mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2025-07-21 01:40:27 +02:00
Modpack refactor (#4)
Split this mod into a set of sub-mods in a modpack, and in the process did a whole bunch of renovations. * updated Subterrane's API to allow for more patterned placement of things * added "warrens" * clean separation of flooded and non-flooded caverns * rearranged biomes to make cavern layers more distinct * added oil layer * added underworld layer
This commit is contained in:
205
oil/init.lua
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205
oil/init.lua
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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local oil_desc
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local oil_usage
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if minetest.get_modpath("doc") then
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oil_desc = S("Liquid hydrocarbons formed from the detritus of long dead plants and animals processed by heat and pressure deep within the earth.")
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oil_usage = S("Buckets of oil can be used as fuel.")
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end
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dofile(MP.."/gas.lua")
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local oil_sounds = {footstep = {name = "oil_oil_footstep", gain = 0.2}}
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minetest.register_node("oil:oil_source", {
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description = S("Oil"),
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_doc_items_longdesc = oil_desc,
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_doc_items_usagehelp = oil_usage,
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drawtype = "liquid",
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tiles = {
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{
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name = "oil_oil_source_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0,
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},
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},
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},
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special_tiles = {
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-- New-style water source material (mostly unused)
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{
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name = "oil_oil_source_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0,
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},
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backface_culling = false,
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},
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},
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alpha = 255,
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paramtype = "light",
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walkable = false,
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pointable = false,
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diggable = false,
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sunlight_propagates = false,
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buildable_to = true,
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is_ground_content = false,
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drop = "",
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drowning = 1,
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liquidtype = "source",
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liquid_range = 3,
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liquid_renewable = false,
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liquid_alternative_flowing = "oil:oil_flowing",
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liquid_alternative_source = "oil:oil_source",
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liquid_viscosity = 1,
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post_effect_color = {a = 250, r = 0, g = 0, b = 0},
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groups = {liquid = 3},
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sounds = oil_sounds,
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})
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minetest.register_node("oil:oil_flowing", {
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description = S("Flowing Oil"),
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_doc_items_longdesc = oil_desc,
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_doc_items_usagehelp = oil_usage,
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drawtype = "flowingliquid",
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tiles = {"oil_oil.png"},
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special_tiles = {
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{
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name = "oil_oil_flowing_animated.png",
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backface_culling = false,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 4.0,
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},
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},
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{
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name = "oil_oil_flowing_animated.png",
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backface_culling = true,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 4.0,
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},
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},
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},
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alpha = 255,
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paramtype = "light",
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paramtype2 = "flowingliquid",
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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is_ground_content = false,
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sunlight_propagates = false,
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drop = "",
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drowning = 1,
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liquidtype = "flowing",
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liquid_range = 3,
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liquid_renewable = false,
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liquid_alternative_flowing = "oil:oil_flowing",
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liquid_alternative_source = "oil:oil_source",
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liquid_viscosity = 1,
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post_effect_color = {a = 250, r = 0, g = 0, b = 0},
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groups = {liquid = 3, not_in_creative_inventory = 1},
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sounds = oil_sounds,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "oil:oil_source",
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burntime = 370, -- same as coalblock
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})
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if minetest.get_modpath("dynamic_liquid") then
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dynamic_liquid.liquid_abm("oil:oil_source", "oil:oil_flowing", 2)
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-- not using default liquid_abm to prevent oil from churning around once it's on the surface of water - we want slicks to remain cohesive and static
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minetest.register_abm({
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label = "oil:oil floats",
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nodenames = {"oil:oil_source"},
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neighbors = {"default:water_source"},
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interval = 1.0,
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chance = 1,
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catch_up = true,
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action = function(pos, node)
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local next_pos = {x=pos.x, y=pos.y+1, z=pos.z}
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local next_node = minetest.get_node(next_pos)
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local above_name = next_node.name
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if above_name == "default:water_source" then
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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else
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next_pos.y = pos.y
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local displacement
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if math.random() > 0.5 then displacement = 1 else displacement = -1 end
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if math.random() > 0.5 then
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next_pos.x = next_pos.x + displacement
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else
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next_pos.z = next_pos.z + displacement
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end
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next_node = minetest.get_node(next_pos)
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if next_node.name == "default:water_source" then
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if above_name ~= "air" then
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-- we're not on the surface, so try any lateral movement
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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elseif math.random() < 0.1 then -- expensive and not commonly needed, so don't try this often
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--Otherwise, count neighboring oil nodes and if we're increasing the number of neighboring oil nodes by moving then do so.
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local oil_neighbors_here, here_count = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, {"oil:oil_source"})
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local oil_neighbors_there, there_count = minetest.find_nodes_in_area({x=next_pos.x-1, y=next_pos.y, z=next_pos.z-1}, {x=next_pos.x+1, y=next_pos.y, z=next_pos.z+1}, {"oil:oil_source"})
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if there_count["oil:oil_source"] >= here_count["oil:oil_source"] then
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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end
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end
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end
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end
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end,
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})
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-- If oil is wandering around on top of a layer of water that isn't full, drop it down
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-- into the water layer. This helps drive the system toward a more static state with a flat-looking surface.
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minetest.register_abm({
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label = "oil:oil settles",
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nodenames = {"oil:oil_source"},
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neighbors = {"default:water_flowing"},
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interval = 1.0,
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chance = 1,
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catch_up = true,
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action = function(pos, node)
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local next_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local next_node = minetest.get_node(next_pos)
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if next_node.name == "default:water_flowing" then
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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end
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end,
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})
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end
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if minetest.get_modpath("bucket") then
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bucket.register_liquid(
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"oil:oil_source",
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"oil:oil_flowing",
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"oil:oil_bucket",
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"oil_bucket.png",
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S("Oil Bucket")
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)
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minetest.register_craft({
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type = "fuel",
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recipe = "oil:oil_bucket",
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burntime = 370, -- same as coalblock
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replacements = {{"oil:oil_bucket", "bucket:bucket_empty"}},
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})
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end
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