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
138 lines
3.4 KiB
Lua
138 lines
3.4 KiB
Lua
df_ambience = {}
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local pplus = minetest.get_modpath("playerplus")
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local S = minetest.get_translator(minetest.get_current_modname())
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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local radius = 6
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local registered_sets = {}
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local set_nodes = {}
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local muted_players = {}
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local ensure_set_node = function(node_name)
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for _, existing_node in pairs(set_nodes) do
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if node_name == existing_node then
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return
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end
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end
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table.insert(set_nodes, node_name)
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end
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df_ambience.add_set = function(def)
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assert(def)
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assert(def.sounds)
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if def.nodes then
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for _, node_name in pairs(def.nodes) do
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ensure_set_node(node_name)
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end
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end
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def.frequency = def.frequency or 0.05
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table.insert(registered_sets, def)
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end
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local timer = 0
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local random = math.random
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local get_player_data = function(player, name)
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-- get head level node at player position
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local pos = player:get_pos()
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if not pos then return end
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local prop = player:get_properties()
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local eyeh = prop.eye_height or 1.47 -- eye level with fallback
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pos.y = pos.y + eyeh
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local nod_head = pplus and name and playerplus[name]
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and playerplus[name].nod_head or minetest.get_node(pos).name
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pos.y = pos.y - eyeh
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-- get all set nodes around player
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local ps, cn = minetest.find_nodes_in_area(
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{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
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{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)
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return {
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pos = pos,
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head_node = nod_head,
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biome = df_caverns.get_biome(pos),
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totals = cn
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}
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end
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local check_nodes = function(totals, nodes)
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for _, node in pairs(nodes) do
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if (totals[node] or 0) > 1 then
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return true
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end
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end
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return false
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end
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-- selects sound set
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local get_ambience = function(player, name)
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local player_data
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-- loop through sets in order and choose first that meets its conditions
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for _, set in ipairs(registered_sets) do
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if random() < set.frequency then
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local check_passed
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local sound_check = set.sound_check
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local set_nodes = set.nodes
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if sound_check or set_nodes then
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player_data = player_data or get_player_data(player, name)
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end
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if ((not set_nodes) or check_nodes(player_data.totals, set_nodes)) and
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((not sound_check) or sound_check(player_data)) then
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return set
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end
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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-- one second timer
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timer = timer + dtime
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if timer < 1 then return end
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timer = 0
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local player_name
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local number
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local ambience
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-- loop through players
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for _, player in pairs(minetest.get_connected_players()) do
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player_name = player:get_player_name()
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if not muted_players[player_name] then
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local set = get_ambience(player, player_name)
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if set then
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-- choose random sound from set
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number = random(#set.sounds)
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ambience = set.sounds[number]
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-- play sound
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minetest.sound_play(ambience.name, {
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to_player = player_name,
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gain = ambience.gain or 0.3,
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pitch = ambience.pitch or 1.0,
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}, true)
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end
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end
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end
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end)
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minetest.register_chatcommand("mute_df_ambience", {
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params = "",
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description = S("Mutes or unmutes ambient sounds in deep caverns"),
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func = function(name, param)
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local message
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if muted_players[name] then
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message = S("Unmuted")
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muted_players[name] = nil
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else
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message = S("Muted, no new sounds will start playing once current sounds finish")
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muted_players[name] = true
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end
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return true, message
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end
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})
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dofile(modpath.."/soundsets.lua") |