dfcaverns/df_underworld_items/crystals_amethyst.lua
FaceDeer 98fb313eb1
Primordial cavern layer (#12)
* 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
2020-02-12 23:49:17 -07:00

79 lines
2.5 KiB
Lua

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