mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-18 16:30:34 +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
113 lines
3.5 KiB
Lua
113 lines
3.5 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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---------------------------------------------------------------------------------------
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-- Glownode and stalk
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minetest.register_node("df_primordial_items:glownode", {
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description = S("Primordial Fungal Lantern"),
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_doc_items_longdesc = df_primordial_items.doc.glownode_desc,
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_doc_items_usagehelp = df_primordial_items.doc.glownode_usage,
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drawtype = "glasslike",
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tiles = {"dfcaverns_mush_glownode.png"},
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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groups = {cracky = 3, oddly_breakable_by_hand = 3},
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sounds = default.node_sound_glass_defaults(),
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light_source = default.LIGHT_MAX,
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})
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minetest.register_node("df_primordial_items:glownode_stalk", {
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description = S("Primordial Fungal Lantern Stalk"),
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_doc_items_longdesc = df_primordial_items.doc.glownode_stalk_desc,
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_doc_items_usagehelp = df_primordial_items.doc.glownode_stalk_usage,
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tiles = {"dfcaverns_mush_stalk_top.png", "dfcaverns_mush_stalk_top.png", "dfcaverns_mush_stalk_side.png"},
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paramtype2 = "facedir",
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is_ground_content = false,
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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on_place = minetest.rotate_node
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})
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minetest.register_node("df_primordial_items:glow_orb_hanging", {
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description = S("Primordial Fungal Orb"),
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_doc_items_longdesc = df_primordial_items.doc.glow_orb_desc,
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_doc_items_usagehelp = df_primordial_items.doc.glow_orb_usage,
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tiles = {"dfcaverns_mush_orb_vert.png"},
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inventory_image = "dfcaverns_mush_orb_vert.png",
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wield_image = "dfcaverns_mush_orb_vert.png",
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groups = {snappy = 3, flora = 1, flammable = 1},
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paramtype = "light",
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paramtype2 = "degrotate",
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drawtype = "plantlike",
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buildable_to = true,
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is_ground_content = false,
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walkable = false,
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light_source = 6,
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sounds = default.node_sound_leaves_defaults(),
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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local c_stalk = minetest.get_content_id("df_primordial_items:glownode_stalk")
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local c_node = minetest.get_content_id("df_primordial_items:glownode")
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local c_air = minetest.get_content_id("air")
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df_primordial_items.spawn_ceiling_spire_vm = function(vi, area, data)
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local spire_height = math.random(1,10)
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local ystride = area.ystride
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local zstride = area.zstride
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for i = 0, spire_height do
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if data[vi-i*ystride] == c_air then
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data[vi-i*ystride] = c_stalk
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end
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end
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local bottom = vi - (spire_height +1) * ystride
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if data[bottom] == c_air then
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data[bottom] = c_node
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end
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if spire_height > 4 then -- thicken it all up
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for i = 0, math.floor(spire_height/2) do
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local current_vi = vi-i*ystride
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if data[current_vi+1] == c_air then
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data[current_vi+1] = c_stalk
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end
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if data[current_vi-1] == c_air then
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data[current_vi-1] = c_stalk
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end
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if data[current_vi+zstride] == c_air then
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data[current_vi+zstride] = c_stalk
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end
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if data[current_vi-zstride] == c_air then
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data[current_vi-zstride] = c_stalk
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end
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end
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if spire_height > 7 then
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bottom = bottom-ystride
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if data[bottom] == c_air then
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data[bottom] = c_node
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end
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if data[bottom-ystride] == c_air then
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data[bottom-ystride] = c_node
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end
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if data[bottom+1] == c_air then
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data[bottom+1] = c_node
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end
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if data[bottom-1] == c_air then
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data[bottom-1] = c_node
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end
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if data[bottom+zstride] == c_air then
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data[bottom+zstride] = c_node
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end
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if data[bottom-zstride] == c_air then
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data[bottom-zstride] = c_node
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end
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end
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end
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end |