mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-12-25 18:30:36 +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
150 lines
4.3 KiB
Lua
150 lines
4.3 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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local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
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bones_loot = {}
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local local_loot = {}
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local local_loot_register = function(t)
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if t.name ~= nil then
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t = {t} -- single entry
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end
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for _, loot in ipairs(t) do
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table.insert(local_loot, loot)
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end
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end
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-- we could do this for the dungeon_loot registered loot table as well,
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-- but best not to meddle in other mods' internals if it can be helped.
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local clean_up_local_loot = function()
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if local_loot == nil then return end
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for i = #local_loot, 1, -1 do
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if not minetest.registered_items[local_loot[i].name] then
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table.remove(local_loot, i)
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end
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end
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end
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-- Uses same table format as dungeon_loot
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-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
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-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
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if dungeon_loot_path then
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bones_loot.register_loot = dungeon_loot.register
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else
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bones_loot.register_loot = local_loot_register
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minetest.after(0, clean_up_local_loot)
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end
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local get_loot_list = function(pos, loot_type, exclusive_loot_type)
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local loot_table
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if dungeon_loot_path then
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loot_table = dungeon_loot.registered_loot
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else
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loot_table = local_loot
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end
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local item_list = {}
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local pos_y = pos.y
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for _, loot in ipairs(loot_table) do
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if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
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if (not exclusive_loot_type and loot.types == nil) or
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(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
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table.insert(item_list, loot)
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end
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end
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end
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return item_list
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end
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local shuffle = function(tbl)
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for i = #tbl, 2, -1 do
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local rand = math.random(i)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
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bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
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local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
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shuffle(item_list)
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-- apply chances / randomized amounts and collect resulting items
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local items = {}
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for _, loot in ipairs(item_list) do
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if math.random() <= loot.chance then
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local itemdef = minetest.registered_items[loot.name]
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if itemdef then
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local amount = 1
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if loot.count ~= nil then
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amount = math.random(loot.count[1], loot.count[2])
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end
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if itemdef.tool_capabilities then
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for n = 1, amount do
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local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
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table.insert(items, ItemStack({name = loot.name, wear = wear}))
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break end
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end
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else
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local stack_max = itemdef.stack_max
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while amount > 0 do
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table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
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amount = amount - stack_max
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break 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 max_stacks <= 0 then break end
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end
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return items
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end
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local bones_formspec =
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"size[8,9]" ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]"
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if minetest.get_modpath("default") then
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bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
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end
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bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
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minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
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local meta = minetest.get_meta(pos)
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if infotext == nil then
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infotext = S("Someone's old bones")
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end
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meta:set_string("infotext", infotext)
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meta:set_string("formspec", bones_formspec)
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if max_stacks and max_stacks > 0 then
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local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
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local inv = meta:get_inventory()
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inv:set_size("main", 8 * 4)
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for _, item in ipairs(loot) do
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inv:add_item("main", item)
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end
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end
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end
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minetest.register_lbm({
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label = "Repair underworld bones formspec",
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name = "bones_loot:repair_underworld_bones_formspec",
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nodenames = {"bones:bones"},
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action = function(pos, node)
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local meta = minetest.get_meta(pos)
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if not meta:get("formspec") then
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meta:set_string("formspec", bones_formspec)
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end
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end,
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})
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