--[[
    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_cursed_lands_deep_ocean.y_max
local y_min = Everness.settings.biomes.everness_cursed_lands_deep_ocean.y_min

-- Cursed Lands Deep Ocean

Everness:register_biome({
    name = 'everness:cursed_lands_deep_ocean',
    node_top = 'everness:cursed_lands_deep_ocean_sand',
    depth_top = 1,
    node_filler = 'everness:cursed_lands_deep_ocean_sand',
    depth_filler = 3,
    node_riverbed = 'everness:cursed_lands_deep_ocean_sand',
    depth_riverbed = 2,
    node_cave_liquid = 'mapgen_water_source',
    node_dungeon = 'everness:cursed_lands_deep_ocean_sandstone_block',
    node_dungeon_alt = 'everness:cursed_lands_deep_ocean_sandstone_brick',
    node_dungeon_stair = 'stairs:stair_cursed_lands_deep_ocean_sandstone_block',
    y_max = y_max,
    y_min = y_min,
    heat_point = 45,
    humidity_point = 85,
})

--
-- Register decorations
--

Everness:register_decoration({
    name = 'everness:forsaken_lands_deep_ocean_coral_alcyonacea',
    deco_type = 'schematic',
    place_on = { 'everness:cursed_lands_deep_ocean_sand' },
    spawn_by = 'mapgen_water_source',
    num_spawn_by = 8,
    sidelen = 16,
    fill_ratio = 0.002,
    biomes = { 'everness:cursed_lands_deep_ocean' },
    y_max = y_max,
    y_min = y_min,
    schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_alcyonacea.mts',
    flags = 'place_center_x, place_center_z, force_placement',
})

Everness:register_decoration({
    name = 'everness:forsaken_lands_deep_ocean_coral_ostracod',
    deco_type = 'schematic',
    place_on = { 'everness:cursed_lands_deep_ocean_sand' },
    spawn_by = 'mapgen_water_source',
    num_spawn_by = 8,
    sidelen = 16,
    fill_ratio = 0.002,
    biomes = { 'everness:cursed_lands_deep_ocean' },
    y_max = y_max,
    y_min = y_min,
    schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_ostracod.mts',
    flags = 'place_center_x, place_center_z, force_placement',
})

Everness:register_decoration({
    name = 'everness:forsaken_lands_deep_ocean_coral_octocurse',
    deco_type = 'schematic',
    place_on = { 'everness:cursed_lands_deep_ocean_sand' },
    spawn_by = 'mapgen_water_source',
    num_spawn_by = 8,
    sidelen = 16,
    fill_ratio = 0.002,
    biomes = { 'everness:cursed_lands_deep_ocean' },
    y_max = y_max,
    y_min = y_min,
    schematic = minetest.get_modpath('everness') .. '/schematics/everness_forsaken_lands_deep_ocean_coral_octocurse.mts',
    flags = 'place_center_x, place_center_z, force_placement',
})

Everness:register_decoration({
    name = 'everness:cursed_lands_deep_ocean_mud',
    deco_type = 'simple',
    place_on = { 'everness:cursed_lands_deep_ocean_sand' },
    place_offset_y = -1,
    sidelen = 4,
    fill_ratio = 0.002,
    biomes = { 'everness:cursed_lands_deep_ocean' },
    y_max = y_max,
    y_min = y_min,
    flags = 'force_placement',
    decoration = { 'everness:cursed_lands_deep_ocean_sand_with_crack' },
    spawn_by = 'mapgen_water_source',
    num_spawn_by = 8,
})

Everness:register_decoration({
    name = 'everness:cursed_lands_deep_ocean_plants_1',
    deco_type = 'simple',
    place_on = { 'everness:cursed_lands_deep_ocean_sand' },
    place_offset_y = -1,
    sidelen = 4,
    noise_params = {
        offset = 0,
        scale = 0.02,
        spread = { x = 200, y = 200, z = 200 },
        seed = 329,
        octaves = 3,
        persist = 0.6
    },
    biomes = { 'everness:cursed_lands_deep_ocean' },
    y_max = y_max,
    y_min = y_min,
    flags = 'force_placement',
    decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_anemone' },
    spawn_by = 'mapgen_water_source',
    num_spawn_by = 8,
})

Everness:register_decoration({
    name = 'everness:cursed_lands_deep_ocean_plants_2',
    deco_type = 'simple',
    place_on = { 'everness:cursed_lands_deep_ocean_sand' },
    place_offset_y = -1,
    sidelen = 4,
    noise_params = {
        offset = -0.02,
        scale = 0.04,
        spread = { x = 200, y = 200, z = 200 },
        seed = 436,
        octaves = 3,
        persist = 0.6
    },
    biomes = { 'everness:cursed_lands_deep_ocean' },
    y_max = y_max,
    y_min = y_min,
    flags = 'force_placement',
    decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_darkilluma' },
    spawn_by = 'mapgen_water_source',
    num_spawn_by = 8,
})

Everness:register_decoration({
    name = 'everness:cursed_lands_deep_ocean_plants_3',
    deco_type = 'simple',
    place_on = { 'everness:cursed_lands_deep_ocean_sand' },
    place_offset_y = -1,
    sidelen = 4,
    noise_params = {
        offset = -0.02,
        scale = 0.04,
        spread = { x = 200, y = 200, z = 200 },
        seed = 19822,
        octaves = 3,
        persist = 0.6
    },
    biomes = { 'everness:cursed_lands_deep_ocean' },
    y_max = y_max,
    y_min = y_min,
    flags = 'force_placement',
    decoration = { 'everness:cursed_lands_deep_ocean_coral_plant_demon' },
    spawn_by = 'mapgen_water_source',
    num_spawn_by = 8,
})

--
-- On Generated
--

local c_water_source = minetest.get_content_id('mapgen_water_source')
local c_everness_cursed_lands_deep_ocean_sand = minetest.get_content_id('everness:cursed_lands_deep_ocean_sand')
local c_everness_cursed_lands_deep_ocean_coral_plant_anemone = minetest.get_content_id('everness:cursed_lands_deep_ocean_coral_plant_anemone')
local c_everness_cursed_lands_deep_ocean_coral_plant_darkilluma = minetest.get_content_id('everness:cursed_lands_deep_ocean_coral_plant_darkilluma')
local c_everness_cursed_lands_deep_ocean_coral_plant_demon = minetest.get_content_id('everness:cursed_lands_deep_ocean_coral_plant_demon')
local c_everness_cursed_lands_deep_ocean_coral_alcyonacea = minetest.get_content_id('everness:cursed_lands_deep_ocean_coral_alcyonacea')
local c_everness_cursed_lands_deep_ocean_coral_ostracod = minetest.get_content_id('everness:cursed_lands_deep_ocean_coral_ostracod')
local c_everness_cursed_lands_deep_ocean_coral_octocurse = minetest.get_content_id('everness:cursed_lands_deep_ocean_coral_octocurse')
-- Biome IDs
local biome_id_everness_cursed_lands_deep_ocean = minetest.get_biome_id('everness:cursed_lands_deep_ocean')

-- Localize data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
local data = {}
local chance = 25
local schem = minetest.get_modpath('everness') .. '/schematics/everness_cursed_lands_deep_ocean_skull.mts'
local size = { x = 10, y = 11, z = 11 }
local size_x = math.round(size.x / 2)
local size_z = math.round(size.z / 2)

minetest.register_on_generated(function(minp, maxp, blockseed)
    local rand = PcgRandom(blockseed)
    local biomemap = minetest.get_mapgen_object('biomemap')
    local schem_positions = {}
    local schem_placed = false

    if table.indexof(biomemap, biome_id_everness_cursed_lands_deep_ocean) ~= -1 and rand:next(0, 100) < chance then
        -- Load the voxelmanip with the result of engine mapgen
        local vm, emin, emax = minetest.get_mapgen_object('voxelmanip')
        -- 'area' is used later to get the voxelmanip indexes for positions
        local area = VoxelArea:new({ MinEdge = emin, MaxEdge = emax })
        -- Get the content ID data from the voxelmanip in the form of a flat array.
        -- Set the buffer parameter to use and reuse 'data' for this.
        vm:get_data(data)

        for y = maxp.y, minp.y, -1 do
            for z = minp.z, maxp.z do
                for x = minp.x, maxp.x do
                    local vi = area:index(x, y, z)

                    if
                        data[vi] == c_everness_cursed_lands_deep_ocean_sand
                        and data[vi + area.ystride] == c_water_source
                        and not schem_placed
                    then
                        local s_pos = area:position(vi)

                        --
                        -- Cursed Lands Deep Ocean Skull
                        --

                        local schem_pos = vector.new(s_pos)

                        -- find floor big enough
                        local indexes = Everness.find_content_in_vm_area(
                            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),
                            {
                                c_everness_cursed_lands_deep_ocean_sand,
                                c_everness_cursed_lands_deep_ocean_coral_plant_anemone,
                                c_everness_cursed_lands_deep_ocean_coral_plant_darkilluma,
                                c_everness_cursed_lands_deep_ocean_coral_plant_demon,
                                c_everness_cursed_lands_deep_ocean_coral_alcyonacea,
                                c_everness_cursed_lands_deep_ocean_coral_ostracod,
                                c_everness_cursed_lands_deep_ocean_coral_octocurse
                            },
                            data,
                            area
                        )

                        if #indexes < size.x * size.z then
                            -- not enough space
                            return
                        end

                        -- enough water to place structure ?
                        local water_indexes = Everness.find_content_in_vm_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),
                            {
                                c_water_source
                            },
                            data,
                            area
                        )

                        if #water_indexes > (size.x * size.y * size.z) / 2 then
                            minetest.place_schematic_on_vmanip(
                                vm,
                                schem_pos,
                                schem,
                                'random',
                                nil,
                                true,
                                'place_center_x, place_center_z'
                            )

                            schem_placed = true

                            schem_positions.everness_cursed_lands_deep_ocean_skull = schem_positions.everness_cursed_lands_deep_ocean_skull or {}

                            table.insert(schem_positions.everness_cursed_lands_deep_ocean_skull, {
                                pos = schem_pos,
                                minp = vector.new(s_pos.x - size_x, s_pos.y, s_pos.z - size_z),
                                maxp = vector.new(s_pos.x + size_x, s_pos.y + size.y, s_pos.z + size_z)
                            })

                            minetest.log('action', '[Everness] Cursed Lands Deep Ocean Skull was placed at ' .. schem_pos:to_string())
                        end
                    end
                end
            end
        end

        -- Set the lighting within the `VoxelManip` to a uniform value
        vm:set_lighting({ day = 0, night = 0 }, minp, maxp)
        -- Calculate lighting for what has been created.
        vm:calc_lighting()
        -- Liquid nodes were placed so set them flowing.
        vm:update_liquids()
        -- Write what has been created to the world.
        vm:write_to_map()
        minetest.fix_light(minp, maxp)

        -- Populate loot chests
        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
end)
