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

@ -1,49 +1,37 @@
local n1 = { name = "air", prob = 0 } -- external air
local n2 = { name = "df_trees:goblin_cap" }
local n3 = {name = "stairs:slab_goblin_cap_stem_wood", param2 = 2} -- porch top
local n3 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 2} -- porch top
local n4 = { name = "df_trees:goblin_cap_gills" }
local n6 = { name = "df_trees:goblin_cap_stem", force_place=true } -- walls
local n7 = { name = "df_trees:goblin_cap_stem_wood", force_place=true } -- internal floor
local n8 = { name = "doors:door_wood_a", force_place=true }
local n9 = { name = "doors:hidden", force_place=true }
local n10 = { name = df_trees.node_names.furnace, param2 = 3, force_place=true }
local n8 = { name = df_dependencies.node_name_door_wood_a or "air", force_place=true }
local n9 = { name = df_dependencies.node_name_door_hidden or "air", force_place=true }
local n10 = { name = df_dependencies.node_name_furnace, param2 = 3, force_place=true }
local n11 = { name = "air", force_place=true } -- internal air
local n12 = { name = "beds:bed_bottom", force_place=true }
local n12 = { name = df_dependencies.node_name_bed_bottom or "air", force_place=true }
local n13 = { name = "df_trees:goblin_cap_stem", prob = 198, force_place=true } -- possible window holes
local n16 = { name = df_trees.node_names.chest, param2 = 3, force_place=true }
local n17 = { name = "beds:bed_top", force_place=true }
local n18 = { name = df_trees.node_names.torch_wall, param2 = 4, force_place=true }
local n16 = { name = df_dependencies.node_name_chest, param2 = 3, force_place=true }
local n17 = { name = df_dependencies.node_name_bed_top or "air", force_place=true }
local n18 = { name = df_dependencies.node_name_torch_wall, param2 = 4, force_place=true }
local n19 = { name = "df_trees:goblin_cap_stem" } -- base
local n20 = {name = "stairs:stair_goblin_cap_stem_wood", param2 = 1 }
local n21 = {name = "stairs:stair_goblin_cap_stem_wood", param2 = 3 }
local n22 = {name = "stairs:slab_goblin_cap_stem_wood", param2 = 22}
local n20 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood, param2 = 1 }
local n21 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood, param2 = 3 }
local n22 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 22}
if minetest.get_modpath("vessels") then
n18 = { name = "df_trees:glowing_bottle_red", force_place=true}
end
if not minetest.get_modpath("doors") then
-- replace the door with air
n8 = n11
n9 = n11
end
if not minetest.get_modpath("beds") then
--replace the bed with air
n12 = n11
n17 = n11
end
if not minetest.get_modpath("stairs") then
if not df_dependencies.node_name_stair_goblin_cap_stem_wood then
-- replace stairs with air
n3 = nil
n20 = nil
n21 = nil
n22 = nil
n3 = n1
n20 = n1
n21 = n1
n22 = n1
end
return {
local schematic = {
yslice_prob = {},
size = {y = 9, x = 11, z = 11},
center_pos = {x=5, y=2, z=5},
@ -258,3 +246,9 @@ return {
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
}
}
for index, node in ipairs(schematic.data) do
assert(node.name ~= nil, "undefined node name for index " .. tostring(index) .. " in goblin_cap_big_hut schematic data")
end
return schematic

View File

@ -5,47 +5,29 @@ local n4 = { name = "df_trees:goblin_cap_gills" }
local n5 = { name = "df_trees:goblin_cap_stem", force_place = true } -- walls, force place these
local n6 = { name = "df_trees:goblin_cap_stem", prob = 198, force_place=true } -- possible window holes
local n7 = { name = "df_trees:goblin_cap_stem_wood", force_place=true } -- internal floor
local n8 = { name = df_trees.node_names.furnace, param2 = 2, force_place=true }
local n8 = { name = df_dependencies.node_name_furnace, param2 = 2, force_place=true }
local n9 = { name = "air", force_place=true } -- internal air
local n10 = { name = df_trees.node_names.torch_wall, param2 = 3, force_place = true }
local n12 = {name = "stairs:slab_goblin_cap_stem_wood", param2 = 2} -- porch top
local n13 = { name = "doors:door_wood_a", param2 = 3, force_place = true }
local n14 = { name = "doors:hidden", param2 = 3, force_place = true }
local n10 = { name = df_dependencies.node_name_torch_wall, param2 = 3, force_place = true }
local n12 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 2} -- porch top
local n13 = { name = df_dependencies.node_name_door_wood_a or "air", param2 = 3, force_place = true }
local n14 = { name = df_dependencies.node_name_door_hidden or "air", param2 = 3, force_place = true }
local n15 = n9 -- internal air, but could be a vessel shelf
local n16 = { name = "beds:bed_top", param2 = 3, force_place = true }
local n17 = { name = "beds:bed_bottom", param2 = 3, force_place = true }
local n18 = { name = df_trees.node_names.chest, force_place = true }
local n19 = { name = df_trees.node_names.torch_wall, param2 = 2, force_place = true }
local n20 = {name = "stairs:stair_goblin_cap_stem_wood" }
local n21 = {name = "stairs:stair_goblin_cap_stem_wood", param2 = 2 }
local n22 = {name = "stairs:slab_goblin_cap_stem_wood", param2 = 22}
local n16 = { name = df_dependencies.node_name_bed_top or "air", param2 = 3, force_place = true }
local n17 = { name = df_dependencies.node_name_bed_bottom or "air", param2 = 3, force_place = true }
local n18 = { name = df_dependencies.node_name_chest, force_place = true }
local n19 = { name = df_dependencies.node_name_torch_wall, param2 = 2, force_place = true }
local n20 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood }
local n21 = {name = df_dependencies.node_name_stair_goblin_cap_stem_wood, param2 = 2 }
local n22 = {name = df_dependencies.node_name_slab_goblin_cap_stem_wood, param2 = 22}
if minetest.get_modpath("vessels") then
if df_dependencies.node_name_shelf then
-- replace torches with glowing bottles, add vessel shelf
n10 = { name = "df_trees:glowing_bottle_red", force_place=true}
n19 = n10
n15 = { name = "vessels:shelf", param2 = 3, force_place = true }
n15 = { name = df_dependencies.node_name_shelf, param2 = 3, force_place = true }
end
if not minetest.get_modpath("doors") then
-- replace the door with air
n13 = n9
n14 = n9
end
if not minetest.get_modpath("beds") then
--replace the bed with air
n16 = n9
n17 = n9
end
if not minetest.get_modpath("stairs") then
-- replace stairs with air
n12 = nil
n20 = nil
n21 = nil
n22 = nil
end
return {
local schematic = {
yslice_prob = {},
size = {y = 10, x = 13, z = 13},
center_pos = {x=6, y=2, z=6},
@ -324,3 +306,9 @@ return {
n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1,
}
}
for index, node in ipairs(schematic.data) do
assert(node.name ~= nil, "undefined node name for index " .. tostring(index) .. " in goblin_cap_bigger_hut schematic data")
end
return schematic