2020-02-18 06:36:53 +01:00
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local S = df_mapitems.S
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2018-05-23 10:32:06 +02:00
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2018-12-31 19:46:27 +01:00
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minetest.register_node("df_mapitems:snareweed", {
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2018-05-23 10:32:06 +02:00
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description = S("Snareweed"),
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2018-12-31 19:46:27 +01:00
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_doc_items_longdesc = df_mapitems.doc.snareweed_desc,
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_doc_items_usagehelp = df_mapitems.doc.snareweed_usage,
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2022-08-08 08:16:37 +02:00
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tiles = {df_dependencies.texture_dirt .. "^dfcaverns_snareweed_roots.png", df_dependencies.texture_dirt},
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2018-05-23 10:32:06 +02:00
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drawtype="plantlike_rooted",
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paramtype2 = "leveled",
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special_tiles = {{name = "dfcaverns_snareweed.png", tileable_vertical = true}},
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Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
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is_ground_content = false,
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2022-08-08 08:16:37 +02:00
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drop = df_dependencies.node_name_dirt,
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2018-05-23 10:32:06 +02:00
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light_source = 6,
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groups = {crumbly = 3, soil = 1},
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2022-08-08 08:16:37 +02:00
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sounds = df_dependencies.sound_dirt(),
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2022-08-07 08:33:22 +02:00
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.6,
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2018-05-23 10:32:06 +02:00
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})
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2018-12-31 19:46:27 +01:00
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if df_mapitems.config.snareweed_damage then
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2018-05-27 06:14:09 +02:00
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 1 then
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timer = timer - 1
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for _, player in pairs(minetest.get_connected_players()) do
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Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.
* update mapgen_helper
* import ClockGen's giant mushroom schematics, make them and giant ferns growable
* add giant jungle mushroom, rough out actual cavern layer code framework
* fungal ceiling decorations
* decorate fungal floor a bit
* update mapgen_helper
* update primordial mushroom schematic placement to ensure it fits
* add giant mycelium fungoidal structure
* add giant mycelium to mapgen
* fix settings for giant mycelium
* make mycelium grow when players aren't present
* allow mycelium growth to pause when it hits unloaded areas
* add a use for giant mycelium
* make giant mushrooms edible, make jungle trees growable
* rough out the jungle biome
* Make a spectrum of jungle growth
* optimize pngs, add is_ground_content to everything
* use custom is_ground_content method
* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area
* more fixes for overgen support
* remove unintentional airspace from underside of slade
* fix for overgen crash in level 2
* primordial column material, add sealed shafts to underworld
* add seal block
* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.
* puzzle seals now fully functional. Need to add clues for decoding the keys next.
* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation
* add flowers to the underworld warrior bones
* switch to a different key bell
* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages
* add a clue to the seal formspec
* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1
* switch to compositing to save a few bytes
* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent
* puzzle particle, bones were only spawning on top of structures
* fix ice/oil on level 3, tweak some loot probabilities
* add trail mod support
* remove deprecated files
* boost default plant growth delay, add growing selection boxes
* update map colours
* add named waypoints to the underworld
* try a more efficient way of changing the interiors of columns
* polishing up the Primordial layer
* update guide with some Primordial teasers
* updated magma sea screenshot
* update mapgen_helper and subterrane
* reduce density of megaflora a bit - was too hard to walk through
* spreading_dirt_type depends on light, create my own ABM instead
* add names to the glowing pits and some of the ruins
* separate setting for ruin markers
* record identity of slade-breachers
* make mycelia climbable
* update subterrane
* change surface tunnel detection to allow above-ground stalactites and stalagmites
* add rare thicker Goblin Caps, suitable for use as huts.
* better goblin cap schematics
* update colours
* make it slightly harder to dig down through amethyst sheathing of pits
* fixing up fungus light sensitivity, tree growth code
* fix a few minor bugs
* update deprecated functions
* add various eating sounds
* make mapping kit requirement more flexible
* update spindlestem growth code, remove deprecated functions
* fix leftover undefined variable
* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.
* fix bones formspec
* add lbm to upgrade old bones
* fix slade undiggability
* make torchspines smokey and manually lightable
* fix drop definitions
* generate dry stalactites in near-surface caverns.
* caverns become far too smokey, alas
* add pitter patter of spore tree spores, alternate paper recipe
* new mapgen_helper metrics
* add smokey back to torchspine now that it can be dialed down a bit
* replace glowstone texture with a new animated one
* switch from ABM to node timer for mapgen mycelium growth
* make mapgen mycelium timer delay configurable
* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences
* remove the smoke from torchspines again - it doesn't dissipate that deep underground
* give slade a more muted, gloomy hue to differentiate it from nether stone
* update screenshots with new slade colors
* update mapgen_helper
2020-02-13 07:49:17 +01:00
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local player_pos = player:get_pos() -- node player's feet are in this location.
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2018-05-27 06:14:09 +02:00
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local rounded_pos = vector.round(player_pos)
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2018-12-31 19:46:27 +01:00
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local nearby_nodes = minetest.find_nodes_in_area(vector.add(rounded_pos, {x=0, y= -8, z=0}), rounded_pos, {"df_mapitems:snareweed"})
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2018-05-27 06:14:09 +02:00
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for _, node_pos in ipairs(nearby_nodes) do
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local node = minetest.get_node(node_pos)
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local distance = player_pos.y - node_pos.y
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if distance <= node.param2/16 then
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2018-05-27 06:18:41 +02:00
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minetest.log("action", player:get_player_name() .. " takes 2 damage from snareweed at " .. minetest.pos_to_string(node_pos))
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2018-05-27 06:14:09 +02:00
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player:set_hp(player:get_hp() - 2)
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break
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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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2018-05-25 03:37:12 +02:00
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end
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2022-08-08 08:16:37 +02:00
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local c_water = minetest.get_content_id(df_dependencies.node_name_water_source)
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local c_dirt = minetest.get_content_id(df_dependencies.node_name_dirt)
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local c_stone = minetest.get_content_id(df_dependencies.node_name_stone)
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2018-12-31 19:46:27 +01:00
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local c_snareweed = minetest.get_content_id("df_mapitems:snareweed")
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2018-05-23 10:32:06 +02:00
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2018-12-31 19:46:27 +01:00
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df_mapitems.place_snareweed = function(area, data, bi, param2_data)
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2018-05-23 10:32:06 +02:00
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local max_height = 0
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local index = bi + area.ystride
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while area:containsi(index) and data[index] == c_water and max_height <= 8*16 do
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index = index + area.ystride
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max_height = max_height + 16
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end
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if max_height > 0 then
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data[bi] = c_snareweed
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param2_data[bi] = math.min(math.random(3*16, 8*16), max_height)
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else
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data[bi] = c_dirt
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end
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end
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2018-12-31 19:46:27 +01:00
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df_mapitems.place_snareweed_patch = function(area, data, bi, param2_data, radius)
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2018-05-23 10:32:06 +02:00
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local pos = area:position(bi)
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for li in area:iterp(vector.add(pos, -radius), vector.add(pos, radius)) do
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local adjacent = li + area.ystride
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local node_type = data[li]
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if math.random() < 0.1 and (node_type == c_stone or node_type == c_dirt) and data[adjacent] == c_water then
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2018-12-31 19:46:27 +01:00
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df_mapitems.place_snareweed(area, data, li, param2_data)
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2018-05-23 10:32:06 +02:00
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end
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end
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end
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