dfcaverns/df_ambience/init.lua
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

138 lines
3.4 KiB
Lua

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