dfcaverns/df_underworld_items/glowing_pit_plasma.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

177 lines
4.8 KiB
Lua

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