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
98 lines
3.2 KiB
Lua
98 lines
3.2 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_mapitems:castle_coral", {
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description = S("Castle Coral"),
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tiles = {
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"dfcaverns_castle_coral_gradient.png",
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"dfcaverns_castle_coral.png",
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"dfcaverns_castle_coral.png",
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"dfcaverns_castle_coral.png^[multiply:#888888",
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},
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_doc_items_longdesc = df_mapitems.doc.castle_coral_desc,
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_doc_items_usagehelp = df_mapitems.doc.castle_coral_usage,
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drawtype = "mesh",
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is_ground_content = false,
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light_source = 2,
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mesh = "octagonal_coral.obj",
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drop = "df_mapitems:castle_coral_skeleton",
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paramtype = "light",
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groups = {cracky=2,},
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("df_mapitems:castle_coral_skeleton", {
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description = S("Castle Coral Skeleton"),
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_doc_items_longdesc = df_mapitems.doc.castle_coral_desc,
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_doc_items_usagehelp = df_mapitems.doc.castle_coral_usage,
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tiles = {
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"default_coral_skeleton.png",
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"default_coral_skeleton.png",
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"default_coral_skeleton.png",
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"default_coral_skeleton.png",
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},
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drawtype = "mesh",
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mesh = "octagonal_coral.obj",
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paramtype = "light",
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is_ground_content = false,
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groups = {cracky = 3},
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sounds = default.node_sound_stone_defaults(),
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})
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local c_coral = minetest.get_content_id("df_mapitems:castle_coral")
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local c_coral_skeleton = minetest.get_content_id("df_mapitems:castle_coral_skeleton")
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local c_stone = minetest.get_content_id("default:stone")
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local c_water = minetest.get_content_id("default:water_source")
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df_mapitems.spawn_castle_coral = function(area, data, vi, iterations)
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local run = math.random(2,4)
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local index = vi
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local zstride = area.zstride
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local ystride = area.ystride
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while run > 0 do
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if math.random() > 0.95 or data[index] == c_stone or not area:containsi(index) then return end
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data[index] = c_coral
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if iterations > 2 then
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data[index + 1] = c_coral
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data[index - 1] = c_coral
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data[index + zstride] = c_coral
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data[index - zstride] = c_coral
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end
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if iterations > 3 then
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data[index + 2] = c_coral
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data[index - 2] = c_coral
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data[index + zstride * 2] = c_coral
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data[index - zstride * 2] = c_coral
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data[index + 1 + zstride] = c_coral
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data[index - 1 + zstride] = c_coral
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data[index + 1 - zstride] = c_coral
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data[index - 1 - zstride] = c_coral
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end
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index = index + ystride
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run = run - 1
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end
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local newiterations = iterations - 1
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if newiterations == 0 then return end
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if math.random() > 0.5 then
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df_mapitems.spawn_castle_coral(area, data, index + 1 - ystride, newiterations)
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df_mapitems.spawn_castle_coral(area, data, index - 1 - ystride, newiterations)
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else
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df_mapitems.spawn_castle_coral(area, data, index + zstride - ystride, newiterations)
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df_mapitems.spawn_castle_coral(area, data, index - zstride - ystride, newiterations)
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end
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end
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df_mapitems.spawn_coral_pile = function(area, data, vi, radius)
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local pos = area:position(vi)
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for li in area:iterp(vector.add(pos, -radius), vector.add(pos, radius)) do
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local adjacent = li + area.ystride
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local node_type = data[li]
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if math.random() < 0.2 and not mapgen_helper.buildable_to(node_type) and data[adjacent] == c_water then
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data[adjacent] = c_coral_skeleton
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end
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end
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end |