mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2025-07-18 08:20:25 +02:00
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
This commit is contained in:
@ -6,6 +6,7 @@ local modpath = minetest.get_modpath(modname)
|
||||
local S = minetest.get_translator(modname)
|
||||
|
||||
local bones_loot_path = minetest.get_modpath("bones_loot")
|
||||
local bones_node = df_dependencies.node_name_bones
|
||||
local named_waypoints_path = minetest.get_modpath("named_waypoints")
|
||||
local name_generator_path = minetest.get_modpath("name_generator")
|
||||
|
||||
@ -309,6 +310,8 @@ local get_pit = function(pos)
|
||||
return {location = location, radius = radius, variance = variance, depth = depth}
|
||||
end
|
||||
|
||||
df_caverns.get_nearest_glowing_pit = get_pit
|
||||
|
||||
local perlin_pit = {
|
||||
offset = 0,
|
||||
scale = 1,
|
||||
@ -333,6 +336,13 @@ minetest.register_chatcommand("find_pit", {
|
||||
end,
|
||||
})
|
||||
|
||||
df_caverns.register_biome_check(function(pos, heat, humidity)
|
||||
if pos.y > y_max or pos.y < y_min then
|
||||
return
|
||||
end
|
||||
return "underworld"
|
||||
end)
|
||||
|
||||
minetest.register_on_generated(function(minp, maxp, seed)
|
||||
|
||||
--if out of range of cave definition limits, abort
|
||||
@ -469,8 +479,32 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||
mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, oubliette_schematic, 0, {["df_underworld_items:slade_seal"] = "air"})
|
||||
elseif building.building_type == "lamppost" then
|
||||
mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, lamppost_schematic)
|
||||
local lamp_pos = vector.new(building.pos.x, building.pos.y+6, building.pos.z)
|
||||
minetest.after(math.random()*10, function()
|
||||
-- not all of these locations will get a lamp, but it's easier to just set four
|
||||
-- timers than to worry about testing first.
|
||||
minetest.get_node_timer({x=lamp_pos.x+1, y=lamp_pos.y, z=lamp_pos.z}):start(math.random()*30)
|
||||
minetest.get_node_timer({x=lamp_pos.x-1, y=lamp_pos.y, z=lamp_pos.z}):start(math.random()*30)
|
||||
minetest.get_node_timer({x=lamp_pos.x, y=lamp_pos.y, z=lamp_pos.z+1}):start(math.random()*30)
|
||||
minetest.get_node_timer({x=lamp_pos.x, y=lamp_pos.y, z=lamp_pos.z-1}):start(math.random()*30)
|
||||
end)
|
||||
elseif building.building_type == "small building" then
|
||||
mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, small_building_schematic, building.rotation)
|
||||
local pos = building.pos
|
||||
minetest.after(1, function()
|
||||
local puzzle_chest = minetest.find_node_near(pos, 4, {"df_underworld_items:puzzle_chest_closed"}, true)
|
||||
if puzzle_chest then
|
||||
local def = minetest.registered_nodes["df_underworld_items:puzzle_chest_closed"]
|
||||
def.can_dig(puzzle_chest) -- initializes the inventory
|
||||
local meta = minetest.get_meta(puzzle_chest)
|
||||
local inv = meta:get_inventory()
|
||||
for i = 1, math.random(1,8) do
|
||||
local item = ItemStack(df_underworld_items.colour_items[math.random(1,#df_underworld_items.colour_items)])
|
||||
--item:set_count(math.random(1,4))
|
||||
inv:add_item("main", item)
|
||||
end
|
||||
end
|
||||
end)
|
||||
elseif building.building_type == "medium building" then
|
||||
mapgen_helper.place_schematic_on_data(data, data_param2, area, building.pos, medium_building_schematic, building.rotation)
|
||||
if name_generator_path then
|
||||
@ -542,7 +576,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||
local ceiling_height = math.floor(abs_cave * ceiling_mult + median + ceiling_displace + wave)
|
||||
if floor_height < ceiling_height then
|
||||
local zone = math.abs(nvals_zone[index2d])
|
||||
if math.random() < zone then -- bones are more common in the built-up areas
|
||||
if math.random() < zone/2 then -- bones are more common in the built-up areas
|
||||
local floor_node = minetest.get_node({x=x, y=floor_height, z=z})
|
||||
local floor_node_def = minetest.registered_nodes[floor_node.name]
|
||||
if floor_node_def and not floor_node_def.buildable_to then
|
||||
@ -553,7 +587,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
|
||||
if target_node.name == "air" then
|
||||
bones_loot.place_bones(target_pos, "underworld_warrior", math.random(3, 10), nil, true)
|
||||
break
|
||||
elseif target_node.name == "bones:bones" then
|
||||
elseif target_node.name == bones_node then
|
||||
-- don't stack bones on bones, it looks silly
|
||||
break
|
||||
end
|
||||
|
Reference in New Issue
Block a user