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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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@ -2,6 +2,9 @@ local S = minetest.get_translator(minetest.get_current_modname())
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hunter_statue = {}
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-- override this to allow achievements to be recorded without requiring a dependency
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hunter_statue.player_punched = function(node_name, pos, player) end
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local statue_box = {
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type = "fixed",
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fixed = {
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@ -13,7 +16,7 @@ local fourtyfivedegrees = math.pi/4
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local sixtydegrees = math.pi/3
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local default_sounds
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if default and default.node_sound_stone_defaults then
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if minetest.get_modpath("default") then
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default_sounds = default.node_sound_stone_defaults()
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end
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@ -37,6 +40,7 @@ local test_array = {
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-- knockback = 16
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-- tnt_vulnerable = false
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-- tnt_debris =
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-- hunters_allowed_here = -- function(pos)
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-- other_overrides =
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--}
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@ -59,7 +63,7 @@ hunter_statue.register_hunter_statue = function(node_name, statue_def)
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if statue_def.tnt_vulnerable then
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def.on_blast = function(pos, intensity)
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if intensity > 3.0 then
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if intensity >= 1.0 then
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minetest.set_node(pos, {name= statue_def.tnt_debris or "air"})
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minetest.check_for_falling(pos)
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end
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@ -74,6 +78,7 @@ hunter_statue.register_hunter_statue = function(node_name, statue_def)
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local knockback = statue_def.knockback or 16
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local damage = statue_def.damage or 8
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local hunters_allowed_here = statue_def.hunters_allowed_here
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minetest.register_node(node_name, def)
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@ -117,6 +122,7 @@ hunter_statue.register_hunter_statue = function(node_name, statue_def)
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nearest_player:add_velocity(vector.multiply(vector.direction(pos, nearest_pos), knockback))
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nearest_player:set_hp(math.max(nearest_player:get_hp() - damage*armour_multiplier, 0))
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minetest.sound_play({name="hunter_statue_thud"}, {pos = nearest_pos})
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hunter_statue.player_punched(node_name, pos, nearest_player)
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return
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end
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local player_dir = vector.direction(pos, nearest_pos)
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@ -124,24 +130,26 @@ hunter_statue.register_hunter_statue = function(node_name, statue_def)
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local new_pos = vector.round(vector.add(pos, player_dir))
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for _, add_pos in ipairs(test_array) do
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local test_base = vector.add(new_pos, add_pos)
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local test_base_node = minetest.get_node(test_base)
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local test_base_node_def = minetest.registered_nodes[test_base_node.name]
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if test_base_node_def and test_base_node_def.buildable_to then
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local test_above = vector.add(test_base, {x=0, y=1, z=0})
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local test_above_node = minetest.get_node(test_above)
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local test_above_node_def = minetest.registered_nodes[test_above_node.name]
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if test_above_node_def and test_above_node_def.buildable_to then
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local test_below = vector.add(test_base, {x=0, y=-1, z=0})
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local test_below_node = minetest.get_node(test_below)
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local test_below_node_def = minetest.registered_nodes[test_below_node.name]
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if test_below_node_def and test_below_node_def.walkable then
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minetest.set_node(pos, {name="air"}) -- old location
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minetest.set_node(test_above, {name="air"}) -- some kind of filler node?
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node.param2 = new_facedir
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minetest.set_node(test_base, node)
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minetest.check_for_falling({x=pos.x, y=pos.y+1, z=pos.z})
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minetest.sound_play({name="hunter_statue_brick_step"}, {pos = pos, gain = 0.5})
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return
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if hunters_allowed_here == nil or hunters_allowed_here(test_base) then
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local test_base_node = minetest.get_node(test_base)
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local test_base_node_def = minetest.registered_nodes[test_base_node.name]
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if test_base_node_def and test_base_node_def.buildable_to then
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local test_above = vector.add(test_base, {x=0, y=1, z=0})
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local test_above_node = minetest.get_node(test_above)
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local test_above_node_def = minetest.registered_nodes[test_above_node.name]
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if test_above_node_def and test_above_node_def.buildable_to then
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local test_below = vector.add(test_base, {x=0, y=-1, z=0})
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local test_below_node = minetest.get_node(test_below)
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local test_below_node_def = minetest.registered_nodes[test_below_node.name]
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if test_below_node_def and test_below_node_def.walkable then
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minetest.set_node(pos, {name="air"}) -- old location
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minetest.set_node(test_above, {name="air"}) -- some kind of filler node?
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node.param2 = new_facedir
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minetest.set_node(test_base, node)
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minetest.check_for_falling({x=pos.x, y=pos.y+1, z=pos.z})
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minetest.sound_play({name="hunter_statue_brick_step"}, {pos = pos, gain = 0.5})
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return
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end
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end
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end
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end
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