dfcaverns/df_mapitems/glow_worms.lua

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local S = df_mapitems.S
local growth_multiplier = 1
if minetest.get_modpath("df_farming") then
growth_multiplier = df_farming.config.plant_growth_time
end
minetest.register_node("df_mapitems:glow_worm", {
description = S("Glow Worms"),
_doc_items_longdesc = df_mapitems.doc.glow_worms_desc,
_doc_items_usagehelp = df_mapitems.doc.glow_worms_usage,
tiles = {
{
name = "dfcaverns_glow_worm_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 4.0,
},
},
},
inventory_image = "dfcaverns_glow_worm.png",
wield_image = "dfcaverns_glow_worm.png",
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
is_ground_content = false,
groups = {oddly_breakable_by_hand=3, light_sensitive_fungus = 12},
_dfcaverns_dead_node = "air",
light_source = 9,
paramtype = "light",
drawtype = "plantlike",
walkable = false,
buildable_to = true,
floodable = true,
visual_scale = 1.0,
after_place_node = function(pos, placer)
if df_mapitems.config.glow_worm_delay_multiplier > 0 then
minetest.get_node_timer(pos):start(math.random(
df_mapitems.config.glow_worm_delay_multiplier * growth_multiplier * 0.75,
df_mapitems.config.glow_worm_delay_multiplier * growth_multiplier * 1.25))
end
end,
on_timer = function(pos, elapsed)
local below = {x=pos.x, y=pos.y-1, z=pos.z}
if minetest.get_node(below).name == "air" then
minetest.set_node(below, {name="df_mapitems:glow_worm"})
if math.random() > 0.5 then
minetest.get_node_timer(below):start(math.random(
df_mapitems.config.glow_worm_delay_multiplier * growth_multiplier * 0.75,
df_mapitems.config.glow_worm_delay_multiplier * growth_multiplier * 1.25))
end
end
end,
})
local c_air = minetest.get_content_id("air")
local c_worm = minetest.get_content_id("df_mapitems:glow_worm")
df_mapitems.glow_worm_ceiling = function(area, data, vi)
local ystride = area.ystride
local bi = vi - ystride
if data[vi] == c_air and data[bi] == c_air then
data[vi] = c_worm
data[bi] = c_worm
if math.random(2) == 1 then
bi = bi - ystride
if data[bi] == c_air then
data[bi] = c_worm
if math.random(2) == 1 then
bi = bi - ystride
if data[bi] == c_air then
data[bi] = c_worm
end
end
end
end
end
end