mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-14 22:50:27 +01:00
12919e9a16
* cave pearls and spindleshrooms (name subject to change) now are things. Not in mapgen yet. * add the wandering "gas wisp" to light up some of the gas-filled caverns * make wisps rarely spawned by gas explosions * revamp spindlestems into a sort of mineral detector, add glowing extract bottles * optimize pngs * add gas wisps to mapgen * add spindlestems to cavern level 1, most level 1 warrens are now lit up * update internal names, adjust mineral detection range * add cave pearls to some level 2 warrens and tunnels * switch experimental simplecrafting_lib support to crafting mod * Pearls don't grow on falling nodes * put spindlestems with goblin caps, make them always grow red when near those * bunch of documentation * add castle coral to replace cave coral, which has been repurposed into column decoration * documentation for cave coral, update some locale text * add a recipe for cooking oil into paraffin * add old bones to the underworld * MIT license for bones_loot * also cook black cap gills into paraffin, they're oily * add salt crystals to the bloodthorn caverns, illuminating the floor * documentation for salt crystals * auto-generate minetestmapper colors. need to update the spindlestem colours manually * add spindlestem to fungiwood caverns too, and increase warren coverage * in anticipation of eventually adding stuff below the Slade, making glowing pit erosion self-limiting. * add a bit of displacement to the underside of the slade layer * Unique images and names for cooking recipes. * revamp bones loot * add softer footsteps for some fungus types * update mapgen_helper * update cave coral screenshot * mention glowing salts in bloodthorn caverns
126 lines
3.6 KiB
Lua
126 lines
3.6 KiB
Lua
-- internationalization boilerplate
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
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bones_loot = {}
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local local_loot = {}
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local local_loot_register = function(t)
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if t.name ~= nil then
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t = {t} -- single entry
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end
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for _, loot in ipairs(t) do
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table.insert(local_loot, loot)
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end
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end
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-- we could do this for the dungeon_loot registered loot table as well,
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-- but best not to meddle in other mods' internals if it can be helped.
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local clean_up_local_loot = function()
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if local_loot == nil then return end
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for i = #local_loot, 1, -1 do
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if not minetest.registered_items[local_loot[i].name] then
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table.remove(local_loot, i)
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end
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end
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end
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-- Uses same table format as dungeon_loot
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-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
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-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
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if dungeon_loot_path then
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bones_loot.register_loot = dungeon_loot.register
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else
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bones_loot.register_loot = local_loot_register
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minetest.after(0, clean_up_local_loot)
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end
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local get_loot_list = function(pos, loot_type, exclusive_loot_type)
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local loot_table
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if dungeon_loot_path then
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loot_table = dungeon_loot.registered_loot
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else
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loot_table = local_loot
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end
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local item_list = {}
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local pos_y = pos.y
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for _, loot in ipairs(loot_table) do
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if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
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if (not exclusive_loot_type and loot.types == nil) or
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(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
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table.insert(item_list, loot)
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end
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end
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end
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return item_list
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end
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local shuffle = function(tbl)
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for i = #tbl, 2, -1 do
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local rand = math.random(i)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
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bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
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local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
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shuffle(item_list)
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-- apply chances / randomized amounts and collect resulting items
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local items = {}
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for _, loot in ipairs(item_list) do
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if math.random() <= loot.chance then
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local itemdef = minetest.registered_items[loot.name]
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if itemdef then
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local amount = 1
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if loot.count ~= nil then
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amount = math.random(loot.count[1], loot.count[2])
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end
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if itemdef.tool_capabilities then
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for n = 1, amount do
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local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
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table.insert(items, ItemStack({name = loot.name, wear = wear}))
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break end
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end
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else
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local stack_max = itemdef.stack_max
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while amount > 0 do
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table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
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amount = amount - stack_max
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break 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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if max_stacks <= 0 then break end
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end
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return items
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end
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bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
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minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
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local meta = minetest.get_meta(pos)
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if infotext == nil then
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infotext = S("Someone's old bones")
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end
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meta:set_string("infotext", infotext)
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if max_stacks and max_stacks > 0 then
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local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
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local inv = meta:get_inventory()
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inv:set_size("main", 8 * 4)
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for _, item in ipairs(loot) do
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inv:add_item("main", item)
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end
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end
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end
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