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https://github.com/FaceDeer/dfcaverns.git
synced 2025-07-12 21:40:29 +02:00
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch. * update mapgen_helper * import ClockGen's giant mushroom schematics, make them and giant ferns growable * add giant jungle mushroom, rough out actual cavern layer code framework * fungal ceiling decorations * decorate fungal floor a bit * update mapgen_helper * update primordial mushroom schematic placement to ensure it fits * add giant mycelium fungoidal structure * add giant mycelium to mapgen * fix settings for giant mycelium * make mycelium grow when players aren't present * allow mycelium growth to pause when it hits unloaded areas * add a use for giant mycelium * make giant mushrooms edible, make jungle trees growable * rough out the jungle biome * Make a spectrum of jungle growth * optimize pngs, add is_ground_content to everything * use custom is_ground_content method * fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area * more fixes for overgen support * remove unintentional airspace from underside of slade * fix for overgen crash in level 2 * primordial column material, add sealed shafts to underworld * add seal block * Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger. * puzzle seals now fully functional. Need to add clues for decoding the keys next. * add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation * add flowers to the underworld warrior bones * switch to a different key bell * fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages * add a clue to the seal formspec * tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1 * switch to compositing to save a few bytes * fancy up the seal's upper surface with inscriptions to make the formspec feel consistent * puzzle particle, bones were only spawning on top of structures * fix ice/oil on level 3, tweak some loot probabilities * add trail mod support * remove deprecated files * boost default plant growth delay, add growing selection boxes * update map colours * add named waypoints to the underworld * try a more efficient way of changing the interiors of columns * polishing up the Primordial layer * update guide with some Primordial teasers * updated magma sea screenshot * update mapgen_helper and subterrane * reduce density of megaflora a bit - was too hard to walk through * spreading_dirt_type depends on light, create my own ABM instead * add names to the glowing pits and some of the ruins * separate setting for ruin markers * record identity of slade-breachers * make mycelia climbable * update subterrane * change surface tunnel detection to allow above-ground stalactites and stalagmites * add rare thicker Goblin Caps, suitable for use as huts. * better goblin cap schematics * update colours * make it slightly harder to dig down through amethyst sheathing of pits * fixing up fungus light sensitivity, tree growth code * fix a few minor bugs * update deprecated functions * add various eating sounds * make mapping kit requirement more flexible * update spindlestem growth code, remove deprecated functions * fix leftover undefined variable * add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more. * fix bones formspec * add lbm to upgrade old bones * fix slade undiggability * make torchspines smokey and manually lightable * fix drop definitions * generate dry stalactites in near-surface caverns. * caverns become far too smokey, alas * add pitter patter of spore tree spores, alternate paper recipe * new mapgen_helper metrics * add smokey back to torchspine now that it can be dialed down a bit * replace glowstone texture with a new animated one * switch from ABM to node timer for mapgen mycelium growth * make mapgen mycelium timer delay configurable * improve the efficiency of giant mycelium growth using flat node array, fewer dereferences * remove the smoke from torchspines again - it doesn't dissipate that deep underground * give slade a more muted, gloomy hue to differentiate it from nether stone * update screenshots with new slade colors * update mapgen_helper
This commit is contained in:
@ -8,7 +8,7 @@ minetest.register_node("df_trees:goblin_cap_stem", {
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_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
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_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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tiles = {"dfcaverns_goblin_cap_stem.png"},
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is_ground_content = true,
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is_ground_content = false,
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, goblin_cap = 1},
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sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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})
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@ -19,7 +19,7 @@ minetest.register_node("df_trees:goblin_cap", {
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_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
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_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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tiles = {"dfcaverns_goblin_cap.png"},
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is_ground_content = true,
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is_ground_content = false,
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, goblin_cap = 1},
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sounds = df_trees.node_sound_tree_soft_fungus_defaults(),
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})
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@ -30,7 +30,7 @@ minetest.register_node("df_trees:goblin_cap_gills", {
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_doc_items_longdesc = df_trees.doc.goblin_cap_desc,
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_doc_items_usagehelp = df_trees.doc.goblin_cap_usage,
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tiles = {"dfcaverns_goblin_cap_gills.png"},
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is_ground_content = true,
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is_ground_content = false,
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groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1, goblin_cap = 1},
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sounds = default.node_sound_leaves_defaults(),
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drawtype = "plantlike",
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@ -131,6 +131,57 @@ minetest.register_craft({
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burntime = 2,
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})
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local big_goblin_cap_schem = dofile(MP.."/schematics/goblin_cap_big.lua")
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local big_goblin_cap_hut_schem = dofile(MP.."/schematics/goblin_cap_big_hut.lua")
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local bigger_goblin_cap_schem = dofile(MP.."/schematics/goblin_cap_bigger.lua")
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local bigger_goblin_cap_hut_schem = dofile(MP.."/schematics/goblin_cap_bigger_hut.lua")
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-- The hut has a chest and furnace near pos, use this to initialize it
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local chest_on_construct = minetest.registered_items["default:chest"].on_construct
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local furnace_on_construct = minetest.registered_items["default:furnace"].on_construct
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local init_hut = function(pos)
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local chest_pos = minetest.find_node_near({x=pos.x, y=pos.y+1, z=pos.z}, 2, "default:chest")
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if chest_pos then
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chest_on_construct(chest_pos)
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local inv = minetest.get_inventory({type="node", pos=chest_pos})
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inv:add_item("main", "default:apple 3")
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inv:add_item("main", "default:gold_ingot ".. math.random(1,5))
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end
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local furnace_pos = minetest.find_node_near({x=pos.x, y=pos.y+1, z=pos.z}, 2, "default:furnace")
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if furnace_pos then
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furnace_on_construct(furnace_pos)
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end
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end
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local init_vessels
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if minetest.get_modpath("vessels") then
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local vessels_on_construct = minetest.registered_items["vessels:shelf"].on_construct
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init_vessels = function(pos)
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local vessel_pos = minetest.find_node_near({x=pos.x, y=pos.y+1, z=pos.z}, 2, "vessels:shelf")
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if vessel_pos then
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vessels_on_construct(vessel_pos)
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local inv = minetest.get_inventory({type="node", pos=vessel_pos})
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inv:add_item("vessels", "df_trees:glowing_bottle_red "..math.random(50,99))
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inv:add_item("vessels", "df_trees:glowing_bottle_green "..math.random(50,99))
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inv:add_item("vessels", "df_trees:glowing_bottle_cyan "..math.random(40,99))
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inv:add_item("vessels", "df_trees:glowing_bottle_golden "..math.random(30,99))
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end
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end
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end
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--local debug_test_hut = function(pos)
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-- minetest.set_node(pos, {name="air"})
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-- minetest.after(5, init_hut, pos)
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-- if math.random() < 0.5 then
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-- mapgen_helper.place_schematic(pos, big_goblin_cap_hut_schem, "random")
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-- else
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-- if init_vessels then
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-- minetest.after(5, init_vessels, pos)
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-- end
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-- mapgen_helper.place_schematic(pos, bigger_goblin_cap_hut_schem, "random")
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-- end
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--end
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-- sapling
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minetest.register_node("df_trees:goblin_cap_sapling", {
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description = S("Goblin Cap Spawn"),
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@ -143,6 +194,7 @@ minetest.register_node("df_trees:goblin_cap_sapling", {
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wield_image = "dfcaverns_goblin_cap_sapling.png",
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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walkable = false,
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floodable = true,
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selection_box = {
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@ -154,17 +206,33 @@ minetest.register_node("df_trees:goblin_cap_sapling", {
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sounds = default.node_sound_leaves_defaults(),
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on_construct = function(pos)
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local below_node = minetest.get_node(vector.add(pos, {x=0,y=-1,z=0}))
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if minetest.get_item_group(below_node.name, "soil") > 0 then
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minetest.get_node_timer(pos):start(math.random(
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df_trees.config.goblin_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
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df_trees.config.goblin_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
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if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") == 0 then
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return
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end
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minetest.get_node_timer(pos):start(math.random(
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df_trees.config.goblin_cap_delay_multiplier*df_trees.config.tree_min_growth_delay,
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df_trees.config.goblin_cap_delay_multiplier*df_trees.config.tree_max_growth_delay))
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end,
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on_destruct = function(pos)
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minetest.get_node_timer(pos):stop()
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end,
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on_timer = function(pos)
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if df_farming and df_farming.kill_if_sunlit(pos) then
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return
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end
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minetest.set_node(pos, {name="air"})
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df_trees.spawn_goblin_cap(pos)
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if minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, {"group:straw"}) then
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if math.random() < 0.5 then
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mapgen_helper.place_schematic(pos, big_goblin_cap_schem)
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else
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mapgen_helper.place_schematic(pos, bigger_goblin_cap_schem)
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end
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return
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else
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df_trees.spawn_goblin_cap(pos)
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end
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end,
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})
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@ -172,8 +240,35 @@ local c_stem = minetest.get_content_id("df_trees:goblin_cap_stem")
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local c_cap = minetest.get_content_id("df_trees:goblin_cap")
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local c_gills = minetest.get_content_id("df_trees:goblin_cap_gills")
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-- If the farming mod is installed, add the "straw" group to farming straw.
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-- This way we just need to check for group:straw to get cave straw as well, without
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-- needing a df_farming dependency for this mod.
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if minetest.get_modpath("farming") then
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local straw_def = minetest.registered_items["farming:straw"]
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if straw_def then
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local new_groups = {}
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for group, val in pairs(straw_def.groups) do
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new_groups[group] = val
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end
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new_groups.straw = 1
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minetest.override_item("farming:straw", {
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groups = new_groups
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})
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end
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end
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df_trees.spawn_goblin_cap = function(pos)
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if math.random() < 0.1 then
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if math.random() < 0.5 then
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mapgen_helper.place_schematic(pos, big_goblin_cap_schem)
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else
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mapgen_helper.place_schematic(pos, bigger_goblin_cap_schem)
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end
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return
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end
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local x, y, z = pos.x, pos.y, pos.z
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local stem_height = math.random(1,3)
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local cap_radius = math.random(3,6)
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local maxy = y + stem_height + 3
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@ -193,7 +288,28 @@ df_trees.spawn_goblin_cap = function(pos)
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vm:update_map()
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end
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df_trees.spawn_goblin_cap_vm = function(vi, area, data)
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df_trees.spawn_goblin_cap_vm = function(vi, area, data, data_param2)
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if math.random() < 0.1 then
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local pos = area:position(vi)
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if math.random() < 0.5 then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, pos, big_goblin_cap_schem)
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elseif math.random() < 0.9 then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, pos, bigger_goblin_cap_schem)
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else
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-- easter egg - every once in a while (0.5%), a mapgen Goblin cap is a Smurf house
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minetest.after(5, init_hut, pos)
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if math.random() < 0.5 then
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mapgen_helper.place_schematic_on_data(data, data_param2, area, pos, big_goblin_cap_hut_schem)
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else
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if init_vessels then
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minetest.after(5, init_vessels, pos)
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end
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mapgen_helper.place_schematic_on_data(data, data_param2, area, pos, bigger_goblin_cap_hut_schem)
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end
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end
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return
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end
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local stem_height = math.random(1,3)
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local cap_radius = math.random(3,6)
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subterrane.giant_mushroom(vi, area, data, c_stem, c_cap, c_gills, stem_height, cap_radius)
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