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
132 lines
3.8 KiB
Lua
132 lines
3.8 KiB
Lua
-- Used by cave pearls and crystal clusters
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-- These methods simulate "wallmounted" nodes using regular facedir, randomizing the rotation around the wallmounted direction.
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-- Useful for naturalistic objects you want to have look irregular
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df_mapitems.place_against_surface = function(itemstack, placer, pointed_thing)
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-- check if pointing at a node
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if not pointed_thing then
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return itemstack
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end
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local under_pos = pointed_thing.under
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local above_pos = pointed_thing.above
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local under_node = minetest.get_node(under_pos)
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local above_node = minetest.get_node(above_pos)
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if minetest.is_protected(above_pos, placer:get_player_name()) then
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minetest.record_protection_violation(above_pos, placer:get_player_name())
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return
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end
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local under_name = under_node.name
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local above_name = above_node.name
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local under_def = minetest.registered_nodes[under_name]
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local above_def = minetest.registered_nodes[above_name]
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-- return if any of the nodes is not registered
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if not under_def or not above_def then
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return itemstack
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end
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-- check if you can replace the node above the pointed node
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if not above_def.buildable_to then
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return itemstack
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end
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local dir = vector.subtract(under_pos, above_pos)
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local param2
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if dir.x > 0 then
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--facing +x: 16, 17, 18, 19,
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param2 = 15 + math.random(1,4)
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elseif dir.x < 0 then
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--facing -x: 12, 13, 14, 15
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param2 = 11 + math.random(1,4)
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elseif dir.z > 0 then
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--facing +z: 8, 9, 10, 11
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param2 = 7 + math.random(1,4)
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elseif dir.z < 0 then
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--facing -z: 4, 5, 6, 7
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param2 = 3 + math.random(1,4)
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elseif dir.y > 0 then
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--facing -y: 20, 21, 22, 23 (ceiling)
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param2 = 19 + math.random(1,4)
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else
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--facing +y: 0, 1, 2, 3 (floor)
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param2 = math.random(1,4) - 1
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end
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-- add the node and remove 1 item from the itemstack
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minetest.add_node(above_pos, {name = itemstack:get_name(), param2 = param2})
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if not minetest.settings:get_bool("creative_mode", false) and not minetest.check_player_privs(placer, "creative") then
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itemstack:take_item()
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end
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return itemstack
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end
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-- Mapgen version of the above
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local add_to_table = function(dest, source)
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for _, val in ipairs(source) do
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table.insert(dest, val)
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end
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end
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local valid_nodes = {} -- cache values
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local is_valid_mounting_node = function(c_node)
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if valid_nodes[c_node] ~= nil then
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return valid_nodes[c_node]
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end
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local def = minetest.registered_nodes[minetest.get_name_from_content_id(c_node)]
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if def ~= nil
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and (def.drawtype == "normal" or def.drawtype == nil)
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and not def.buildable_to
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and not (def.groups and def.groups.falling_node) then
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valid_nodes[c_node] = true
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return true
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end
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valid_nodes[c_node] = false
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return false
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end
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--facing +x: 16, 17, 18, 19,
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--facing -x: 12, 13, 14, 15
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--facing +z: 8, 9, 10, 11
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--facing -z: 4, 5, 6, 7
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--facing -y: 20, 21, 22, 23, (ceiling)
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--facing +y: 0, 1, 2, 3
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local get_valid_facedirs_vm = function(vi, area, data)
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local dirs = {}
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local ystride = area.ystride
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local zstride = area.zstride
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if is_valid_mounting_node(data[vi+1]) then
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add_to_table(dirs, {16, 17, 18, 19})
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end
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if is_valid_mounting_node(data[vi-1]) then
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add_to_table(dirs, {12, 13, 14, 15})
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end
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if is_valid_mounting_node(data[vi-ystride]) then
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add_to_table(dirs, {0, 1, 2, 3})
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end
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if is_valid_mounting_node(data[vi+ystride]) then
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add_to_table(dirs, {20, 21, 22, 23})
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end
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if is_valid_mounting_node(data[vi+zstride]) then
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add_to_table(dirs, {8, 9, 10, 11})
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end
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if is_valid_mounting_node(data[vi-zstride]) then
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add_to_table(dirs, {4, 5, 6, 7})
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end
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return dirs
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end
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df_mapitems.place_against_surface_vm = function(c_node, vi, area, data, data_param2)
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local facedirs = get_valid_facedirs_vm(vi, area, data)
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local count = #facedirs
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if count > 0 then
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data[vi] = c_node
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data_param2[vi] = facedirs[math.random(1, count)]
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end
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end |