dfcaverns/df_mapitems/snareweed.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

75 lines
2.7 KiB
Lua

-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
minetest.register_node("df_mapitems:snareweed", {
description = S("Snareweed"),
_doc_items_longdesc = df_mapitems.doc.snareweed_desc,
_doc_items_usagehelp = df_mapitems.doc.snareweed_usage,
tiles = {"default_dirt.png^dfcaverns_snareweed_roots.png", "default_dirt.png"},
drawtype="plantlike_rooted",
paramtype2 = "leveled",
special_tiles = {{name = "dfcaverns_snareweed.png", tileable_vertical = true}},
is_ground_content = false,
drop = 'default:dirt',
light_source = 6,
groups = {crumbly = 3, soil = 1},
sounds = default.node_sound_dirt_defaults(),
})
if df_mapitems.config.snareweed_damage then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 1 then
timer = timer - 1
for _, player in pairs(minetest.get_connected_players()) do
local player_pos = player:get_pos() -- node player's feet are in this location.
local rounded_pos = vector.round(player_pos)
local nearby_nodes = minetest.find_nodes_in_area(vector.add(rounded_pos, {x=0, y= -8, z=0}), rounded_pos, {"df_mapitems:snareweed"})
for _, node_pos in ipairs(nearby_nodes) do
local node = minetest.get_node(node_pos)
local distance = player_pos.y - node_pos.y
if distance <= node.param2/16 then
minetest.log("action", player:get_player_name() .. " takes 2 damage from snareweed at " .. minetest.pos_to_string(node_pos))
player:set_hp(player:get_hp() - 2)
break
end
end
end
end
end)
end
local c_water = minetest.get_content_id("default:water_source")
local c_dirt = minetest.get_content_id("default:dirt")
local c_stone = minetest.get_content_id("default:stone")
local c_snareweed = minetest.get_content_id("df_mapitems:snareweed")
df_mapitems.place_snareweed = function(area, data, bi, param2_data)
local max_height = 0
local index = bi + area.ystride
while area:containsi(index) and data[index] == c_water and max_height <= 8*16 do
index = index + area.ystride
max_height = max_height + 16
end
if max_height > 0 then
data[bi] = c_snareweed
param2_data[bi] = math.min(math.random(3*16, 8*16), max_height)
else
data[bi] = c_dirt
end
end
df_mapitems.place_snareweed_patch = function(area, data, bi, param2_data, radius)
local pos = area:position(bi)
for li in area:iterp(vector.add(pos, -radius), vector.add(pos, radius)) do
local adjacent = li + area.ystride
local node_type = data[li]
if math.random() < 0.1 and (node_type == c_stone or node_type == c_dirt) and data[adjacent] == c_water then
df_mapitems.place_snareweed(area, data, li, param2_data)
end
end
end