dfcaverns/df_trees/blood_thorn.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

305 lines
8.9 KiB
Lua

--------------------------------------------------
-- Blood thorn
-- Max trunk height 5
-- red with purple mottling
-- High density wood
-- Depth 3
-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local spike_directions = {
{dir={x=0,y=0,z=1}, facedir=2},
{dir={x=0,y=0,z=-1}, facedir=0},
{dir={x=1,y=0,z=0}, facedir=3},
{dir={x=-1,y=0,z=0}, facedir=1}
}
local spikes = {["df_trees:blood_thorn_spike"] = true, ["df_trees:blood_thorn_spike_dead"] = true}
local blood_thorn_after_dig = function(pos, oldnode, oldmetadata, digger)
for _, spike_dir in pairs(spike_directions) do
local loc = vector.add(pos,spike_dir.dir)
local node = minetest.get_node(loc)
if spikes[node.name] and spike_dir.facedir == node.param2 then
minetest.node_dig(loc, node, digger)
end
end
end
minetest.register_node("df_trees:blood_thorn", {
description = S("Blood Thorn Stem"),
_doc_items_longdesc = df_trees.doc.blood_thorn_desc,
_doc_items_usagehelp = df_trees.doc.blood_thorn_usage,
tiles = {"dfcaverns_blood_thorn_top.png", "dfcaverns_blood_thorn_top.png",
"dfcaverns_blood_thorn_side.png", "dfcaverns_blood_thorn_side.png", "dfcaverns_blood_thorn_side.png", "dfcaverns_blood_thorn_side.png"},
paramtype2 = "facedir",
paramtype = "light",
groups = {choppy = 3, tree = 1, flammable = 2, light_sensitive_fungus = 11},
_dfcaverns_dead_node = "df_trees:blood_thorn_dead",
sounds = default.node_sound_wood_defaults(),
is_ground_content = false,
on_place = minetest.rotate_node,
after_dig_node = blood_thorn_after_dig,
})
minetest.register_node("df_trees:blood_thorn_dead", {
description = S("Dead Blood Thorn Stem"),
_doc_items_longdesc = df_trees.doc.blood_thorn_desc,
_doc_items_usagehelp = df_trees.doc.blood_thorn_usage,
tiles = {"dfcaverns_blood_thorn_top.png^[multiply:#804000", "dfcaverns_blood_thorn_top.png^[multiply:#804000",
"dfcaverns_blood_thorn_side.png^[multiply:#804000"},
paramtype2 = "facedir",
paramtype = "light",
groups = {choppy = 3, tree = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
is_ground_content = false,
on_place = minetest.rotate_node,
after_dig_node = blood_thorn_after_dig,
})
minetest.register_node("df_trees:blood_thorn_spike", {
description = S("Blood Thorn Spike"),
_doc_items_longdesc = df_trees.doc.blood_thorn_spike_desc,
_doc_items_usagehelp = df_trees.doc.blood_thorn_spike_usage,
tiles = {
"dfcaverns_blood_thorn_spike_side.png^[transformR90",
"dfcaverns_blood_thorn_spike_side.png^[transformR270",
"dfcaverns_blood_thorn_spike_side.png",
"dfcaverns_blood_thorn_spike_side.png^[transformR180",
"dfcaverns_blood_thorn_spike_front.png",
"dfcaverns_blood_thorn_spike_front.png"
},
groups = {choppy = 3, flammable = 2, fall_damage_add_percent=100, light_sensitive_fungus = 11},
_dfcaverns_dead_node = "df_trees:blood_thorn_spike_dead",
sounds = default.node_sound_wood_defaults(),
drawtype = "nodebox",
climbable = true,
is_ground_content = false,
damage_per_second = 1,
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.1875, -0.1875, 0.1875, 0.1875, 0.1875, 0.5}, -- base
{-0.125, -0.125, -0.125, 0.125, 0.125, 0.1875}, -- mid
{-0.0625, -0.0625, -0.5, 0.0625, 0.0625, -0.125}, -- tip
}
},
})
minetest.register_node("df_trees:blood_thorn_spike_dead", {
description = S("Dead Blood Thorn Spike"),
_doc_items_longdesc = df_trees.doc.blood_thorn_spike_desc,
_doc_items_usagehelp = df_trees.doc.blood_thorn_spike_usage,
tiles = {
"dfcaverns_blood_thorn_spike_side.png^[transformR90^[multiply:#804000",
"dfcaverns_blood_thorn_spike_side.png^[transformR270^[multiply:#804000",
"dfcaverns_blood_thorn_spike_side.png^[multiply:#804000",
"dfcaverns_blood_thorn_spike_side.png^[transformR180^[multiply:#804000",
"dfcaverns_blood_thorn_spike_front.png^[multiply:#804000",
"dfcaverns_blood_thorn_spike_front.png^[multiply:#804000"
},
groups = {choppy = 3, flammable = 2, fall_damage_add_percent=100},
sounds = default.node_sound_wood_defaults(),
drawtype = "nodebox",
climbable = true,
is_ground_content = false,
paramtype = "light",
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.1875, -0.1875, 0.1875, 0.1875, 0.1875, 0.5}, -- base
{-0.125, -0.125, -0.125, 0.125, 0.125, 0.1875}, -- mid
{-0.0625, -0.0625, -0.5, 0.0625, 0.0625, -0.125}, -- tip
}
},
})
--Wood
minetest.register_craft({
output = 'df_trees:blood_thorn_wood 4',
recipe = {
{'df_trees:blood_thorn'},
}
})
minetest.register_craft({
output = 'df_trees:blood_thorn_wood 4',
recipe = {
{'df_trees:blood_thorn_dead'},
}
})
minetest.register_node("df_trees:blood_thorn_wood", {
description = S("Blood Thorn Planks"),
_doc_items_longdesc = df_trees.doc.blood_thorn_desc,
_doc_items_usagehelp = df_trees.doc.blood_thorn_usage,
paramtype2 = "facedir",
place_param2 = 0,
tiles = {"dfcaverns_blood_thorn_wood.png"},
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, wood = 1},
sounds = default.node_sound_wood_defaults(),
})
df_trees.register_all_stairs("blood_thorn_wood")
minetest.register_craft({
type = "fuel",
recipe = "df_trees:blood_thorn_wood",
burntime = 40,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:blood_thorn",
burntime = 150,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:blood_thorn_dead",
burntime = 120,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:blood_thorn_spike",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "df_trees:blood_thorn_spike_dead",
burntime = 5,
})
-- This ensures consistent random maximum to bloodthorn growth
local max_bloodthorn_height = function(pos)
local next_seed = math.floor(math.random() * 2^31)
math.randomseed(pos.x + pos.z * 2 ^ 8)
local output = math.random(3,6)
math.randomseed(next_seed)
return output
end
function df_trees.grow_blood_thorn(pos, node)
if df_farming and df_farming.kill_if_sunlit(pos) then
return
end
-- node is tipped over
if node.param2 >= 4 then
return
end
pos.y = pos.y - 1
if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then
return
end
pos.y = pos.y + 1
local height = 0
local max_height = max_bloodthorn_height(pos)
while node.name == "df_trees:blood_thorn" and height < max_height do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height == 7 or node.name ~= "air" then
return
end
minetest.set_node(pos, {name = "df_trees:blood_thorn"})
local dir = spike_directions[math.random(1,4)]
local spike_pos = vector.add(pos, dir.dir)
if minetest.get_node(spike_pos).name == "air" then
minetest.set_node(spike_pos, {name="df_trees:blood_thorn_spike", param2=dir.facedir})
end
dir = spike_directions[math.random(1,4)]
spike_pos = vector.add(pos, dir.dir)
if minetest.get_node(spike_pos).name == "air" then
minetest.set_node(spike_pos, {name="df_trees:blood_thorn_spike", param2=dir.facedir})
end
return true
end
minetest.register_abm({
label = "Grow Blood Thorn",
nodenames = {"df_trees:blood_thorn"},
catch_up = true,
interval = df_trees.config.blood_thorn_growth_interval,
chance = df_trees.config.blood_thorn_growth_chance,
action = function(pos, node)
df_trees.grow_blood_thorn(pos, node)
end
})
function df_trees.spawn_blood_thorn(pos)
local height = max_bloodthorn_height(pos)
local x, y, z = pos.x, pos.y, pos.z
local maxy = y + height -- Trunk top
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = x - 1, y = y, z = z - 1},
{x = x + 1, y = maxy, z = z + 1}
)
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local data_param2 = vm:get_param2_data()
df_trees.spawn_blood_thorn_vm(area:indexp(pos), area, data, data_param2, height)
vm:set_data(data)
vm:set_param2_data(data_param2)
vm:write_to_map()
vm:update_map()
end
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_blood_thorn = minetest.get_content_id("df_trees:blood_thorn")
local c_blood_thorn_spike = minetest.get_content_id("df_trees:blood_thorn_spike")
local facedir_to_increment = function(direction, area)
if direction == 0 then
return -area.zstride
elseif direction == 1 then
return -1
elseif direction == 2 then
return area.zstride
elseif direction == 3 then
return 1
end
end
df_trees.spawn_blood_thorn_vm = function(vi, area, data, data_param2, height)
local pos = area:position(vi)
if height == nil then height = max_bloodthorn_height(pos) end
for i = 1, height do
local node_id = data[vi]
if node_id == c_air or node_id == c_ignore then
data[vi] = c_blood_thorn
for i = 1, 2 do
local facedir = math.random(1,4)-1
local spike_vi = vi + facedir_to_increment(facedir, area)
if data[spike_vi] == c_air or data[spike_vi] == c_ignore then
data[spike_vi] = c_blood_thorn_spike
data_param2[spike_vi] = facedir
end
end
else
break
end
vi = vi + area.ystride
end
end