mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-09 20:11:47 +01:00
98fb313eb1
* 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
177 lines
4.8 KiB
Lua
177 lines
4.8 KiB
Lua
-- internationalization boilerplate
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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minetest.register_node("df_underworld_items:pit_plasma", {
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description = S("Glowing Pit Plasma"),
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_doc_items_longdesc = df_underworld_items.doc.pit_plasma_desc,
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_doc_items_usagehelp = df_underworld_items.doc.pit_plasma_usage,
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tiles = {
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{
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name = "dfcaverns_pit_plasma.png",
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backface_culling = true,
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 0.5,
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},
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},
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},
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groups={pit_plasma=1, pit_plasma_resistant=1},
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walkable = false,
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pointable = false,
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diggable = false,
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sunlight_propagates = false,
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buildable_to = true,
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drop = "",
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drowning = 1,
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liquid_viscosity = 7,
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damage_per_second = 4 * 2,
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post_effect_color = {a = 200, r = 245, g = 211, b = 251},
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drawtype="liquid",
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liquidtype="source",
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liquid_alternative_flowing = "df_underworld_items:pit_plasma_flowing",
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liquid_alternative_source = "df_underworld_items:pit_plasma",
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liquid_renewable = false,
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is_ground_content = false,
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light_source = minetest.LIGHT_MAX,
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paramtype = "light",
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})
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minetest.register_node("df_underworld_items:pit_plasma_flowing", {
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description = S("Glowing Pit Plasma"),
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_doc_items_longdesc = df_underworld_items.doc.pit_plasma_desc,
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_doc_items_usagehelp = df_underworld_items.doc.pit_plasma_usage,
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tiles = {"dfcaverns_pit_plasma_static.png"},
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special_tiles = {
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{
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name = "dfcaverns_pit_plasma.png",
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backface_culling = true,
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 0.5,
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},
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},
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{
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name = "dfcaverns_pit_plasma.png",
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backface_culling = true,
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 0.5,
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},
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},
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},
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groups={pit_plasma=1, pit_plasma_resistant=1},
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walkable = false,
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pointable = false,
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diggable = false,
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sunlight_propagates = false,
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buildable_to = true,
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drop = "",
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drowning = 1,
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liquid_viscosity = 7,
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damage_per_second = 4 * 2,
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post_effect_color = {a = 200, r = 245, g = 211, b = 251},
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liquidtype = "flowing",
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drawtype = "flowingliquid",
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paramtype2 = "flowingliquid",
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liquid_alternative_flowing = "df_underworld_items:pit_plasma_flowing",
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liquid_alternative_source = "df_underworld_items:pit_plasma",
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liquid_renewable = false,
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is_ground_content = false,
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light_source = minetest.LIGHT_MAX,
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paramtype = "light",
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})
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if minetest.get_modpath("radiant_damage") and radiant_damage.override_radiant_damage then
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if radiant_damage.config.enable_mese_damage then
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radiant_damage.override_radiant_damage("mese", {emitted_by={["group:pit_plasma"] = radiant_damage.config.mese_damage*2}})
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end
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if radiant_damage.config.enable_heat_damage then
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radiant_damage.override_radiant_damage("heat", {emitted_by={["group:pit_plasma"] = radiant_damage.config.lava_damage}})
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end
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end
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local sparkle = function(sparkle_pos)
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minetest.add_particlespawner({
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amount = 10,
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time = 2,
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minpos = {x=sparkle_pos.x-5, y=sparkle_pos.y-0.5, z=sparkle_pos.z-5},
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maxpos = {x=sparkle_pos.x+5, y=sparkle_pos.y+0.5, z=sparkle_pos.z+5},
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minvel = {x=-0.1, y=2, z=-0.1},
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maxvel = {x=0.1, y=2, z=0.1},
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minacc = {x=0, y=2, z=0},
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maxacc = {x=0, y=2, z=0},
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minexptime = 5,
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maxexptime = 10,
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minsize = 1,
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maxsize = 1,
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collisiondetection = true,
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collision_removal = true,
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vertical = false,
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glow = minetest.LIGHT_MAX,
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texture = "dfcaverns_glowpit_particle.png",
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})
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minetest.sound_play({name="dfcaverns_arcing"}, {
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pos = sparkle_pos,
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gain = 1,
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max_hear_distance = 32,
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})
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end
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if df_underworld_items.config.destructive_pit_plasma then
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minetest.register_abm({
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label = "glowing pit matter degradation",
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nodenames = {"group:pit_plasma"},
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interval = 2,
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chance = 30,
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catch_up = false,
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action = function(pos)
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local sparkle_pos
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for x = pos.x-1, pos.x+1 do
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for y = pos.y-1, pos.y+1 do
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for z = pos.z-1, pos.z+1 do
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local test_pos = {x=x, y=y, z=z}
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local node_name = minetest.get_node(test_pos).name
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if minetest.get_item_group(node_name, "pit_plasma_resistant") == 0 then
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sparkle_pos = test_pos
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if minetest.get_item_group(node_name, "stone") > 0 then
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if math.random() < 0.66 then
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minetest.set_node(test_pos, {name="df_underworld_items:glow_amethyst"})
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else
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minetest.set_node(test_pos, {name="default:lava_source"})
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end
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else
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minetest.set_node(test_pos, {name="air"})
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end
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end
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end
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end
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end
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if sparkle_pos then
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sparkle(sparkle_pos)
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end
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end,
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})
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else
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minetest.register_abm({
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label = "glowing pit sparkle",
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nodenames = {"group:pit_plasma"},
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neighbors = {"air"},
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interval = 2,
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chance = 30,
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catch_up = false,
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action = function(pos)
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local air_pos = minetest.find_node_near(pos, 1, "air")
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if air_pos then
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sparkle(air_pos)
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end
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end,
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})
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end |