dfcaverns/oil/init.lua

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local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local oil_desc
local oil_usage
if minetest.get_modpath("doc") then
oil_desc = S("Liquid hydrocarbons formed from the detritus of long dead plants and animals processed by heat and pressure deep within the earth.")
oil_usage = S("Buckets of oil can be used as fuel.")
end
local oil_sounds = {footstep = {name = "oil_oil_footstep", gain = 0.2}}
local water_source = df_dependencies.node_name_water_source
local water_flowing = df_dependencies.node_name_water_flowing
local bucket_empty = df_dependencies.node_name_bucket_empty
minetest.register_node("oil:oil_source", {
description = S("Oil"),
_doc_items_longdesc = oil_desc,
_doc_items_usagehelp = oil_usage,
drawtype = "liquid",
tiles = {
{
name = "oil_oil_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
},
special_tiles = {
-- New-style water source material (mostly unused)
{
name = "oil_oil_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
backface_culling = false,
},
},
alpha = 255,
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
sunlight_propagates = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_range = 3,
liquid_renewable = false,
liquid_alternative_flowing = "oil:oil_flowing",
liquid_alternative_source = "oil:oil_source",
liquid_viscosity = 1,
post_effect_color = {a = 250, r = 0, g = 0, b = 0},
groups = {liquid = 1, dig_by_piston=1},
sounds = oil_sounds,
_mcl_blast_resistance = 100,
_mcl_hardness = -1,
})
minetest.register_node("oil:oil_flowing", {
description = S("Flowing Oil"),
_doc_items_longdesc = oil_desc,
_doc_items_usagehelp = oil_usage,
drawtype = "flowingliquid",
tiles = {"oil_oil.png"},
special_tiles = {
{
name = "oil_oil_flowing_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 4.0,
},
},
{
name = "oil_oil_flowing_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 4.0,
},
},
},
alpha = 255,
paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
sunlight_propagates = false,
drop = "",
drowning = 1,
liquidtype = "flowing",
liquid_range = 3,
liquid_renewable = false,
liquid_alternative_flowing = "oil:oil_flowing",
liquid_alternative_source = "oil:oil_source",
liquid_viscosity = 1,
post_effect_color = {a = 250, r = 0, g = 0, b = 0},
groups = {liquid = 1, not_in_creative_inventory = 1, dig_by_piston=1},
sounds = oil_sounds,
_mcl_blast_resistance = 100,
_mcl_hardness = -1,
})
minetest.register_craft({
type = "fuel",
recipe = "oil:oil_source",
burntime = 370, -- same as coalblock
})
if minetest.get_modpath("dynamic_liquid") then
dynamic_liquid.liquid_abm("oil:oil_source", "oil:oil_flowing", 2)
-- not using default liquid_abm to prevent oil from churning around once it's on the surface of water - we want slicks to remain cohesive and static
minetest.register_abm({
label = "oil:oil floats",
nodenames = {"oil:oil_source"},
neighbors = {water_source},
interval = 1.0,
chance = 1,
catch_up = true,
action = function(pos, node)
local next_pos = {x=pos.x, y=pos.y+1, z=pos.z}
local next_node = minetest.get_node(next_pos)
local above_name = next_node.name
if above_name == water_source then
minetest.swap_node(next_pos, {name="oil:oil_source"})
minetest.swap_node(pos, next_node)
else
next_pos.y = pos.y
local displacement
if math.random() > 0.5 then displacement = 1 else displacement = -1 end
if math.random() > 0.5 then
next_pos.x = next_pos.x + displacement
else
next_pos.z = next_pos.z + displacement
end
next_node = minetest.get_node(next_pos)
if next_node.name == water_source then
if above_name ~= "air" then
-- we're not on the surface, so try any lateral movement
minetest.swap_node(next_pos, {name="oil:oil_source"})
minetest.swap_node(pos, next_node)
elseif math.random() < 0.1 then -- expensive and not commonly needed, so don't try this often
--Otherwise, count neighboring oil nodes and if we're increasing the number of neighboring oil nodes by moving then do so.
local oil_neighbors_here, here_count = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, {"oil:oil_source"})
local oil_neighbors_there, there_count = minetest.find_nodes_in_area({x=next_pos.x-1, y=next_pos.y, z=next_pos.z-1}, {x=next_pos.x+1, y=next_pos.y, z=next_pos.z+1}, {"oil:oil_source"})
if there_count["oil:oil_source"] >= here_count["oil:oil_source"] then
minetest.swap_node(next_pos, {name="oil:oil_source"})
minetest.swap_node(pos, next_node)
end
end
end
end
end,
})
-- If oil is wandering around on top of a layer of water that isn't full, drop it down
-- into the water layer. This helps drive the system toward a more static state with a flat-looking surface.
minetest.register_abm({
label = "oil:oil settles",
nodenames = {"oil:oil_source"},
neighbors = {water_flowing},
interval = 1.0,
chance = 1,
catch_up = true,
action = function(pos, node)
local next_pos = {x=pos.x, y=pos.y-1, z=pos.z}
local next_node = minetest.get_node(next_pos)
if next_node.name == water_flowing then
minetest.swap_node(next_pos, {name="oil:oil_source"})
minetest.swap_node(pos, next_node)
end
end,
})
end
if df_dependencies.bucket_register_liquid then
df_dependencies.bucket_register_liquid(
"oil:oil_source",
"oil:oil_flowing",
"oil:oil_bucket",
"oil_bucket.png",
S("Oil Bucket")
)
minetest.register_craft({
type = "fuel",
recipe = "oil:oil_bucket",
burntime = 370, -- same as coalblock
replacements = {{"oil:oil_bucket", bucket_empty}},
})
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
if minetest.get_modpath("basic_materials") then
minetest.register_craft({
type = "cooking",
output = "basic_materials:paraffin",
recipe = "oil:oil_bucket",
cooktime = 5,
replacements = {{"oil:oil_bucket", bucket_empty}},
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
})
end
end