dfcaverns/bones_loot/init.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

150 lines
4.3 KiB
Lua

-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
bones_loot = {}
local local_loot = {}
local local_loot_register = function(t)
if t.name ~= nil then
t = {t} -- single entry
end
for _, loot in ipairs(t) do
table.insert(local_loot, loot)
end
end
-- we could do this for the dungeon_loot registered loot table as well,
-- but best not to meddle in other mods' internals if it can be helped.
local clean_up_local_loot = function()
if local_loot == nil then return end
for i = #local_loot, 1, -1 do
if not minetest.registered_items[local_loot[i].name] then
table.remove(local_loot, i)
end
end
end
-- Uses same table format as dungeon_loot
-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
if dungeon_loot_path then
bones_loot.register_loot = dungeon_loot.register
else
bones_loot.register_loot = local_loot_register
minetest.after(0, clean_up_local_loot)
end
local get_loot_list = function(pos, loot_type, exclusive_loot_type)
local loot_table
if dungeon_loot_path then
loot_table = dungeon_loot.registered_loot
else
loot_table = local_loot
end
local item_list = {}
local pos_y = pos.y
for _, loot in ipairs(loot_table) do
if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
if (not exclusive_loot_type and loot.types == nil) or
(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
table.insert(item_list, loot)
end
end
end
return item_list
end
local shuffle = function(tbl)
for i = #tbl, 2, -1 do
local rand = math.random(i)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
shuffle(item_list)
-- apply chances / randomized amounts and collect resulting items
local items = {}
for _, loot in ipairs(item_list) do
if math.random() <= loot.chance then
local itemdef = minetest.registered_items[loot.name]
if itemdef then
local amount = 1
if loot.count ~= nil then
amount = math.random(loot.count[1], loot.count[2])
end
if itemdef.tool_capabilities then
for n = 1, amount do
local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
table.insert(items, ItemStack({name = loot.name, wear = wear}))
max_stacks = max_stacks - 1
if max_stacks <= 0 then break end
end
else
local stack_max = itemdef.stack_max
while amount > 0 do
table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
amount = amount - stack_max
max_stacks = max_stacks - 1
if max_stacks <= 0 then break end
end
end
end
end
if max_stacks <= 0 then break end
end
return items
end
local bones_formspec =
"size[8,9]" ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]"
if minetest.get_modpath("default") then
bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
end
bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
local meta = minetest.get_meta(pos)
if infotext == nil then
infotext = S("Someone's old bones")
end
meta:set_string("infotext", infotext)
meta:set_string("formspec", bones_formspec)
if max_stacks and max_stacks > 0 then
local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
for _, item in ipairs(loot) do
inv:add_item("main", item)
end
end
end
minetest.register_lbm({
label = "Repair underworld bones formspec",
name = "bones_loot:repair_underworld_bones_formspec",
nodenames = {"bones:bones"},
action = function(pos, node)
local meta = minetest.get_meta(pos)
if not meta:get("formspec") then
meta:set_string("formspec", bones_formspec)
end
end,
})