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Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
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@ -4,6 +4,75 @@ local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
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bones_loot = {}
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local bones_formspec =
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"size[8,9]"
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.."list[current_name;main;0,0.3;8,4;]"
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.."list[current_player;main;0,4.85;8,1;]"
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.."list[current_player;main;0,6.08;8,3;8]"
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.."listring[current_name;main]"
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.."listring[current_player;main]"
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..df_dependencies.get_itemslot_bg(0,0.3,8,4)
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..df_dependencies.get_itemslot_bg(0,4.85,8,1)
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..df_dependencies.get_itemslot_bg(0,6.08,8,3)
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if minetest.get_modpath("default") then
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bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
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end
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if minetest.get_modpath("bones") then
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df_dependencies.node_name_bones = "bones:bones"
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else
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local function drop_item_stack(pos, stack)
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if not stack or stack:is_empty() then return end
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local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
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minetest.add_item(vector.add(pos, drop_offset), stack)
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end
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minetest.register_node("bones_loot:bones", {
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description = S("Bones"),
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tiles = {
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"bones_top.png^[transform2",
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"bones_bottom.png",
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"bones_side.png",
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"bones_side.png",
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"bones_rear.png",
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"bones_front.png"
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},
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paramtype2 = "facedir",
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groups = {oddly_diggable_by_hand=1, handy=1, container=2},
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sounds = df_dependencies.sound_gravel(),
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_mcl_hardness = 1.5,
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_mcl_blast_resistance = 6,
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can_dig = function(pos, player)
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local inv = minetest.get_meta(pos):get_inventory()
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return inv:is_empty("main")
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end,
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", bones_formspec)
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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end,
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on_blast = function(pos, intensity)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for i = 1, inv:get_size("main") do
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drop_item_stack(pos, inv:get_stack("main", i))
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end
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meta:from_table()
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minetest.remove_node(pos)
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if math.random(1, math.floor((intensity or 1) * 2)) ~= 1 then return end
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drop_item_stack(pos, "bones_loot:bones")
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end
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})
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df_dependencies.node_name_bones = "bones_loot:bones"
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end
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local bones_node = df_dependencies.node_name_bones
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local local_loot = {}
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local local_loot_register = function(t)
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if t.name ~= nil then
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@ -104,19 +173,8 @@ bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
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return items
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end
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local bones_formspec =
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"size[8,9]" ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]"
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if minetest.get_modpath("default") then
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bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
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end
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bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
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minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
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minetest.set_node(pos, {name=bones_node, param2 = math.random(1,4)-1})
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local meta = minetest.get_meta(pos)
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if infotext == nil then
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infotext = S("Someone's old bones")
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@ -137,7 +195,7 @@ end
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minetest.register_lbm({
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label = "Repair underworld bones formspec",
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name = "bones_loot:repair_underworld_bones_formspec",
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nodenames = {"bones:bones"},
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nodenames = {bones_node},
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action = function(pos, node)
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local meta = minetest.get_meta(pos)
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if not meta:get("formspec") then
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