0 then -- Fast Worley F1/F2 distance from precomputed feature points local min1_sq = 1e9 local min2_sq = 1e9 for i = 1, num_pts do local dx = x - points_x[i] local dz = z - points_z[i] local dist_sq = dx * dx + dz * dz if dist_sq < min1_sq then min2_sq = min1_sq min1_sq = dist_sq elseif dist_sq < min2_sq then min2_sq = dist_sq end end local edge_dist = math_sqrt(min2_sq) - math_sqrt(min1_sq) -- Crystals generate along the white Worley cell boundary veins if edge_dist <= max_edge_dist then -- Density gradient: concentration at vein center (~25%), smoothly thinning outward (~4%) local t = edge_dist / max_edge_dist local spawn_chance = 0.25 * ((1.0 - t) ^ 1.1) local pos_rnd = (math_sin(x * 374.1 + z * 513.7 + 8741.3) * 43758.5453) % 1.0 if pos_rnd < spawn_chance then local vi = area:index(x, maxp.y - 9, z) for y = maxp.y - 9, minp.y, -1 do if data[vi] == c_dirt_with_crystal_grass then local vi_up1 = vi + ystride if is_replaceable[data[vi_up1]] then local rot = (x * 7 + z * 13) % 4 local heat = get_heat_at(x, z, col_idx, heatmap) local pal_idx = get_crystal_palette_index(heat, x, z) if edge_dist <= 8.0 then -- Tier 1 (Center Spine): 9-tall Megaliths place_megalith(data, p2data, vi, ystride, 9, pal_idx, rot) elseif edge_dist <= 18.0 then -- Tier 2: 7-tall Megaliths place_megalith(data, p2data, vi, ystride, 7, pal_idx, rot) elseif edge_dist <= 30.0 then -- Tier 3: 5-tall Megaliths place_megalith(data, p2data, vi, ystride, 5, pal_idx, rot) elseif edge_dist <= 46.0 then -- Tier 4: 3-tall Spires place_megalith(data, p2data, vi, ystride, 3, pal_idx, rot) else -- Tier 5 (Outer Spread): 1-tall Glass Crystal Clusters data[vi + ystride * 1] = c_cluster p2data[vi + ystride * 1] = pal_idx * 32 + rot end end break end vi = vi - ystride end end end end end end end, after_set_data = function(minp, maxp, vm, area, data, p2data, gennotify, rand, shared_args) local sidelength = maxp.x - minp.x + 1 local center_x = minp.x + math_floor(sidelength / 2) + rand:next(0, disp) local center_z = minp.z + math_floor(sidelength / 2) + rand:next(0, disp) local vi = area:index(center_x, minp.y, center_z) local ystride = area.ystride shared_args.schem_positions = {} for y = minp.y, maxp.y do if data[vi + ystride] == core.CONTENT_AIR and data[vi] == c_dirt_with_crystal_grass and rand:next(0, 100) < chance then local s_pos = area:position(vi) -- -- Quartz Temple -- -- 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 = core.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:dirt_with_crystal_grass' } ) if #positions >= math_floor((size.x * size.z) * 0.7) then -- enough air to place structure ? local air_positions = core.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 core.place_schematic_on_vmanip( vm, schem_pos, schem, 'random', nil, true, 'place_center_x, place_center_z' ) shared_args.schem_positions.everness_quartz_temple = shared_args.schem_positions.everness_quartz_temple or {} table.insert(shared_args.schem_positions.everness_quartz_temple, { 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) }) core.log('action', '[Everness] Quartz Temple was placed at ' .. schem_pos:to_string()) break end end end vi = vi + ystride 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 = core.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 })