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v2.1 ... master

Author SHA1 Message Date
Jacob Lifshay de08a9d481
Fix bedrock in mineclone2 (#49)
* adjust more mcl_vars variables that were recently added to MineClone2

* try to detect mcl_vars values that should have been changed
2023-12-03 00:36:34 -07:00
Github is a non-free platform owned by Microsoft. Reasonable alternatives exist, such as Gitea, Sourcehut. We need a federated, mastodon-like forge based on ForgeFed. See: https://forgefed.org 8edf220213
fix crash when fake player dig slade (#46)
When a fake player, for example a node, dig slade, it return player ~= nil but it is not a current player, the server_diggable_only function tries to check the privs of the node, then this crashes

Here we use the built-in check player:is_player() so the node privs are not checked

This crash occurred in the technic mod when the corium eats the slade
2023-12-03 00:33:53 -07:00
FaceDeer 2f2577eada add mine_gas to optional depends 2023-01-08 02:38:10 -07:00
Awkanimus 06096ddc8f
No achievement when torch is placed by mods (#43) 2022-12-05 00:29:35 -07:00
FaceDeer b27a9eb8da Add a bit of API documentation. Incomplete, but covers the important stuff IMO 2022-10-22 22:43:29 -06:00
FaceDeer a6cd433ecf Fix a crash in ambient sound biome checking when the player is halfway between level 2 and level 3. Also add API to puzzle chests
This fixes issue https://github.com/FaceDeer/dfcaverns/issues/39
2022-10-22 10:02:34 -06:00
FaceDeer 5ea9ee9de0 group fixes suggested on the forum 2022-09-10 16:21:50 -06:00
FaceDeer efeae89ab9 fix local variable access 2022-09-06 22:50:01 -06:00
FaceDeer 77b990a697 fix crash when using mesecons with default game, remove flora group from all plants. 2022-08-29 06:51:17 -06:00
FaceDeer e82fcf7c87 using experimental supported_games mod.conf feature 2022-08-29 00:34:53 -06:00
FaceDeer 52b2cf8ebb add some additional checks to maybe allow for older versions of these mods 2022-08-29 00:29:44 -06:00
FaceDeer 0a0c97b74e
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
2022-08-28 23:48:44 -06:00
FaceDeer b2ee829c1a Update subterrane 2022-08-27 18:35:34 -06:00
FaceDeer 0296f7fb7e update subterrane, fix a crash in torchspine growth 2022-08-08 00:18:03 -06:00
FaceDeer dbc5dd38a3 Squashed commit of the following:
commit 0a61781b99
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 14:50:07 2022 -0600

    add an additional check to ensure old timers don't cause inappropriate growth

commit 1d7b6010c3
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 13:21:29 2022 -0600

    stop timers when seeds are picked up

commit c8fa25ccd7
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 13:05:24 2022 -0600

    fix replacements for dwarven syrup taffy recipe

commit 4de45bb6d7
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 11:09:48 2022 -0600

    account for some additional mod dependencies

commit 83ea06bbaa
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Mon Aug 1 11:09:14 2022 -0600

    update cooking recipes to be more specific.

commit 302da3ec51
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Fri Jul 29 17:12:59 2022 -0600

    add location logging for debugging purposes

commit 11667e184e
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sun Jul 24 16:54:21 2022 -0600

    add checks for submods being present

    the df_trees and df_farming checks are likely redundant, but if primordial layers are disabled someone might not have df_primordial_items installed.

commit 5906308d87
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sun Jul 24 16:49:23 2022 -0600

    add config settings for biome restrictions, vastly reduce copy and paste in code

commit e52820c282
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sat Jul 23 20:45:26 2022 -0600

    add initial stab at growing conditions - biome restrictions for trees

commit 7b99556df9
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Sat Jul 23 12:08:41 2022 -0600

    adding biome API. Not yet tested.

commit bf82b3b3fe
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Fri Jul 22 21:22:37 2022 -0600

    added stubs for growth permission for farming plants

commit 46765df3ef
Author: FaceDeer <derksenmobile@gmail.com>
Date:   Fri Jul 22 18:36:45 2022 -0600

    initial work for restricted plant growth. split out growth conditions for trees, and reworked torchspine to not use ABMs while I was at it.
2022-08-01 14:55:46 -06:00
FaceDeer f23d4115bd default fences using dfcaverns wood
also adding flora group to all plants, making spongestone drop dirt, and adding fuel recipes for primordial wood types
2022-07-22 02:27:57 -06:00
FaceDeer 1b402a2403 copy/paste error in config description 2022-07-15 19:16:23 -06:00
FaceDeer 18d2f190e8 make various primordial vegetation floodable. It grows back anyway. 2022-07-15 19:13:15 -06:00
FaceDeer beb89c5a64 remove another ABM 2022-07-15 18:57:01 -06:00
FaceDeer d1620a6f39 replace bloodthorn ABM with node timers, much more efficient. 2022-07-15 16:58:54 -06:00
FaceDeer edae8c1104 update subterrane version to include giant mushroom buildability fix
https://github.com/FaceDeer/dfcaverns/issues/27
https://github.com/FaceDeer/dfcaverns/issues/21
2022-07-15 15:07:41 -06:00
FaceDeer a243b613a3 fix typo in grow time, this was using cave wheat's delay multiplier
https://github.com/FaceDeer/dfcaverns/issues/18
2022-07-14 19:11:15 -06:00
FaceDeer 64063bda36 add changes suggested by TurkeyMcMac to improve efficiency and lighting of surface tunnels
Suggested in https://github.com/FaceDeer/dfcaverns/issues/22
2022-07-14 18:48:32 -06:00
FaceDeer 1f1b7efb95 add sugar group to sweet pod sugar 2022-07-14 18:40:35 -06:00
FaceDeer 4884f1e51a add spawn functions to some trees that didn't have them 2022-07-13 22:01:50 -06:00
FaceDeer c3e3ea0d5d add sapling group to the primordial jungle mushroom 2022-07-13 20:06:39 -06:00
FaceDeer d4f12d19ec add stairs for primordial wood types. Also bump mycelial soil light sensitivity to 13 2022-07-11 22:13:25 -06:00
FaceDeer dbd12b2237 making mycelial dirt light-sensitive, fixing various drops 2022-07-11 20:30:49 -06:00
FaceDeer ca483a6f29 add a "sterile" harvested version of dimplecup to prevent endless spawn production 2022-07-11 18:30:34 -06:00
FaceDeer 416fbb4e45 prevent spindlestem caps from producing endless spawn
Note that recipes will no longer work for players that already have these caps in their inventory. They'll need to place them and then re-harvest them to convert them to the new "sterile" cap node that drops on harvest.
2022-07-11 01:16:57 -06:00
FaceDeer 289c353bb6
Pit caves (#20)
* A simple pit cave mod, based off of code from the volcano pipes in my magma_conduits mod

* option to seal off ocean pits

* reuse chasm's ignore list

* documentation

* rename findpits to prevent confusion with underworld glowing pits
2021-05-07 22:59:30 -06:00
FaceDeer 79fd356477 update subterrane 2021-04-11 17:21:12 -06:00
FaceDeer b3525c98d5 add an api to chasms to let other mods build bridges without them being chopped up 2021-04-04 22:59:17 -06:00
FaceDeer 3d7c2b43a4 fiddling with the prevalence of cave webs a bit 2021-03-29 11:48:10 -06:00
FaceDeer 1dbea13f67 fix undeclared local 2021-03-28 15:38:30 -06:00
FaceDeer 9b7e71c675
Chasms (#19)
* initial chasms mod

* tweak default chasm settings

* prevent chasms from breaching oil and magma seas, make veinstone actually do something

* overgenerate caverns to eliminate floating stalactites

* make veinstone punchable instead of right-clickable

* ensure dfcaverns get carved before chasms

this has an unfortunate tradeoff. Chasms will no longer have floating giant columns in them, but will also no longer have smaller stalactites and stalagmites. Also will carve chasms through lake water. Not sure if this is ideal.

* add rare big webs to the chasms, to give them a unique feature

* reverse the dependencies for df_caverns and chasms, let chasms go first.

* fix web generator

* add webs to level 3 tunnels, fix sunless sea chasms

* fix up tunnel webs

* make webs snappy

* make webs slightly more prevalent

* add chasms to the guide

* final touch-ups before merging

* allow anchoring against unloaded blocks
2021-03-28 15:20:52 -06:00
FaceDeer 0acb3ab09b update use_texture_alpha properties 2021-03-13 02:21:13 -07:00
FaceDeer 9a53e49fa8 make primordial gills climbable, make spore trees more likely to produce spawn 2021-03-12 18:29:05 -07:00
FaceDeer ae4d0ebe81 it's been a few months since name_generator's name was changed on contentDB, remove temp backwards compatibility 2021-01-19 22:00:32 -07:00
FaceDeer b6ffd7fc97 made the pit plasma abm much more selective to reduce cpu load 2021-01-16 01:07:48 -07:00
461 changed files with 8014 additions and 1657 deletions

60
API.md Normal file
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@ -0,0 +1,60 @@
# Chat commands
There are not many chat commands provided by this modpack since it's primarily a mapgen mod. Only one is available to non-server-admins:
`mute_df_ambience`: Mutes or unmutes ambient sounds in deep caverns. This muted state is saved per-player, so players that are bothered by ambient sounds can disable them for themselves.
The following are only available for server admins:
`find_pit`: Finds the nearest glowing pit in the Underworld layer.
`mapgen_helper_loc` and `mapgen_helper_tour`: only available if the `mapgen_helper_log_locations` setting has been set to true. mapgen_helper will then record the locations of various types of mapgen feature as they are generated, and these commands will teleport the server admin to them.
`find_pit_caves`: Lists the locations of nearby vertical shaft caverns, including the top and bottom elevations.
# APIs
Not all APIs are listed here, this list focuses on APIs that modders may wish to use in sub-mods that modify DF Caverns' functionality in the existing context of this modpack.
## bones_loot
This mod populates the bones in the underworld with loot.
`bones_loot.register_loot`
Uses same table format as dungeon_loot from the default minetest_game. eg, {{name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
if dungeon_loot is installed it uses dungeon_loot's registration function directly.
## chasms
`chasms.register_ignore(node_name)`: Use this to set node types to be left alone by chasm-carving
`chasms.is_in_chasm(pos)`: returns true if pos is inside a chasm.
## df_ambience
`df_ambience.add_set(def)`: adds a sound set to the ambience mod. See soundsets.lua for a bunch of examples of what can go in the `def` table.
This mod has a lot of similarities to the [https://notabug.org/TenPlus1/ambience](ambience) mod, but after struggling to get that mod to "play nice" with df_caverns' needs it turned out to be easier to just re-implement the specific parts of the mod that were needed here.
## df_caverns
`df_caverns.get_biome(pos)`: returns the string name of the df_cavern biome that pos is located in, or nil if it's outside of any of df_caverns' cavern layers. df_caverns uses a homebrew biome system rather than the built-in biome registration system.
`df_caverns.is_ground_content(node_id)`: used by subterrane's mapgen to avoid removing nodes placed by df_caverns' mapgen. If you're adding new map features inside dfcavern's hollow spaces and they're being chopped in half at mapblock boundaries then you may be able to solve this by overriding this method with one that recognizes the nodes you're adding.
This was never really expected to be something that someone would need to do, though, so this is a little clunky. If you're having trouble with this please file an issue.
`df_caverns.populate_puzzle_chest(pos)`: When a "puzzle chest" is generated in the Underworld ruins this method gets called to populate its contents. If you wish to override the contents of the puzzle chest then you can override this method. Place items in the "main" inventory at the pos parameter's location.
## looped_node_sound
`looped_node_sound.register(def)`: A simple mod for making nodes emit a looped sound when the player is nearby.
def = {
node_list = {"df_trees:torchspine_1_lit"},
sound = "dfcaverns_torchspine_loop",
max_gain = 0.5,
gain_per_node = 0.05,
}

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@ -5,7 +5,7 @@ Sounds and textures are under various licenses, see the license.txt file in the
License for Code
----------------
Copyright (C) 2018 FaceDeer
Copyright (C) 2021 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@ -28,6 +28,8 @@ Some of the other cave decorations provide dim bioluminescent lighting in some c
[A more comprehensive guide can be found here.](guide.md)
[APIs and player commands can be found here.](API.md)
## Synergies with other mods
"[dynamic liquid](https://github.com/minetest-mods/dynamic_liquid)" is recommended to provide Dwarf Fortress-like fluid dynamics and to deal with water that might spill into caverns.
@ -36,7 +38,7 @@ Some of the other cave decorations provide dim bioluminescent lighting in some c
The "[doc](https://forum.minetest.net/viewtopic.php?f=9&t=15912&p=240152)" mod is supported to provide in-game documentation for all of the new items and nodes this mod adds.
"[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides.
"[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides. Some are large enough that a [glider](https://github.com/CBugDCoder/glider) may be well suited.
"[radiant damage](https://github.com/FaceDeer/radiant_damage)" greatly increases the danger of the Magma Sea if heat radiance is enabled, as well as several of the rare crystals in the deeper layers that emit Mese radiation if that damage type is enabled.

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Sounds and textures are under various licenses, see the license.txt file in the /sounds and /textures directories for details.
License for Code
----------------
Copyright (C) 2021 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local sound
if df_dependencies.sound_leaves then
sound = df_dependencies.sound_leaves()
end
local get_node_box = function(connector_thickness)
return {
type = "connected",
--fixed = {-hub_thickness,-hub_thickness,-hub_thickness,hub_thickness,hub_thickness,hub_thickness},
connect_top = {-connector_thickness, 0, -connector_thickness, connector_thickness, 0.5, connector_thickness},
connect_bottom = {-connector_thickness, -0.5, -connector_thickness, connector_thickness, 0, connector_thickness},
connect_back = {-connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness, 0.5},
connect_right = {0, -connector_thickness, -connector_thickness, 0.5, connector_thickness, connector_thickness},
connect_front = {-connector_thickness, -connector_thickness, -0.5, connector_thickness, connector_thickness, 0},
connect_left = {-0.5, -connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness},
disconnected = {-connector_thickness, -connector_thickness, -connector_thickness, connector_thickness, connector_thickness, connector_thickness},
}
end
local anchor_groups = {"group:soil", "group:stone", "group:tree", "group:wood", "group:webbing", "group:solid"}
local in_anchor_group = function(name)
for _, group in pairs(anchor_groups) do
if minetest.get_item_group(name, string.sub(group, 7)) then
return true
end
end
if name == "ignore" then
return true
end
end
local cardinal_directions = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=1,z=0},
{x=0,y=-1,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1}
}
local cardinal_planes = {
{3,5},
{3,5},
{1,5},
{1,5},
{1,3},
{1,3},
}
local insert_if_not_in_hashtable = function(pos, insert_into, if_not_in)
local hash = minetest.hash_node_position(pos)
if if_not_in[hash] then
return
end
table.insert(insert_into, pos)
end
-- flood fill through the web to get all web and anchor locations
local get_web_nodes = function(pos, webs, anchors)
local to_check = {}
table.insert(to_check, pos)
while next(to_check) ~= nil do
local check_pos = table.remove(to_check)
local check_node = minetest.get_node(check_pos)
if minetest.get_item_group(check_node.name, "webbing") > 0 then
webs[minetest.hash_node_position(check_pos)] = true
for _, dir in pairs(cardinal_directions) do
insert_if_not_in_hashtable(vector.add(check_pos, dir), to_check, webs)
end
elseif in_anchor_group(check_node.name) then
anchors[minetest.hash_node_position(check_pos)] = true
end
end
end
local web_line = function(pos, dir, distance)
local anchored
local web_spine = {}
for i = 0, distance do
local web_pos = vector.add(pos, vector.multiply(dir,i))
local node_name = minetest.get_node(web_pos).name
if node_name == "air" or node_name == "big_webs:webbing" then
table.insert(web_spine, web_pos)
elseif in_anchor_group(node_name) then
anchored=true
break
else
anchored=false
break
end
end
if anchored then
for _, web_pos in pairs(web_spine) do
if math.random() < 0.9 then
minetest.set_node(web_pos, {name="big_webs:webbing"})
end
end
return web_spine
end
return nil
end
local generate_web = function(pos)
local dir_choice = math.random(1, 6)
local dir = cardinal_directions[dir_choice]
local web_spine = web_line(pos, dir, 30)
if web_spine then
local dir2 = cardinal_directions[cardinal_planes[dir_choice][math.random(1, 2)]]
local dir2_opposite = vector.multiply(dir2, -1)
for _, web_pos in pairs(web_spine) do
web_line(web_pos, dir2, 15)
web_line(web_pos, dir2_opposite, 15)
end
end
end
minetest.register_node("big_webs:webbing", {
description = S("Giant Cave Spider Webbing"),
_doc_items_longdesc = S("Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts."),
_doc_items_usagehelp = S("Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it."),
tiles = {
{name="big_webs.png"},
},
use_texture_alpha = "blend",
connects_to = anchor_groups,
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.0625),
collision_box = get_node_box(0.0625),
inventory_image = "big_webs_item.png",
wield_image = "big_webs_item.png",
paramtype = "light",
is_ground_content = false,
climbable = true,
groups = {snappy = 2, choppy = 2, webbing = 1, shearsy = 1, swordy=1, flammable=1, destroy_by_lava_flow=1, fall_damage_add_percent=-100, bouncy=20},
sounds = sound,
on_construct = function(pos)
minetest.get_node_timer(pos):start(30)
end,
on_destruct = function(pos)
for _, dir in pairs(cardinal_directions) do
local neighbor_pos = vector.add(pos, dir)
if minetest.get_item_group(minetest.get_node(neighbor_pos).name, "webbing") > 0 then
minetest.get_node_timer(neighbor_pos):start(30)
end
end
minetest.get_node_timer(pos):stop()
end,
on_timer = function(pos, elapsed)
local webs = {}
local anchors = {}
get_web_nodes(pos, webs, anchors)
local first_anchor = next(anchors)
for hash, _ in pairs(webs) do
local web_pos = minetest.get_position_from_hash(hash)
if first_anchor == nil then
-- unsupported web
minetest.set_node(web_pos, {name="air"})
minetest.item_drop(ItemStack("big_webs:webbing"), nil, web_pos)
end
minetest.get_node_timer(web_pos):stop() -- no need to recheck
end
end,
_mcl_blast_resistance = 1.0,
_mcl_hardness = 0.5,
})
minetest.register_node("big_webs:web_egg", {
description = S("Giant Cave Spider Web Generator"),
tiles = {
{name="big_webs.png"},
},
use_texture_alpha = "blend",
connects_to = anchor_groups,
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
drawtype = "nodebox",
node_box = get_node_box(0.0625),
collision_box = get_node_box(0.0625),
inventory_image = "big_webs_item.png",
wield_image = "big_webs_item.png",
paramtype = "light",
is_ground_content = false,
climbable = true,
floodable = true,
groups = {snappy = 2, choppy = 2, webbing = 1, flammable=1, fall_damage_add_percent=-100, bouncy=20},
sounds = sound,
on_construct = function(pos)
minetest.get_node_timer(pos):start(1)
end,
on_timer = function(pos, elapsed)
minetest.set_node(pos, {name="air"})
generate_web(pos)
end,
_mcl_blast_resistance = 1.0,
_mcl_hardness = 0.5,
})

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@ -0,0 +1,12 @@
# textdomain: big_webs
### init.lua ###
Giant Cave Spider Web Generator=
Giant Cave Spider Webbing=
Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts.=
Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it.=

2
big_webs/mod.conf Normal file
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@ -0,0 +1,2 @@
name=big_webs
optional_depends=df_dependencies

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@ -4,6 +4,75 @@ local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
bones_loot = {}
local bones_formspec =
"size[8,9]"
.."list[current_name;main;0,0.3;8,4;]"
.."list[current_player;main;0,4.85;8,1;]"
.."list[current_player;main;0,6.08;8,3;8]"
.."listring[current_name;main]"
.."listring[current_player;main]"
..df_dependencies.get_itemslot_bg(0,0.3,8,4)
..df_dependencies.get_itemslot_bg(0,4.85,8,1)
..df_dependencies.get_itemslot_bg(0,6.08,8,3)
if minetest.get_modpath("default") then
bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
end
if minetest.get_modpath("bones") then
df_dependencies.node_name_bones = "bones:bones"
else
local function drop_item_stack(pos, stack)
if not stack or stack:is_empty() then return end
local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
minetest.add_item(vector.add(pos, drop_offset), stack)
end
minetest.register_node("bones_loot:bones", {
description = S("Bones"),
tiles = {
"bones_top.png^[transform2",
"bones_bottom.png",
"bones_side.png",
"bones_side.png",
"bones_rear.png",
"bones_front.png"
},
paramtype2 = "facedir",
groups = {oddly_diggable_by_hand=1, handy=1, container=2},
sounds = df_dependencies.sound_gravel(),
_mcl_hardness = 1.5,
_mcl_blast_resistance = 6,
can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
return inv:is_empty("main")
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", bones_formspec)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end,
on_blast = function(pos, intensity)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, inv:get_size("main") do
drop_item_stack(pos, inv:get_stack("main", i))
end
meta:from_table()
minetest.remove_node(pos)
if math.random(1, math.floor((intensity or 1) * 2)) ~= 1 then return end
drop_item_stack(pos, "bones_loot:bones")
end
})
df_dependencies.node_name_bones = "bones_loot:bones"
end
local bones_node = df_dependencies.node_name_bones
local local_loot = {}
local local_loot_register = function(t)
if t.name ~= nil then
@ -104,19 +173,8 @@ bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
return items
end
local bones_formspec =
"size[8,9]" ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]"
if minetest.get_modpath("default") then
bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
end
bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
minetest.set_node(pos, {name=bones_node, param2 = math.random(1,4)-1})
local meta = minetest.get_meta(pos)
if infotext == nil then
infotext = S("Someone's old bones")
@ -137,7 +195,7 @@ end
minetest.register_lbm({
label = "Repair underworld bones formspec",
name = "bones_loot:repair_underworld_bones_formspec",
nodenames = {"bones:bones"},
nodenames = {bones_node},
action = function(pos, node)
local meta = minetest.get_meta(pos)
if not meta:get("formspec") then

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@ -3,5 +3,17 @@
### init.lua ###
# textdomain: bones
Bones=Knochen
#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
Someone's old bones=Jemandes alte Knochen
##### not used anymore #####
@1's old bones=Alte Knochen von @1
@1 died at @2.=@1 starb bei @2.
@1 died at @2, and dropped their inventory.=@1 starb bei @2 und ließ das Inventar fallen.
@1 died at @2, and bones were placed.=@1 starb bei @2 und Knochen wurden platziert.
@1's fresh bones=Frische Knochen von @1
@1's bones=Knochen von @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Ostoj
Someone's old bones=
##### not used anymore #####
@1's old bones=La malfreŝaj ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
@1's fresh bones=La freŝaj ostoj de @1
@1's bones=La ostoj de @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Huesos
Someone's old bones=
##### not used anymore #####
@1's old bones=Huesos antiguos de @1
@1 died at @2.=@1 murió en @2.
@1 died at @2, and dropped their inventory.=@1 murió en @2, y su inventario se desprendió.
@1 died at @2, and bones were placed.=@1 murió en @2, y sus huesos fueron depositados.
@1's fresh bones=Huesos recientes de @1
@1's bones=Huesos de @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Os
Someone's old bones=
##### not used anymore #####
@1's old bones=Vieux os de @1
@1 died at @2.=@1 est mort à @2.
@1 died at @2, and dropped their inventory.=@1 est mort à @2 et a laissé tomber son inventaire.
@1 died at @2, and bones were placed.=@1 est mort à @2 et ses os ont été placés.
@1's fresh bones=Os frais de @1
@1's bones=Os de @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Tulang
Someone's old bones=
##### not used anymore #####
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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@ -3,5 +3,17 @@
### init.lua ###
# textdomain: bones
Bones=Ossa
#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
Someone's old bones=Le vecchie ossa di qualcuno
##### not used anymore #####
@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=骨
Someone's old bones=
##### not used anymore #####
@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=lo bongu gunma
Someone's old bones=
##### not used anymore #####
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Tulang
Someone's old bones=
##### not used anymore #####
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Kości
Someone's old bones=
##### not used anymore #####
@1's old bones=Stare kości @1
@1 died at @2.=@1 umarł w @2.
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
@1's fresh bones=Świeże kości @1
@1's bones=Kości @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Ossos
Someone's old bones=
##### not used anymore #####
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Кости
Someone's old bones=
##### not used anymore #####
@1's old bones=Старые кости @1
@1 died at @2.=@1 умер в @2.
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
@1's fresh bones=новые кости @1
@1's bones=кости @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Kosti
Someone's old bones=
##### not used anymore #####
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Ben
Someone's old bones=
##### not used anymore #####
@1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @a.
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
@1's fresh bones=@1s färska ben
@1's bones=@1s ben

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=Кістки
Someone's old bones=
##### not used anymore #####
@1's old bones=старі кістки @1
@1 died at @2.=@1 помер в @2.
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
@1's fresh bones=нові кістки @1
@1's bones=кістки @1

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=骨骸
Someone's old bones=
##### not used anymore #####
@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了所有物品。
@1 died at @2, and bones were placed.=@1在@2死亡已放置骨骸。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸

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@ -0,0 +1,18 @@
# textdomain: bones_loot
### init.lua ###
# textdomain: bones
Bones=骨骸
Someone's old bones=
##### not used anymore #####
@1's old bones=@1的舊骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丟掉了物品欄。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置。
@1's fresh bones=@1的新鮮骨骸
@1's bones=@1的骨骸

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@ -3,4 +3,6 @@
### init.lua ###
# textdomain: bones
Bones=
Someone's old bones=

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@ -1,4 +1,4 @@
name = bones_loot
description = An API that allows bones to be placed procedurally with randomly generated loot
depends = bones
optional_depends = dungeon_loot, default
depends = df_dependencies
optional_depends = dungeon_loot, bones

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@ -0,0 +1,58 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.

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21
chasms/LICENSE.txt Normal file
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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2021 FaceDeer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

190
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@ -0,0 +1,190 @@
local data = {}
chasms = {}
local ignore = {}
-- Use this to set node types to be left alone by chasm-carving
chasms.register_ignore = function(node_name)
ignore[minetest.get_content_id(node_name)] = true
end
chasms.ignore_content_id = function(content_id)
return ignore[content_id]
end
local maxy = tonumber(minetest.settings:get("chasms_maxy")) or -50
local miny = tonumber(minetest.settings:get("chasms_miny")) or -2500
local falloff = tonumber(minetest.settings:get("chasms_falloff")) or 100
local web_probability = 0.15 -- the chance that a given mapblock will have webbing criss-crossing the chasm
local chasms_threshold = tonumber(minetest.settings:get("chasms_threshold")) or 0.9
local np_chasms_default = {
offset = 0,
scale = 1,
spread = {x = 50, y = 1000, z = 3000},
seed = 94586,
octaves = 2,
persist = 0.63,
lacunarity = 2.0,
}
local np_chasms = minetest.settings:get_np_group("chasms_params") or np_chasms_default
-- For some reason, these numbers are returned as strings by get_np_group.
local tonumberize_params = function(params)
params.scale = tonumber(params.scale)
params.lacunarity = tonumber(params.lacunarity)
params.spread.x = tonumber(params.spread.x)
params.spread.y = tonumber(params.spread.y)
params.spread.z = tonumber(params.spread.z)
params.offset = tonumber(params.offset)
params.persistence = tonumber(params.persistence)
end
tonumberize_params(np_chasms)
local nobj_chasm
local chasm_data = {}
local waver_strength = 8
local waver_vector = {x=waver_strength, y=0, z=0}
local np_waver = {
offset = 0,
scale = waver_strength,
spread = {x = 50, y = 50, z = 50},
seed = 49585,
octaves = 2,
persist = 0.63,
lacunarity = 2.0,
}
local nobj_waver
local waver_data = {}
local minfalloff = miny + falloff
local maxfalloff = maxy - falloff
local get_intensity = function(y)
if y < miny or y > maxy then
return 0
end
if y <= maxfalloff and y >= minfalloff then
return 1
end
if y < minfalloff then
return (y-miny)/falloff
end
-- if y > maxfalloff then
return (maxy-y)/falloff
-- end
end
local c_air = minetest.get_content_id("air")
local c_web
local log_location
if mapgen_helper.log_location_enabled then
log_location = mapgen_helper.log_first_location
end
local big_webs_path = minetest.get_modpath("big_webs")
if big_webs_path then
c_web = minetest.get_content_id("big_webs:webbing")
end
local z_displace = 10000
local calculate_web_array = function(minp, maxp)
local seed = math.random()*10000000
math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
local webs = {}
for count = 1, math.random(5,20) do
local width = math.random(5, 25)
local direction_vertical = math.random() > 0.5
local web_y = math.random(minp.y+8, maxp.y-8)
local web_z = math.random(minp.z+8, maxp.z-8)
for i = -math.floor(width/2), math.ceil(width/2) do
if direction_vertical then
webs[(web_y+i) + web_z*z_displace] = true
else
webs[web_y + (web_z+i)*z_displace] = true
end
end
end
math.randomseed(seed)
return webs
end
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y >= maxy or maxp.y <= miny then
return
end
-- check if webs are present
local webs
local webs_present = false
if big_webs_path then
local seed = math.random()*10000000
math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
if math.random() < web_probability then
webs_present = true
end
math.randomseed(seed)
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
nobj_chasm = nobj_chasm or minetest.get_perlin_map(np_chasms, {x = emax.x - emin.x + 1 + waver_strength*2, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
nobj_chasm:get_3d_map_flat(vector.subtract(emin, waver_vector), chasm_data)
nobj_waver = nobj_waver or minetest.get_perlin_map(np_waver, {x = emax.x - emin.x + 1, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
nobj_waver:get_3d_map_flat(emin, waver_data)
local chasm_area = VoxelArea:new{MinEdge = vector.subtract(emin, waver_vector), MaxEdge = vector.add(emax, waver_vector)}
local data_area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
for i, x, y, z in data_area:iterp_xyz(emin, emax) do
local waver = math.min(math.max(math.floor(waver_data[i]+0.5), -waver_strength), waver_strength)
local intensity = get_intensity(y)
if chasm_data[chasm_area:index(x+waver, y, z)]*intensity > chasms_threshold then
if not ignore[data[i]] then
if webs_present then
webs = webs or calculate_web_array(minp, maxp) -- only calculate webs when we know we're in a chasm
if webs[y + z*z_displace] and math.random() < 0.85 then -- random holes in the web
data[i] = c_web
local web_pos = vector.new(x,y,z)
minetest.get_node_timer(web_pos):start(1) -- this timer will check for unsupported webs
if log_location then log_location("chasm_web", web_pos) end
else
data[i] = c_air
end
else
data[i] = c_air
end
if log_location then log_location("chasm", vector.new(x,y,z)) end
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:write_to_map()
end)
local nobj_local_chasm = minetest.get_perlin(np_chasms)
local nobj_local_waver = minetest.get_perlin(np_waver)
chasms.is_in_chasm = function(pos)
nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
return chasm_value*get_intensity(pos.y) > chasms_threshold
end
-- A little cheaper to run, for mapgens that know they don't have to worry about the tops and bottoms of chasms
chasms.is_in_chasm_without_taper = function(pos)
nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
return chasm_value > chasms_threshold
end

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name=chasms
depends=mapgen_helper
optional_depends=big_webs

5
chasms/settingtypes.txt Normal file
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chasms_params (Noise params for chasms) noise_params_3d 0, 1, (50, 1000, 3000), 94586, 2, 0.63, 2.0
chasms_threshold (Noise threshold for chasms) float 0.9
chasms_maxy (Maximum Y) int -50
chasms_miny (Minimum Y) int -2500
chasms_falloff (Taper range when approaching max or min) int 100

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local S = minetest.get_translator(minetest.get_current_modname())
local steel_pick = df_dependencies.texture_tool_steelpick
local steel_shovel = df_dependencies.texture_tool_steelshovel
local crossed_pick_and_shovel = "((("..steel_shovel.."^[transformFX)^"..steel_pick..")^[resize:32x32)"
local gas_seep = "(("..df_dependencies.texture_stone.."^"..df_dependencies.texture_mineral_coal.."^[combine:16x80:0,-16=crack_anylength.png)^[resize:32x32)"
awards.register_achievement("dfcaverns_destroyed_gas_seep", {
title = S("Destroy a Gas Seep"),
description = S("Plug a crack that mine gas is seeping out of to make the caves just a little bit safer."),
icon = "dfcaverns_awards_backgroundx32.png^" .. gas_seep .."^dfcaverns_awards_foregroundx32.png",
difficulty = 2,
trigger = {
type = "dig",
node = "mine_gas:gas_seep",
target = 1
},
})
awards.register_achievement("dfcaverns_giant_web", {
title = S("Collect Giant Webbing"),
description = S("Collect a piece of giant webbing found in a cave."),
icon ="dfcaverns_awards_backgroundx32.png^big_webs_item.png^dfcaverns_awards_foregroundx32.png",
difficulty = 1,
trigger = {
type = "dig",
node = "big_webs:webbing",
target = 1
},
})
-- too common
--awards.register_achievement("dfcaverns_glow_worms", {
-- title = S("Collect Glow Worms"),
-- description = S(""),
-- icon =,
-- trigger = {
-- type = "dig",
-- node = "df_mapitems:glow_worm",
-- target = 1
-- },
--})
---------------------------------------------------------------
awards.register_achievement("dfcaverns_cave_pearls", {
title = S("Collect Cave Pearls"),
description = S("Collect some cave pearls from the wall of a cave."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_cave_pearls_achievement.png^dfcaverns_awards_foregroundx32.png",
difficulty = 1,
trigger = {
type = "dig",
node = "df_mapitems:cave_pearls",
target = 1
},
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_castle_coral", {
title = S("Collect Castle Coral"),
description = S("Collect a piece of Castle Coral from the Sunless Sea."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_castle_coral_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_mapitems:castle_coral",
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_ruby_crystals", {
title = S("Collect Giant Red Crystal"),
description = S("Collect one of the giant red crystals found in large barren caverns."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_big_red_crystal_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "group:dfcaverns_big_crystal",
target = 1
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_cave_coral", {
title = S("Collect Cave Coral"),
description = S("Collect a piece of Cave Coral from the Sunless Sea."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_cave_coral_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "group:dfcaverns_cave_coral",
target = 1
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_flawless_mese", {
title = S("Collect Flawless Mese Crystal Block"),
description = S("Collect a flawless Mese crystal block from the Magma Sea."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowmese_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_mapitems:glow_mese",
target = 1
},
difficulty = 3,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_luminous_salt", {
title = S("Collect Luminous Salt Crystal"),
description = S("Collect a luminous salt crystal from the dry caverns where Bloodthorns live."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_salt_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_mapitems:salt_crystal",
target = 1
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_glow_amethyst", {
title = S("Collect Glowing Amethyst"),
description = S("Collect a block of glowing amethyst crystal from the Underworld."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_amethyst_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_underworld_items:glow_amethyst",
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
awards.register_achievement("dfcaverns_glow_stone", {
title = S('"Collect" Lightseam Stone'),
description = S("Attempt to collect a piece of Lightseam, a strange glowing mineral found deep underground."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowstone_achievement.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "dig",
node = "df_underworld_items:glowstone",
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_prospector"},
})
------------------------------------------------------------------
awards.register_achievement("dfcaverns_prospector", {
title = S("Deep Prospector"),
description = S("Collect various different exotic items from various caverns."),
icon = "dfcaverns_awards_backgroundx32.png^"..crossed_pick_and_shovel.."^dfcaverns_awards_foregroundx32.png",
difficulty = 3 / df_achievements.get_child_achievement_count("dfcaverns_prospector"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_prospector",
target=df_achievements.get_child_achievement_count("dfcaverns_prospector"),
},
})

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local S = minetest.get_translator(minetest.get_current_modname())
local nethercap_name = df_dependencies.nethercap_name
local hoe_texture = df_dependencies.texture_tool_steelhoe
local soil_texture = df_dependencies.texture_farming_soil
local ice_texture = df_dependencies.texture_ice
local coal_ore = "(".. df_dependencies.texture_stone .."^".. df_dependencies.texture_mineral_coal ..")"
local make_texture = function(plant_texture, bg_tex)
bg_tex = bg_tex or soil_texture
return "dfcaverns_awards_backgroundx32.png^[combine:32x32:3,4="..bg_tex.."^[combine:32x32:3,2="..plant_texture.."^[combine:32x32:14,13="..hoe_texture.."^dfcaverns_awards_foregroundx32.png"
end
-- forestry
local plant_node_achievements =
{
["df_trees:black_cap_sapling"] = {achievement="dfcaverns_plant_black_cap",
title=S("Plant Black Cap"), icon=make_texture("dfcaverns_black_cap_sapling.png", coal_ore), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:fungiwood_sapling"] = {achievement="dfcaverns_plant_fungiwood",
title=S("Plant Fungiwood"), icon=make_texture("dfcaverns_fungiwood_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:goblin_cap_sapling"] = {achievement="dfcaverns_plant_goblin_cap",
title=S("Plant Goblin Cap"), icon=make_texture("dfcaverns_goblin_cap_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:nether_cap_sapling"] = {achievement="dfcaverns_plant_nethercap",
title=S("Plant @1", nethercap_name), icon=make_texture("dfcaverns_nether_cap_sapling.png", ice_texture), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:spore_tree_sapling"] = {achievement="dfcaverns_plant_spore_tree",
title=S("Plant Spore Tree"), icon=make_texture("dfcaverns_spore_tree_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:tower_cap_sapling"] = {achievement="dfcaverns_plant_tower_cap",
title=S("Plant Tower Cap"), icon=make_texture("dfcaverns_tower_cap_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:tunnel_tube_sapling"] = {achievement="dfcaverns_plant_tunnel_tube",
title=S("Plant Tunnel Tube"), icon=make_texture("dfcaverns_tunnel_tube_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:torchspine_ember"] = {achievement="dfcaverns_plant_torchspine",
title=S("Plant Torchspine"), icon=make_texture("dfcaverns_torchspine_achievement.png", coal_ore), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:spindlestem_seedling"] = {achievement="dfcaverns_plant_spindlestem",
title=S("Plant Spindlestem"), icon=make_texture("dfcaverns_spindlestem_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_trees:blood_thorn"] = {achievement="dfcaverns_plant_bloodthorn",
title=S("Plant Bloodthorn"), icon=make_texture("dfcaverns_bloodthorn_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
["df_primordial_items:giant_hypha_apical_meristem"] = {achievement="dfcaverns_plant_giant_mycelium",
title=S("Plant Primordial Mycelium"), icon=make_texture("dfcaverns_mush_soil.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:fern_sapling"] = {achievement="dfcaverns_plant_primordial_fern",
title=S("Plant Primordial Fern"), icon=make_texture("dfcaverns_jungle_fern_03.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:jungle_mushroom_sapling"] = {achievement="dfcaverns_plant_primordial_jungle_mushroom",
title=S("Plant Primordial Jungle Mushroom"), icon=make_texture("dfcaverns_jungle_mushroom_02.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:jungletree_sapling"] = {achievement="dfcaverns_plant_primordial_jungletree",
title=S("Plant Primordial Jungle Tree"), icon=make_texture("dfcaverns_jungle_sapling.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_primordial_items:mush_sapling"] = {achievement="dfcaverns_plant_primordial_mushroom",
title=S("Plant Primordial Mushroom"), icon=make_texture("dfcaverns_mush_sapling.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
["df_farming:cave_wheat_seed"] = {achievement="dfcaverns_plant_cave_wheat",
title=S("Plant Cave Wheat"), icon=make_texture("dfcaverns_cave_wheat_8.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:dimple_cup_seed"] = {achievement="dfcaverns_plant_dimple_cup",
title=S("Plant Dimple Cup"), icon=make_texture("dfcaverns_dimple_cup_4.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:pig_tail_seed"] = {achievement="dfcaverns_plant_pig_tail",
title=S("Plant Pig Tail"), icon=make_texture("dfcaverns_pig_tail_8.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:plump_helmet_spawn"] = {achievement="dfcaverns_plant_plump_helmet",
title=S("Plant Plump Helmet"), icon=make_texture("dfcaverns_plump_helmet_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:quarry_bush_seed"] = {achievement="dfcaverns_plant_quarry_bush",
title=S("Plant Quarry Bush"), icon=make_texture("dfcaverns_quarry_bush_5.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
["df_farming:sweet_pod_seed"] = {achievement="dfcaverns_plant_sweet_pod",
title=S("Plant Sweet Pod"), icon=make_texture("dfcaverns_sweet_pod_6.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
}
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if placer == nil then return end
local player_name = placer:get_player_name()
if player_name == nil then return end
local player_awards = awards.player(player_name)
local achievement = plant_node_achievements[newnode.name]
if not achievement then return end
local achievement_name = achievement.achievement
if not player_awards.unlocked or player_awards.unlocked[achievement_name] ~= achievement_name then
-- all of the growable plants in DFCaverns are timer-based. If you place
-- a seedling or seed and the resulting node has a timer running, then
-- it's passed the checks to see if it was placed in a growable area.
if minetest.get_node_timer(pos):is_started() then
awards.unlock(player_name, achievement_name)
end
end
end)
for seed_item, def in pairs(plant_node_achievements) do
awards.register_achievement(def.achievement, {
title = def.title,
description = S("Plant a @1 in a place where it can grow.", minetest.registered_items[seed_item].description),
icon = def.icon,
secret = def.secret,
_dfcaverns_achievements = def._dfcaverns_achievements,
})
end
awards.register_achievement("dfcaverns_plant_all_upper_trees", {
title = S("Fungal Arborist"),
description = S("Plant one of every kind of 'tree' found in the caverns above the Sunless Sea."),
icon = "dfcaverns_awards_backgroundx32.png^"
.."(dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_cavern_goblincapx32.png)^[transformFX"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
difficulty = 1 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_upper_trees"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_upper_trees",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_upper_trees"),
},
})
awards.register_achievement("dfcaverns_plant_all_primordial", {
title = S("Primordial Arborist"),
description = S("Plant one of every kind of 'tree' from the Primordial caverns."),
icon = "dfcaverns_awards_backgroundx32.png^"
.."(dfcaverns_awards_cavern_primordial_mushx32.png^dfcaverns_awards_cavern_junglex32.png)^[transformFX"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
secret = true,
difficulty = 3 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_primordial"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_primordial",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_primordial"),
},
})
awards.register_achievement("dfcaverns_plant_all_underground_trees", {
title = S("Underground Arborist"),
description = S("Plant one of every kind of 'tree' found in the caverns beneath the surface."),
icon = "dfcaverns_awards_backgroundx32.png^"
.."(dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_cavern_goblincapx32.png)^[transformFX"
.. "^dfcaverns_awards_cavern_primordial_mushx32.png^dfcaverns_awards_cavern_junglex32.png"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
difficulty = 4 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_underground_trees"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_underground_trees",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_underground_trees"),
},
})
awards.register_achievement("dfcaverns_plant_all_farmables", {
title = S("Underground Farmer"),
description = S("Plant one of every kind of small farmable plant found in the caverns beneath the surface."),
icon = "dfcaverns_awards_backgroundx32.png"
.."^[combine:32x32:0,0="..soil_texture
.."^[combine:32x32:0,16="..soil_texture
.."^[combine:32x32:16,0="..soil_texture
.."^[combine:32x32:16,16="..soil_texture
.."^[combine:32x32:0,0=dfcaverns_cave_wheat_8.png"
.."^[combine:32x32:16,0=dfcaverns_dimple_cup_4.png"
.."^[combine:32x32:8,8=dfcaverns_plump_helmet_achievement.png"
.."^[combine:32x32:0,16=dfcaverns_sweet_pod_6.png"
.."^[combine:32x32:16,16=dfcaverns_quarry_bush_5.png"
.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
difficulty = 1 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_farmables"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_plant_all_farmables",
target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_farmables"),
},
})

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local S = minetest.get_translator(minetest.get_current_modname())
for itemname, def in pairs(minetest.registered_items) do
--"df_farming:"..item_name.."_"..recipe_type.name.."_meal"
if string.sub(itemname, 1, 11) == "df_farming:" and string.sub(itemname, -5, -1) == "_meal" then
local meal_name = string.sub(itemname, 12, -1)
local meal_desc = def.description
local image = string.sub(def.inventory_image, 1, -7) .. "32.png"
awards.register_achievement("dfcaverns_meal_"..meal_name, {
title = S("Eat @1", meal_desc),
description = S("One of the many delights that can be crafted only from fungal growths found deep underground."),
icon = "dfcaverns_awards_backgroundx32.png^" .. image .. "^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "eat",
item = itemname,
target = 1
},
difficulty = 2,
_dfcaverns_achievements = {"dfcaverns_gourmand"},
})
end
end
local bread_def = minetest.registered_items["df_farming:cave_bread"]
awards.register_achievement("dfcaverns_meal_dwarven_bread", {
title = S("Eat @1", bread_def.description),
description = S("It's a basic staple of the underground, but at least it's not Plump Helmet."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_prepared_food13x32.png^dfcaverns_awards_foregroundx32.png",
trigger = {
type = "eat",
item = "df_farming:cave_bread",
target = 1,
},
difficulty = 1,
_dfcaverns_achievements = {"dfcaverns_gourmand"},
})
awards.register_achievement("dfcaverns_gourmand", {
title = S("Dwarven Gourmand"),
description = S("Eat one of each of the various meals that can be cooked or crafted from underground ingredients."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_prepared_food28x32.png^dfcaverns_gourmand_achievement.png^dfcaverns_awards_foregroundx32.png",
difficulty = 2 / df_achievements.get_child_achievement_count("dfcaverns_gourmand"),
trigger = {
type="dfcaverns_achievements",
achievement_name="dfcaverns_gourmand",
target=df_achievements.get_child_achievement_count("dfcaverns_gourmand"),
},
})
if minetest.get_modpath("df_primordial_items") then
awards.register_achievement("dfcaverns_primordial_fruit", {
title = S("Eat a Primordial Fruit"),
description = S("Eat one of the strange fruits found only deep underground in the Primordial caverns."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_primordial_fruit.png^dfcaverns_awards_foregroundx32.png",
difficulty = 3,
trigger = {
type = "eat",
item = "df_primordial_items:primordial_fruit",
target = 1
},
secret = true,
})
awards.register_achievement("dfcaverns_glowtato", {
title = S("Eat a Glowtato"),
description = S("Slightly less prestigious than the Primordial Fruit, but still rare and exotic compared to surface world fare."),
icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowtato.png^dfcaverns_awards_foregroundx32.png",
difficulty = 3,
trigger = {
type = "eat",
item = "df_primordial_items:glowtato",
target = 1
},
})
-- too mundane compared to the other achievements
-- awards.register_achievement("dfcaverns_diced_mushroom", {
-- title = S("Eat Diced Mushroom"),
-- description = S(""),
-- icon =,
-- trigger = {
-- type = "eat",
-- item = "df_primordial_items:diced_mushroom",
-- target = 1
-- },
-- })
end

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if not minetest.get_modpath("awards") then
minetest.log("warning", "[df_achievements] the df_achievements mod was installed but the [awards] mod was not."
.. " df_achievements depends on awards, but it is listed as an optional dependency so that installing the"
.. " dfcaverns modpack won't automatically enable it. If you want df_achievements to function please"
.. " install awards as well, otherwise you should disable df_achievements.")
return
end
df_achievements = {}
local old_awards_version = false
if awards.run_trigger_callbacks then
-- older versions of awards crash when attempting to use newer versions of triggers
-- this "run_trigger_callbacks" API call is present in those older versions, so using that
-- as a fingerprint to discover them
old_awards_version = true
minetest.register_on_dignode(function(pos, oldnode, digger)
-- the old version of awards doesn't handle groups when triggering dug nodes, use this to hack around that
local node_name = oldnode.name
if minetest.get_item_group(node_name, "dfcaverns_big_crystal") > 0 then
awards.unlock(digger:get_player_name(), "dfcaverns_ruby_crystals")
elseif minetest.get_item_group(node_name, "dfcaverns_cave_coral") > 0 then
awards.unlock(digger:get_player_name(), "dfcaverns_cave_coral")
end
end)
else
-- used to track the progress of achievements that are based off of other achievements
awards.register_trigger("dfcaverns_achievements", {
type="counted_key",
progress = "@1/@2", -- awards seems to use a conflicting syntax with internationalization, ick. Avoid words here.
get_key = function(self, def)
return def.trigger.achievement_name
end,
})
end
local achievement_parents = {}
df_achievements.get_child_achievement_count = function(parent_achievement)
return #achievement_parents[parent_achievement]
end
local register_achievement_old = awards.register_achievement
awards.register_achievement = function(achievement_name, achievement_def, ...)
if old_awards_version and achievement_def.trigger and achievement_def.trigger.type=="dfcaverns_achievements" then
-- there's a significant difference between how triggers work
-- in older versions of the awards mod. The new version of the trigger doesn't
-- work with the old. Rather than do a bunch of work to support old versions, strip them out.
achievement_def.trigger = nil
end
-- The achievement being registered has "parent" achievements that progress when it is unlocked,
-- track that here
if achievement_def._dfcaverns_achievements then
for _, parent_achievement in pairs(achievement_def._dfcaverns_achievements) do
local parent_source_list = achievement_parents[parent_achievement] or {}
achievement_parents[parent_achievement] = parent_source_list
table.insert(parent_source_list, achievement_name)
end
end
register_achievement_old(achievement_name, achievement_def, ...)
end
local modpath = minetest.get_modpath(minetest.get_current_modname())
awards.register_on_unlock(function(player_name, def)
local def_dfcaverns_achievements = def._dfcaverns_achievements
if not def_dfcaverns_achievements then return end
local player_awards = awards.player(player_name)
if not player_awards then return end
local unlocked = player_awards.unlocked
if not unlocked then return end
-- the achievement that just got unlocked had one or more "parent" achievements associated with it.
for _, achievement_parent in pairs(def_dfcaverns_achievements) do
player_awards.dfcaverns_achievements = player_awards.dfcaverns_achievements or {}
local source_list = achievement_parents[achievement_parent]
local total = #source_list
local count = 0
for _, source_achievement in pairs(source_list) do
if unlocked[source_achievement] == source_achievement then count = count + 1 end
end
player_awards.dfcaverns_achievements[achievement_parent] = count
awards.save()
if count >= total then
minetest.after(4, awards.unlock, player_name, achievement_parent)
end
end
end)
dofile(modpath.."/travel.lua")
dofile(modpath.."/farming.lua")
dofile(modpath.."/dig.lua")
dofile(modpath.."/food.lua")
dofile(modpath.."/misc.lua")
-- not used outside this mod
df_achievements.test_list = nil

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# textdomain: df_achievements
### dig.lua ###
"Collect" Lightseam Stone=
Attempt to collect a piece of Lightseam, a strange glowing mineral found deep underground.=
Collect Castle Coral=
Collect Cave Coral=
Collect Cave Pearls=
Collect Flawless Mese Crystal Block=
Collect Giant Red Crystal=
Collect Giant Webbing=
Collect Glow Worms=
Collect Glowing Amethyst=
Collect Luminous Salt Crystal=
Collect a block of glowing amethyst crystal from the Underworld.=
Collect a flawless Mese crystal block from the Magma Sea.=
Collect a luminous salt crystal from the dry caverns where Bloodthorns live.=
Collect a piece of Castle Coral from the Sunless Sea.=
Collect a piece of Cave Coral from the Sunless Sea.=
Collect a piece of giant webbing found in a cave.=
Collect one of the giant red crystals found in large barren caverns.=
Collect some cave pearls from the wall of a cave.=
Collect various different exotic items from various caverns.=
Deep Prospector=
Destroy a Gas Seep=
Plug a crack that mine gas is seeping out of to make the caves just a little bit safer.=
### dig.lua ###
### food.lua ###
### misc.lua ###
=
### farming.lua ###
Fungal Arborist=
Plant @1=
Plant Black Cap=
Plant Bloodthorn=
Plant Cave Wheat=
Plant Dimple Cup=
Plant Fungiwood=
Plant Goblin Cap=
Plant Pig Tail=
Plant Plump Helmet=
Plant Primordial Fern=
Plant Primordial Jungle Mushroom=
Plant Primordial Jungle Tree=
Plant Primordial Mushroom=
Plant Primordial Mycelium=
Plant Quarry Bush=
Plant Spindlestem=
Plant Spore Tree=
Plant Sweet Pod=
Plant Torchspine=
Plant Tower Cap=
Plant Tunnel Tube=
Plant a @1 in a place where it can grow.=
Plant one of every kind of 'tree' found in the caverns above the Sunless Sea.=
Plant one of every kind of 'tree' found in the caverns beneath the surface.=
Plant one of every kind of 'tree' from the Primordial caverns.=
Plant one of every kind of small farmable plant found in the caverns beneath the surface.=
Primordial Arborist=
Underground Arborist=
Underground Farmer=
### food.lua ###
Dwarven Gourmand=
Eat @1=
Eat Diced Mushroom=
Eat a Glowtato=
Eat a Primordial Fruit=
Eat one of each of the various meals that can be cooked or crafted from underground ingredients.=
Eat one of the strange fruits found only deep underground in the Primordial caverns.=
It's a basic staple of the underground, but at least it's not Plump Helmet.=
One of the many delights that can be crafted only from fungal growths found deep underground.=
Slightly less prestigious than the Primordial Fruit, but still rare and exotic compared to surface world fare.=
### misc.lua ###
Activating a puzzle seal has produced a breach in the slade foundations of the world.=
Capture an Ice Sprite=
Decipher the code of the ancients. Do you dare turn the key?=
Detonate Mine Gas=
Get Attacked by an Underworld Guardian=
Loot 100 Ancient Warrior Bones=
Loot Ancient Warrior Bones=
Punch Veinstone=
Punch a vein to hear the heartbeat of the stone.=
Repair 100 Ancient Lanterns=
Repair an Ancient Lantern=
Solve a Puzzle Seal=
Trigger a Slade Breacher=
You may not be able to build new ones, but at least you can get the old ones shining brightly again.=
You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty.=
You've discovered something important about those mysterious slade statues in the Underworld.=
### travel.lua ###
Discover @1s=
Discover All Fungal Cavern Types=
Discover All Overworld Cavern Types=
Discover All Underground Cavern Types=
Discover Black Caps=
Discover Bloodthorns=
Discover Fungiwood=
Discover Goblin Caps=
Discover Spore Trees=
Discover Tower Caps=
Discover Tunnel Tubes=
Discover a Deep Chasm=
Discover a Deep Sinkhole=
Discover a Glowing Pit=
Discover a cavern containing oil deep underground.=
Discover a cavern where @1s grow in the wild.=
Discover a cavern where Black Caps grow in the wild.=
Discover a cavern where Bloodthorns grow in the wild.=
Discover a cavern where Fungiwoods grow in the wild.=
Discover a cavern where Goblin Caps grow in the wild.=
Discover a cavern where Spore Trees grow in the wild.=
Discover a cavern where Tower Caps grow in the wild.=
Discover a cavern where Tunnel Tubes grow in the wild.=
Discover a deep natural sinkhole.=
Discover a gigantic underground natural chasm.=
Discover a glowing pit in the slade foundations of the world.=
Discover all Primordial Cavern Types=
Discover all major kinds of giant cavern environment.=
Discover all of the major types of cavern below the foundations of the world.=
Discover all of the major types of cavern environments between the Sunless Sea and the foundations of the world.=
Discover examples of all of the fungal cavern biomes.=
Discover the Magma Sea=
Discover the Oil Sea=
Discover the Primordial Fungus=
Discover the Primordial Jungle=
Discover the Sunless Sea=
Discover the Underworld=
Discover the ancient caverns at the foundations of the world.=
Discover the fungus-ridden caverns below the foundations of the world.=
Discover the giant caverns to which all water from the surface ultimately drain.=
Discover the lost jungles below the foundations of the world.=
Discover the sea of magma that volcanoes draw from.=

103
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local S = minetest.get_translator(minetest.get_current_modname())
-- misc
if df_dependencies.node_name_glass_bottle then
awards.register_achievement("dfcaverns_captured_ice_sprite", {
title = S("Capture an Ice Sprite"),
description = S("You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty."),
icon = "dfcaverns_awards_backgroundx32.png^ice_sprites_bottle.png^dfcaverns_awards_foregroundx32.png",
difficulty = 2,
trigger = {
type = "craft",
item = "ice_sprites:ice_sprite_bottle",
target = 1,
},
})
end
df_mapitems.on_veinstone_punched = function(pos, node, puncher, pointed_thing)
awards.unlock(puncher:get_player_name(), "dfcaverns_punched_veinstone")
end
awards.register_achievement("dfcaverns_punched_veinstone", {
title = S("Punch Veinstone"),
description = S("Punch a vein to hear the heartbeat of the stone."),
difficulty = 2,
icon = "dfcaverns_awards_backgroundx32.png^((".. df_dependencies.texture_stone .. "^dfcaverns_veins.png)^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
})
if minetest.get_modpath("df_underworld_items") then
if minetest.get_modpath("hunter_statue") then
hunter_statue.player_punched = function(node_name, pos, player)
if node_name ~= "df_underworld_items:hunter_statue" then return end
awards.unlock(player:get_player_name(), "dfcaverns_attacked_by_guardian_statue")
end
awards.register_achievement("dfcaverns_attacked_by_guardian_statue", {
title = S("Get Attacked by an Underworld Guardian"),
difficulty = 2,
description = S("You've discovered something important about those mysterious slade statues in the Underworld."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_guardian_achievement.png^dfcaverns_awards_foregroundx32.png",
secret=true,
})
end
df_underworld_items.puzzle_seal_solved = function(pos, player)
if player == nil then return end
awards.unlock(player:get_player_name(), "dfcaverns_solved_puzzle_seal")
end
awards.register_achievement("dfcaverns_solved_puzzle_seal", {
title = S("Solve a Puzzle Seal"),
difficulty = 4,
description = S("Decipher the code of the ancients. Do you dare turn the key?"),
icon = "dfcaverns_puzzle_seal_solvedx32.png^dfcaverns_awards_foregroundx32.png",
})
df_underworld_items.slade_breacher_triggered = function(pos, player)
awards.unlock(player:get_player_name(), "dfcaverns_triggered_slade_breacher")
end
awards.register_achievement("dfcaverns_triggered_slade_breacher", {
title = S("Trigger a Slade Breacher"),
difficulty = 1,
description = S("Activating a puzzle seal has produced a breach in the slade foundations of the world."),
icon = "dfcaverns_puzzle_seal_activex32.png^dfcaverns_awards_foregroundx32.png",
secret=true,
})
df_underworld_items.ancient_lantern_fixed = function(pos, player)
awards.unlock(player:get_player_name(), "dfcaverns_repaired_lantern")
end
awards.register_achievement("dfcaverns_repaired_lantern", {
title = S("Repair an Ancient Lantern"),
difficulty = 2,
description = S("You may not be able to build new ones, but at least you can get the old ones shining brightly again."),
icon = "dfcaverns_awards_backgroundx32.png^((dfcaverns_slade_brick.png^(" .. df_dependencies.texture_meselamp .. "^[mask:dfcaverns_lantern_mask.png))^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
secret=true,
})
-- awards.register_achievement("dfcaverns_repaired_100_lanterns", {
-- title = S("Repair 100 Ancient Lanterns"),
-- description = S(""),
-- icon =,
-- })
end
-- can't think of an easy way to detect these
--awards.register_achievement("dfcaverns_torch_detonated_mine_gas", {
-- title = S("Detonate Mine Gas"),
-- description = S(""),
-- icon =,
--})
--awards.register_achievement("dfcaverns_looted_underworld_bones", {
-- title = S("Loot Ancient Warrior Bones"),
-- description = S(""),
-- icon =,
--})
--
--awards.register_achievement("dfcaverns_looted_100_underworld_bones", {
-- title = S("Loot 100 Ancient Warrior Bones"),
-- description = S(""),
-- icon =,
--})

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name=df_achievements
description=Achievements for DFCaverns
depends=df_caverns, df_trees, df_farming, df_mapitems, df_dependencies, pit_caves
optional_depends=df_underworld_items, hunter_statue, awards

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