local chance_per_chunk = 5 local noise_multiplier = 1 local random_offset = 12342 local struct_threshold = chance_per_chunk local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level local mcl_mapgen_get_far_node = mcl_mapgen.get_far_node local minetest_log = minetest.log local minetest_place_schematic = minetest.place_schematic local minetest_pos_to_string = minetest.pos_to_string local minetest_swap_node = minetest.swap_node local path = minetest.get_modpath("mcl_ocean_monument") .. "/schematics/ocean_monument.mts" local water = "mcl_core:water_source" local air = "air" local ice = "mcl_core:ice" local leg_materials = { "mcl_ocean:prismarine_brick", "mcl_ocean:prismarine", } local what_we_can_replace_by_legs = { water, air, "mcl_core:water_flowing", "mcl_core:stone", } local leg_search_quick_index = {} for _, v in pairs(leg_materials) do leg_search_quick_index[v] = true end local leg_replace_quick_index = {} for _, v in pairs(what_we_can_replace_by_legs) do leg_replace_quick_index[v] = true end local y_wanted = mcl_mapgen.OFFSET_NODES -- supposed to be -32 local y_bottom = mcl_mapgen.overworld.min -- -62 mcl_mapgen.register_mapgen(function(minp, maxp, seed) local minp = minp local y = minp.y if y ~= y_wanted then return end local pr = PseudoRandom(seed + random_offset) local random_number = pr:next(1, chance_per_chunk) local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier if not noise or (random_number + noise) < struct_threshold then return end local x, z = minp.x, minp.z -- scan the ocean - it should be the ocean: for i = 1, pr:next(10, 100) do local pos = {x = pr:next(15, 64) + x, y = pr:next(0, 25) - 25, z = pr:next(15, 64) + z} local node_name = mcl_mapgen_get_far_node(pos).name if node_name ~= water then return end end -- scan nodes above water level - there should be the air: for i = 1, pr:next(10, 100) do local pos = {x = pr:next(0, 79) + x, y = 2, z = pr:next(0,79) + z} local node_name = mcl_mapgen_get_far_node(pos).name if node_name ~= air then return end end -- scan ocean surface - allow only water and ice: for i = 1, pr:next(10,100) do local pos = {x=pr:next(0, 79)+x, y=1, z=pr:next(0,79)+z} local node_name = mcl_mapgen_get_far_node(pos).name if node_name ~= water and node_name ~= ice then return end end -- random rotation: local rotation = pr:next(0, 3) local rotation_str = tostring(rotation * 90) minetest_place_schematic(minp, path, rotation_str, nil, true) -- search prismarine legs at base level and continue them up to the bottom: for x = x, maxp.x do for z = z, maxp.z do local pos = {x = x, y = y, z = z} local node_name = mcl_mapgen_get_far_node(pos).name if leg_search_quick_index[node_name] then local node_leg = {name = node_name} for y = y - 1, y_bottom, -1 do pos.y = y local next_name = mcl_mapgen_get_far_node(pos).name if not leg_replace_quick_index[next_name] then break end minetest_swap_node(pos, node_leg) end end end end minetest_log("action", "[mcl_ocean_monument] Placed at " .. minetest_pos_to_string(minp) .. ", " .. rotation_str .. " deg.") end, mcl_mapgen.order.OCEAN_MONUMENT)