dfcaverns/df_trees/goblin_cap.lua

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-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
--stem
minetest.register_node("df_trees:goblin_cap_stem", {
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description = S("Goblin Cap Stem"),
_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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tiles = {"dfcaverns_goblin_cap_stem.png"},
is_ground_content = false,
Small stuff (#8) * cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet. * add the wandering "gas wisp" to light up some of the gas-filled caverns * make wisps rarely spawned by gas explosions * revamp spindlestems into a sort of mineral detector, add glowing extract bottles * optimize pngs * add gas wisps to mapgen * add spindlestems to cavern level 1, most level 1 warrens are now lit up * update internal names, adjust mineral detection range * add cave pearls to some level 2 warrens and tunnels * switch experimental simplecrafting_lib support to crafting mod * Pearls don't grow on falling nodes * put spindlestems with goblin caps, make them always grow red when near those * bunch of documentation * add castle coral to replace cave coral, which has been repurposed into column decoration * documentation for cave coral, update some locale text * add a recipe for cooking oil into paraffin * add old bones to the underworld * MIT license for bones_loot * also cook black cap gills into paraffin, they're oily * add salt crystals to the bloodthorn caverns, illuminating the floor * documentation for salt crystals * auto-generate minetestmapper colors. need to update the spindlestem colours manually * add spindlestem to fungiwood caverns too, and increase warren coverage * in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting. * add a bit of displacement to the underside of the slade layer * Unique images and names for cooking recipes. * revamp bones loot * add softer footsteps for some fungus types * update mapgen_helper * update cave coral screenshot * mention glowing salts in bloodthorn caverns
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, goblin_cap = 1},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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})
--cap
minetest.register_node("df_trees:goblin_cap", {
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description = S("Goblin Cap"),
_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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tiles = {"dfcaverns_goblin_cap.png"},
is_ground_content = false,
Small stuff (#8) * cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet. * add the wandering "gas wisp" to light up some of the gas-filled caverns * make wisps rarely spawned by gas explosions * revamp spindlestems into a sort of mineral detector, add glowing extract bottles * optimize pngs * add gas wisps to mapgen * add spindlestems to cavern level 1, most level 1 warrens are now lit up * update internal names, adjust mineral detection range * add cave pearls to some level 2 warrens and tunnels * switch experimental simplecrafting_lib support to crafting mod * Pearls don't grow on falling nodes * put spindlestems with goblin caps, make them always grow red when near those * bunch of documentation * add castle coral to replace cave coral, which has been repurposed into column decoration * documentation for cave coral, update some locale text * add a recipe for cooking oil into paraffin * add old bones to the underworld * MIT license for bones_loot * also cook black cap gills into paraffin, they're oily * add salt crystals to the bloodthorn caverns, illuminating the floor * documentation for salt crystals * auto-generate minetestmapper colors. need to update the spindlestem colours manually * add spindlestem to fungiwood caverns too, and increase warren coverage * in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting. * add a bit of displacement to the underside of the slade layer * Unique images and names for cooking recipes. * revamp bones loot * add softer footsteps for some fungus types * update mapgen_helper * update cave coral screenshot * mention glowing salts in bloodthorn caverns
2019-08-19 05:20:07 +02:00
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, goblin_cap = 1},
sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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})
--gills
minetest.register_node("df_trees:goblin_cap_gills", {
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description = S("Goblin Cap Gills"),
_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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tiles = {"dfcaverns_goblin_cap_gills.png"},
is_ground_content = false,
Small stuff (#8) * cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet. * add the wandering "gas wisp" to light up some of the gas-filled caverns * make wisps rarely spawned by gas explosions * revamp spindlestems into a sort of mineral detector, add glowing extract bottles * optimize pngs * add gas wisps to mapgen * add spindlestems to cavern level 1, most level 1 warrens are now lit up * update internal names, adjust mineral detection range * add cave pearls to some level 2 warrens and tunnels * switch experimental simplecrafting_lib support to crafting mod * Pearls don't grow on falling nodes * put spindlestems with goblin caps, make them always grow red when near those * bunch of documentation * add castle coral to replace cave coral, which has been repurposed into column decoration * documentation for cave coral, update some locale text * add a recipe for cooking oil into paraffin * add old bones to the underworld * MIT license for bones_loot * also cook black cap gills into paraffin, they're oily * add salt crystals to the bloodthorn caverns, illuminating the floor * documentation for salt crystals * auto-generate minetestmapper colors. need to update the spindlestem colours manually * add spindlestem to fungiwood caverns too, and increase warren coverage * in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting. * add a bit of displacement to the underside of the slade layer * Unique images and names for cooking recipes. * revamp bones loot * add softer footsteps for some fungus types * update mapgen_helper * update cave coral screenshot * mention glowing salts in bloodthorn caverns
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groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1, goblin_cap = 1},
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sounds = default.node_sound_leaves_defaults(),
drawtype = "plantlike",
paramtype = "light",
drop = {
max_items = 1,
items = {
{
items = {'df_trees:goblin_cap_sapling'},
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rarity = 15,
},
{
items = {'df_trees:goblin_cap_gills'},
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}
}
},
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after_place_node = default.after_place_leaves,
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})
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if default.register_leafdecay then -- default.register_leafdecay is very new, remove this check some time after 0.4.16 is released
default.register_leafdecay({
trunks = {"df_trees:goblin_cap"}, -- don't need stem nodes here
leaves = {"df_trees:goblin_cap_gills"},
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radius = 1,
})
end
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--Wood
minetest.register_craft({
output = 'df_trees:goblin_cap_wood 4',
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recipe = {
{'df_trees:goblin_cap'},
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}
})
minetest.register_craft({
output = 'df_trees:goblin_cap_stem_wood 4',
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recipe = {
{'df_trees:goblin_cap_stem'},
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}
})
minetest.register_node("df_trees:goblin_cap_wood", {
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description = S("Goblin Cap Planks"),
_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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paramtype2 = "facedir",
place_param2 = 0,
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tiles = {"dfcaverns_goblin_cap_wood.png"},
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is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("df_trees:goblin_cap_stem_wood", {
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description = S("Goblin Cap Stem Planks"),
_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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paramtype2 = "facedir",
place_param2 = 0,
tiles = {"dfcaverns_goblin_cap_stem_wood.png"},
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
sounds = default.node_sound_wood_defaults(),
})
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df_trees.register_all_stairs("goblin_cap_wood")
df_trees.register_all_stairs("goblin_cap_stem_wood")
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minetest.register_craft({
type = "fuel",
recipe = "df_trees:goblin_cap_wood",
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burntime = 12,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:goblin_cap_stem_wood",
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burntime = 7,
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})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:goblin_cap",
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burntime = 40,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:goblin_cap_stem",
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burntime = 30,
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})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:goblin_cap_gills",
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burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:goblin_cap_sapling",
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burntime = 2,
})
local thick_goblin_cap_schem = dofile(MP.."/schematics/goblin_cap_thick.lua")
local thicker_goblin_cap_schem = dofile(MP.."/schematics/goblin_cap_thicker.lua")
local hut_goblin_cap_schem = dofile(MP.."/schematics/goblin_cap_hut.lua")
-- The hut has a chest near pos, use this to initialize it
local chest_on_construct = minetest.registered_items["default:chest"].on_construct
local init_chest = function(pos)
local chest_pos = minetest.find_node_near({x=pos.x, y=pos.y+1, z=pos.z}, 1, "default:chest")
if chest_pos then
chest_on_construct(chest_pos)
local inv = minetest.get_inventory({type="node", pos=chest_pos})
inv:add_item("main", "default:apple 3")
inv:add_item("main", "default:gold_ingot ".. math.random(1,5))
end
end
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-- sapling
minetest.register_node("df_trees:goblin_cap_sapling", {
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description = S("Goblin Cap Spawn"),
_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"dfcaverns_goblin_cap_sapling.png"},
inventory_image = "dfcaverns_goblin_cap_sapling.png",
wield_image = "dfcaverns_goblin_cap_sapling.png",
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paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
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walkable = false,
floodable = true,
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selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 7 / 16, 4 / 16}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1, light_sensitive_fungus = 11},
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sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
Small stuff (#8) * cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet. * add the wandering "gas wisp" to light up some of the gas-filled caverns * make wisps rarely spawned by gas explosions * revamp spindlestems into a sort of mineral detector, add glowing extract bottles * optimize pngs * add gas wisps to mapgen * add spindlestems to cavern level 1, most level 1 warrens are now lit up * update internal names, adjust mineral detection range * add cave pearls to some level 2 warrens and tunnels * switch experimental simplecrafting_lib support to crafting mod * Pearls don't grow on falling nodes * put spindlestems with goblin caps, make them always grow red when near those * bunch of documentation * add castle coral to replace cave coral, which has been repurposed into column decoration * documentation for cave coral, update some locale text * add a recipe for cooking oil into paraffin * add old bones to the underworld * MIT license for bones_loot * also cook black cap gills into paraffin, they're oily * add salt crystals to the bloodthorn caverns, illuminating the floor * documentation for salt crystals * auto-generate minetestmapper colors. need to update the spindlestem colours manually * add spindlestem to fungiwood caverns too, and increase warren coverage * in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting. * add a bit of displacement to the underside of the slade layer * Unique images and names for cooking recipes. * revamp bones loot * add softer footsteps for some fungus types * update mapgen_helper * update cave coral screenshot * mention glowing salts in bloodthorn caverns
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local below_node = minetest.get_node(vector.add(pos, {x=0,y=-1,z=0}))
if minetest.get_item_group(below_node.name, "soil") > 0 then
minetest.get_node_timer(pos):start(math.random(
df_trees.config.goblin_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
df_trees.config.goblin_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
end
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end,
on_timer = function(pos)
minetest.set_node(pos, {name="air"})
if minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, {"group:straw"}) then
if math.random() < 0.5 then
mapgen_helper.place_schematic(pos, thick_goblin_cap_schem)
else
mapgen_helper.place_schematic(pos, thicker_goblin_cap_schem)
end
return
else
df_trees.spawn_goblin_cap(pos)
end
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end,
})
local c_stem = minetest.get_content_id("df_trees:goblin_cap_stem")
local c_cap = minetest.get_content_id("df_trees:goblin_cap")
local c_gills = minetest.get_content_id("df_trees:goblin_cap_gills")
if minetest.get_modpath("farming") then
local straw_def = minetest.registered_items["farming:straw"]
if straw_def then
local new_groups = {}
for group, val in pairs(straw_def.groups) do
new_groups[group] = val
end
new_groups.straw = 1
minetest.override_item("farming:straw", {
groups = new_groups
})
end
end
df_trees.spawn_goblin_cap = function(pos)
if math.random() < 0.1 then
if math.random() < 0.5 then
mapgen_helper.place_schematic(pos, thick_goblin_cap_schem)
else
mapgen_helper.place_schematic(pos, thicker_goblin_cap_schem)
end
return
end
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local x, y, z = pos.x, pos.y, pos.z
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local stem_height = math.random(1,3)
local cap_radius = math.random(3,6)
local maxy = y + stem_height + 3
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = x - cap_radius, y = y, z = z - cap_radius},
{x = x + cap_radius, y = maxy + 3, z = z + cap_radius}
)
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
subterrane.giant_mushroom(area:indexp(pos), area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
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vm:set_data(data)
vm:write_to_map()
vm:update_map()
end
df_trees.spawn_goblin_cap_vm = function(vi, area, data, data_param2)
if math.random() < 0.1 then
local pos = area:position(vi)
if math.random() < 0.5 then
mapgen_helper.place_schematic_on_data(data, data_param2, area, pos, thick_goblin_cap_schem)
elseif math.random() < 0.9 then
mapgen_helper.place_schematic_on_data(data, data_param2, area, pos, thicker_goblin_cap_schem)
else
-- easter egg - every once in a while (0.5%), a mapgen Goblin cap is a Smurf house
minetest.after(5, init_chest, pos)
mapgen_helper.place_schematic_on_data(data, data_param2, area, pos, hut_goblin_cap_schem)
end
return
end
local stem_height = math.random(1,3)
local cap_radius = math.random(3,6)
subterrane.giant_mushroom(vi, area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
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end