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:
FaceDeer
2022-08-28 23:48:44 -06:00
committed by GitHub
parent b2ee829c1a
commit 0a0c97b74e
435 changed files with 6100 additions and 1367 deletions

View File

@ -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