mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-12 13:40:31 +01:00
0a0c97b74e
* 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
221 lines
6.4 KiB
Lua
221 lines
6.4 KiB
Lua
local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local oil_desc
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local oil_usage
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if minetest.get_modpath("doc") then
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oil_desc = S("Liquid hydrocarbons formed from the detritus of long dead plants and animals processed by heat and pressure deep within the earth.")
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oil_usage = S("Buckets of oil can be used as fuel.")
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end
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local oil_sounds = {footstep = {name = "oil_oil_footstep", gain = 0.2}}
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local water_source = df_dependencies.node_name_water_source
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local water_flowing = df_dependencies.node_name_water_flowing
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local bucket_empty = df_dependencies.node_name_bucket_empty
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minetest.register_node("oil:oil_source", {
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description = S("Oil"),
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_doc_items_longdesc = oil_desc,
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_doc_items_usagehelp = oil_usage,
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drawtype = "liquid",
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tiles = {
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{
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name = "oil_oil_source_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0,
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},
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},
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},
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special_tiles = {
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-- New-style water source material (mostly unused)
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{
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name = "oil_oil_source_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0,
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},
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backface_culling = false,
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},
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},
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alpha = 255,
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paramtype = "light",
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walkable = false,
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pointable = false,
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diggable = false,
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sunlight_propagates = false,
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buildable_to = true,
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is_ground_content = false,
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drop = "",
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drowning = 1,
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liquidtype = "source",
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liquid_range = 3,
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liquid_renewable = false,
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liquid_alternative_flowing = "oil:oil_flowing",
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liquid_alternative_source = "oil:oil_source",
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liquid_viscosity = 1,
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post_effect_color = {a = 250, r = 0, g = 0, b = 0},
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groups = {liquid = 1, dig_by_piston=1},
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sounds = oil_sounds,
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_mcl_blast_resistance = 100,
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_mcl_hardness = -1,
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})
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minetest.register_node("oil:oil_flowing", {
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description = S("Flowing Oil"),
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_doc_items_longdesc = oil_desc,
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_doc_items_usagehelp = oil_usage,
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drawtype = "flowingliquid",
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tiles = {"oil_oil.png"},
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special_tiles = {
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{
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name = "oil_oil_flowing_animated.png",
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backface_culling = false,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 4.0,
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},
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},
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{
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name = "oil_oil_flowing_animated.png",
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backface_culling = true,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 4.0,
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},
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},
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},
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alpha = 255,
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paramtype = "light",
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paramtype2 = "flowingliquid",
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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is_ground_content = false,
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sunlight_propagates = false,
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drop = "",
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drowning = 1,
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liquidtype = "flowing",
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liquid_range = 3,
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liquid_renewable = false,
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liquid_alternative_flowing = "oil:oil_flowing",
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liquid_alternative_source = "oil:oil_source",
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liquid_viscosity = 1,
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post_effect_color = {a = 250, r = 0, g = 0, b = 0},
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groups = {liquid = 1, not_in_creative_inventory = 1, dig_by_piston=1},
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sounds = oil_sounds,
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_mcl_blast_resistance = 100,
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_mcl_hardness = -1,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "oil:oil_source",
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burntime = 370, -- same as coalblock
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})
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if minetest.get_modpath("dynamic_liquid") then
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dynamic_liquid.liquid_abm("oil:oil_source", "oil:oil_flowing", 2)
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-- not using default liquid_abm to prevent oil from churning around once it's on the surface of water - we want slicks to remain cohesive and static
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minetest.register_abm({
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label = "oil:oil floats",
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nodenames = {"oil:oil_source"},
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neighbors = {water_source},
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interval = 1.0,
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chance = 1,
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catch_up = true,
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action = function(pos, node)
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local next_pos = {x=pos.x, y=pos.y+1, z=pos.z}
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local next_node = minetest.get_node(next_pos)
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local above_name = next_node.name
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if above_name == water_source then
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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else
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next_pos.y = pos.y
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local displacement
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if math.random() > 0.5 then displacement = 1 else displacement = -1 end
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if math.random() > 0.5 then
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next_pos.x = next_pos.x + displacement
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else
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next_pos.z = next_pos.z + displacement
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end
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next_node = minetest.get_node(next_pos)
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if next_node.name == water_source then
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if above_name ~= "air" then
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-- we're not on the surface, so try any lateral movement
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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elseif math.random() < 0.1 then -- expensive and not commonly needed, so don't try this often
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--Otherwise, count neighboring oil nodes and if we're increasing the number of neighboring oil nodes by moving then do so.
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local oil_neighbors_here, here_count = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, {"oil:oil_source"})
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local oil_neighbors_there, there_count = minetest.find_nodes_in_area({x=next_pos.x-1, y=next_pos.y, z=next_pos.z-1}, {x=next_pos.x+1, y=next_pos.y, z=next_pos.z+1}, {"oil:oil_source"})
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if there_count["oil:oil_source"] >= here_count["oil:oil_source"] then
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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end
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end
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end
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end
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end,
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})
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-- If oil is wandering around on top of a layer of water that isn't full, drop it down
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-- into the water layer. This helps drive the system toward a more static state with a flat-looking surface.
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minetest.register_abm({
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label = "oil:oil settles",
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nodenames = {"oil:oil_source"},
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neighbors = {water_flowing},
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interval = 1.0,
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chance = 1,
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catch_up = true,
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action = function(pos, node)
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local next_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local next_node = minetest.get_node(next_pos)
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if next_node.name == water_flowing then
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minetest.swap_node(next_pos, {name="oil:oil_source"})
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minetest.swap_node(pos, next_node)
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end
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end,
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})
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end
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if df_dependencies.bucket_register_liquid then
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df_dependencies.bucket_register_liquid(
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"oil:oil_source",
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"oil:oil_flowing",
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"oil:oil_bucket",
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"oil_bucket.png",
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S("Oil Bucket")
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)
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minetest.register_craft({
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type = "fuel",
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recipe = "oil:oil_bucket",
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burntime = 370, -- same as coalblock
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replacements = {{"oil:oil_bucket", bucket_empty}},
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})
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if minetest.get_modpath("basic_materials") then
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minetest.register_craft({
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type = "cooking",
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output = "basic_materials:paraffin",
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recipe = "oil:oil_bucket",
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cooktime = 5,
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replacements = {{"oil:oil_bucket", bucket_empty}},
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})
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end
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end |