dfcaverns/mine_gas/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

193 lines
5.5 KiB
Lua

local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
dofile(MP.."/wisp.lua")
local gas_desc
local gas_usage
local seep_desc
local seep_usage
if minetest.get_modpath("doc") then
gas_desc = S("Gaseous hydrocarbons formed from the detritus of long dead plants and animals processed by heat and pressure deep within the earth.")
gas_usage = S("Gas is highly hazardous. Heavier than air, it pools in deep caverns and asphyxiates the unwary.")
if minetest.get_modpath("tnt") then
gas_usage = gas_usage .. " " .. S("When exposed to air and an ignition source it can produce a deadly explosion.")
end
seep_desc = S("Some coal deposits have cracks that seep a steady flow of mine gas.")
seep_usage = S("Mining out such a deposit seals the crack.")
end
minetest.register_alias("oil:gas", "mine_gas:gas")
minetest.register_alias("oil:gas_seep", "mine_gas:gas_seep")
minetest.register_node("mine_gas:gas", {
description = S("Mine Gas"),
_doc_items_longdesc = gas_desc,
_doc_items_usagehelp = gas_usage,
walkable = false,
pointable = false,
diggable = false,
is_ground_content = false,
buildable_to = true,
drawtype = "glasslike",
drowning = 1,
post_effect_color = {a = 20, r = 20, g = 20, b = 250},
tiles = {"mine_gas.png^[opacity:28"},
use_texture_alpha = true,
groups = {not_in_creative_inventory=1, ropes_can_extend_into=1},
paramtype = "light",
drop = {},
sunlight_propagates = true,
--on_blast = function() end, -- unaffected by explosions
})
minetest.register_node("mine_gas:gas_seep", {
description = S("Gas Seep"),
_doc_items_longdesc = seep_desc,
_doc_items_usagehelp = seep_usage,
tiles = {"default_stone.png^default_mineral_coal.png^[combine:16x80:0,-16=crack_anylength.png"},
groups = {cracky = 3},
drop = 'default:coal_lump',
sounds = default.node_sound_stone_defaults(),
is_ground_content = true,
})
minetest.register_on_dignode(function(pos, oldnode, digger)
if minetest.get_item_group(oldnode.name, "digtron") > 0 then
-- skip digtron moved nodes
return;
end
local np = minetest.find_node_near(pos, 1,{"mine_gas:gas"})
if np ~= nil then
minetest.set_node(pos, {name = "mine_gas:gas"})
return
end
end)
local directions = {
{x=1, y=0, z=0},
{x=-1, y=0, z=0},
{x=0, y=0, z=1},
{x=0, y=0, z=-1},
}
local gas_node = {name="mine_gas:gas"}
minetest.register_abm({
label = "mine_gas:gas movement",
nodenames = {"mine_gas:gas"},
neighbors = {"group:liquid", "air"},
interval = 1.0,
chance = 1,
catch_up = true,
action = function(pos, node)
local next_pos = {x=pos.x, y=pos.y+1, z=pos.z}
local next_node = minetest.get_node(next_pos)
if minetest.get_item_group(next_node.name, "liquid") > 0 then
minetest.swap_node(next_pos, gas_node)
minetest.swap_node(pos, next_node)
else
next_pos.y = pos.y-1
next_node = minetest.get_node(next_pos)
if next_node.name == "air" then
minetest.swap_node(next_pos, gas_node)
minetest.swap_node(pos, next_node)
else
local dir = directions[math.random(1,4)]
local next_pos = vector.add(pos, dir)
local next_node = minetest.get_node(next_pos)
if next_node.name == "air" or minetest.get_item_group(next_node.name, "liquid") > 0 then
if next_node.name == "air" or math.random() < 0.5 then -- gas never "climbs" above air.
minetest.swap_node(next_pos, gas_node)
minetest.swap_node(pos, next_node)
else
-- this can get gas to rise up out of the surface of liquid, preventing it from forming a permanent hole.
next_pos.y = next_pos.y + 1
next_node = minetest.get_node(next_pos)
if next_node.name == "air" then
minetest.swap_node(next_pos, gas_node)
minetest.swap_node(pos, next_node)
end
end
end
end
end
end,
})
minetest.register_abm({
label = "mine_gas:gas snuffing torches",
nodenames = {"group:torch"},
neighbors = {"mine_gas:gas"},
interval = 1.0,
chance = 1,
catch_up = true,
action = function(pos, node)
if not minetest.find_node_near(pos, 1, "air") then
local torch_node = minetest.get_node(pos)
local drops = minetest.get_node_drops(torch_node.name, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(pos, dropped_item)
end
minetest.set_node(pos, {name="mine_gas:gas"})
minetest.sound_play(
"default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.1}
)
end
end,
})
if minetest.get_modpath("tnt") then
minetest.register_abm({
label = "mine_gas:gas ignition",
nodenames = {"group:torch", "group:igniter"},
neighbors = {"mine_gas:gas"},
interval = 1.0,
chance = 1,
catch_up = true,
action = function(pos, node)
if minetest.find_node_near(pos, 1, "air") then
tnt.boom(pos, {radius=1, damage_radius=6})
-- One in a hundred explosions will spawn a gas wisp
if math.random() < 0.01 then
minetest.set_node(pos, {name="mine_gas:gas_wisp"})
end
end
end,
})
end
local orthogonal = {
{x=0,y=0,z=1},
{x=0,y=1,z=0},
{x=1,y=0,z=0},
{x=0,y=0,z=-1},
{x=0,y=-1,z=0},
{x=-1,y=0,z=0},
}
minetest.register_abm({
label = "mine_gas:gas seep",
nodenames = {"mine_gas:gas_seep"},
neighbors = {"air"},
interval = 1.0,
chance = 1,
catch_up = true,
action = function(pos, node)
local target_pos = vector.add(pos,orthogonal[math.random(1,6)])
if minetest.get_node(target_pos).name == "air" then
minetest.swap_node(target_pos, {name="mine_gas:gas"})
if math.random() < 0.5 then
minetest.sound_play(
"mine_gas_seep_hiss",
{pos = pos, max_hear_distance = 8, gain = 0.05}
)
end
end
end,
})