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
79 lines
2.5 KiB
Lua
79 lines
2.5 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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minetest.register_node("df_underworld_items:glow_amethyst", {
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description = S("Glowing Amethyst Block"),
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_doc_items_longdesc = df_underworld_items.doc.glow_amethyst_desc,
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_doc_items_usagehelp = df_underworld_items.doc.glow_amethyst_usage,
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tiles = {"dfcaverns_glow_amethyst.png"},
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is_ground_content = false,
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groups = {cracky=3, pit_plasma_resistant=1},
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sounds = default.node_sound_glass_defaults(),
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light_source = 6,
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paramtype = "light",
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use_texture_alpha = true,
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drawtype = "glasslike",
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sunlight_propagates = true,
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})
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if minetest.get_modpath("radiant_damage") and radiant_damage.override_radiant_damage and radiant_damage.config.enable_mese_damage then
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radiant_damage.override_radiant_damage("mese", {emitted_by={["df_underworld_items:glow_amethyst"] = radiant_damage.config.mese_damage*0.25}})
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end
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local c_amethyst = minetest.get_content_id("df_underworld_items:glow_amethyst")
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local safe_write = function(data, area, vi, c_node)
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if area:containsi(vi) then data[vi] = c_node end
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end
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-- x_slant and z_slant can be 1, 0 or -1
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-- rotated is true or false
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-- length is 1 or more
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df_underworld_items.underworld_shard = function(data, area, vi, x_slant, z_slant, rotated, length)
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if x_slant == nil then x_slant = math.random(-1,1) end
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if z_slant == nil then z_slant = math.random(-1,1) end
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if rotated == nil then rotated = math.random() > 0.5 end
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if length == nil then length = math.random(4, 12) end
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length = math.ceil(length/2) * 2 -- make it an even multiple of 2
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local xstride, ystride, zstride
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ystride = area.ystride
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if rotated then
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xstride = area.zstride
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zstride = 1
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else
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xstride = 1
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zstride = area.zstride
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end
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-- bottom end
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safe_write(data, area, vi, c_amethyst)
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safe_write(data, area, vi+xstride, c_amethyst)
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for i = 1, length do
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vi = vi + ystride
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safe_write(data, area, vi-xstride, c_amethyst)
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safe_write(data, area, vi+zstride, c_amethyst)
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safe_write(data, area, vi, c_amethyst)
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safe_write(data, area, vi-zstride, c_amethyst)
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safe_write(data, area, vi+zstride+xstride, c_amethyst)
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safe_write(data, area, vi+xstride, c_amethyst)
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safe_write(data, area, vi-zstride+xstride, c_amethyst)
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safe_write(data, area, vi+2*xstride, c_amethyst)
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if i % 2 == 0 and i ~= length then
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vi = vi + xstride * x_slant + zstride * z_slant
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end
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end
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vi = vi + ystride
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safe_write(data, area, vi, c_amethyst)
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safe_write(data, area, vi+xstride, c_amethyst)
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end |