dfcaverns/df_mapitems/util.lua
FaceDeer 98fb313eb1
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.

* update mapgen_helper

* import ClockGen's giant mushroom schematics, make them and giant ferns growable

* add giant jungle mushroom, rough out actual cavern layer code framework

* fungal ceiling decorations

* decorate fungal floor a bit

* update mapgen_helper

* update primordial mushroom schematic placement to ensure it fits

* add giant mycelium fungoidal structure

* add giant mycelium to mapgen

* fix settings for giant mycelium

* make mycelium grow when players aren't present

* allow mycelium growth to pause when it hits unloaded areas

* add a use for giant mycelium

* make giant mushrooms edible, make jungle trees growable

* rough out the jungle biome

* Make a spectrum of jungle growth

* optimize pngs, add is_ground_content to everything

* use custom is_ground_content method

* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area

* more fixes for overgen support

* remove unintentional airspace from underside of slade

* fix for overgen crash in level 2

* primordial column material, add sealed shafts to underworld

* add seal block

* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.

* puzzle seals now fully functional. Need to add clues for decoding the keys next.

* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation

* add flowers to the underworld warrior bones

* switch to a different key bell

* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages

* add a clue to the seal formspec

* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1

* switch to compositing to save a few bytes

* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent

* puzzle particle, bones were only spawning on top of structures

* fix ice/oil on level 3, tweak some loot probabilities

* add trail mod support

* remove deprecated files

* boost default plant growth delay, add growing selection boxes

* update map colours

* add named waypoints to the underworld

* try a more efficient way of changing the interiors of columns

* polishing up the Primordial layer

* update guide with some Primordial teasers

* updated magma sea screenshot

* update mapgen_helper and subterrane

* reduce density of megaflora a bit - was too hard to walk through

* spreading_dirt_type depends on light, create my own ABM instead

* add names to the glowing pits and some of the ruins

* separate setting for ruin markers

* record identity of slade-breachers

* make mycelia climbable

* update subterrane

* change surface tunnel detection to allow above-ground stalactites and stalagmites

* add rare thicker Goblin Caps, suitable for use as huts.

* better goblin cap schematics

* update colours

* make it slightly harder to dig down through amethyst sheathing of pits

* fixing up fungus light sensitivity, tree growth code

* fix a few minor bugs

* update deprecated functions

* add various eating sounds

* make mapping kit requirement more flexible

* update spindlestem growth code, remove deprecated functions

* fix leftover undefined variable

* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.

* fix bones formspec

* add lbm to upgrade old bones

* fix slade undiggability

* make torchspines smokey and manually lightable

* fix drop definitions

* generate dry stalactites in near-surface caverns.

* caverns become far too smokey, alas

* add pitter patter of spore tree spores, alternate paper recipe

* new mapgen_helper metrics

* add smokey back to torchspine now that it can be dialed down a bit

* replace glowstone texture with a new animated one

* switch from ABM to node timer for mapgen mycelium growth

* make mapgen mycelium timer delay configurable

* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences

* remove the smoke from torchspines again - it doesn't dissipate that deep underground

* give slade a more muted, gloomy hue to differentiate it from nether stone

* update screenshots with new slade colors

* update mapgen_helper
2020-02-12 23:49:17 -07:00

132 lines
3.8 KiB
Lua

-- Used by cave pearls and crystal clusters
-- These methods simulate "wallmounted" nodes using regular facedir, randomizing the rotation around the wallmounted direction.
-- Useful for naturalistic objects you want to have look irregular
df_mapitems.place_against_surface = function(itemstack, placer, pointed_thing)
-- check if pointing at a node
if not pointed_thing then
return itemstack
end
if pointed_thing.type ~= "node" then
return itemstack
end
local under_pos = pointed_thing.under
local above_pos = pointed_thing.above
local under_node = minetest.get_node(under_pos)
local above_node = minetest.get_node(above_pos)
if minetest.is_protected(above_pos, placer:get_player_name()) then
minetest.record_protection_violation(above_pos, placer:get_player_name())
return
end
local under_name = under_node.name
local above_name = above_node.name
local under_def = minetest.registered_nodes[under_name]
local above_def = minetest.registered_nodes[above_name]
-- return if any of the nodes is not registered
if not under_def or not above_def then
return itemstack
end
-- check if you can replace the node above the pointed node
if not above_def.buildable_to then
return itemstack
end
local dir = vector.subtract(under_pos, above_pos)
local param2
if dir.x > 0 then
--facing +x: 16, 17, 18, 19,
param2 = 15 + math.random(1,4)
elseif dir.x < 0 then
--facing -x: 12, 13, 14, 15
param2 = 11 + math.random(1,4)
elseif dir.z > 0 then
--facing +z: 8, 9, 10, 11
param2 = 7 + math.random(1,4)
elseif dir.z < 0 then
--facing -z: 4, 5, 6, 7
param2 = 3 + math.random(1,4)
elseif dir.y > 0 then
--facing -y: 20, 21, 22, 23 (ceiling)
param2 = 19 + math.random(1,4)
else
--facing +y: 0, 1, 2, 3 (floor)
param2 = math.random(1,4) - 1
end
-- add the node and remove 1 item from the itemstack
minetest.add_node(above_pos, {name = itemstack:get_name(), param2 = param2})
if not minetest.settings:get_bool("creative_mode", false) and not minetest.check_player_privs(placer, "creative") then
itemstack:take_item()
end
return itemstack
end
-- Mapgen version of the above
local add_to_table = function(dest, source)
for _, val in ipairs(source) do
table.insert(dest, val)
end
end
local valid_nodes = {} -- cache values
local is_valid_mounting_node = function(c_node)
if valid_nodes[c_node] ~= nil then
return valid_nodes[c_node]
end
local def = minetest.registered_nodes[minetest.get_name_from_content_id(c_node)]
if def ~= nil
and (def.drawtype == "normal" or def.drawtype == nil)
and not def.buildable_to
and not (def.groups and def.groups.falling_node) then
valid_nodes[c_node] = true
return true
end
valid_nodes[c_node] = false
return false
end
--facing +x: 16, 17, 18, 19,
--facing -x: 12, 13, 14, 15
--facing +z: 8, 9, 10, 11
--facing -z: 4, 5, 6, 7
--facing -y: 20, 21, 22, 23, (ceiling)
--facing +y: 0, 1, 2, 3
local get_valid_facedirs_vm = function(vi, area, data)
local dirs = {}
local ystride = area.ystride
local zstride = area.zstride
if is_valid_mounting_node(data[vi+1]) then
add_to_table(dirs, {16, 17, 18, 19})
end
if is_valid_mounting_node(data[vi-1]) then
add_to_table(dirs, {12, 13, 14, 15})
end
if is_valid_mounting_node(data[vi-ystride]) then
add_to_table(dirs, {0, 1, 2, 3})
end
if is_valid_mounting_node(data[vi+ystride]) then
add_to_table(dirs, {20, 21, 22, 23})
end
if is_valid_mounting_node(data[vi+zstride]) then
add_to_table(dirs, {8, 9, 10, 11})
end
if is_valid_mounting_node(data[vi-zstride]) then
add_to_table(dirs, {4, 5, 6, 7})
end
return dirs
end
df_mapitems.place_against_surface_vm = function(c_node, vi, area, data, data_param2)
local facedirs = get_valid_facedirs_vm(vi, area, data)
local count = #facedirs
if count > 0 then
data[vi] = c_node
data_param2[vi] = facedirs[math.random(1, count)]
end
end