dfcaverns/df_achievements/misc.lua
FaceDeer 0a0c97b74e
Mineclone compatibility (#36)
* latest versions of mapgen_helper and subterrane

* initial work

* call it "minetest_game" compatibility instead of "default" compatibility

* Getting started on moving all default dependencies to a single root mod

* distilling out more dependencies

* fix some typos

* more default dependencies

* beds

* start getting some MCL equivalents set up

* mine gas dependencies

* reorganize

* add some mapgen stuff

* getting close to actually being able to run mineclone with this

* it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start.

* hide flowing pit plasma from creative inventory

* mineclone 5 settings

* Update subterrane

* get rid of meselamp dependency, bring in ancient lanterns from deep roads

* stair dependencies

* add mcl fences

* add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there.

* buckets of oil and syrup should work in mineclone now

* 'splosions!

* make hunters avoid repaired ancient lanterns

* mapgen torchspine wasn't having its timer set

* split mapgen compatibility code into its own file

* bypass dependency indirection for df_farming.

* apply threshold alpha to food items, they look better that way

* bypass dependency indirection for df_mapitems

* bypass dependency indirection for df_primordial_items

* bypass dependency indirection for df_trees

* bypass dependency indirection for df_underworld_items

* bypass dependency indirection for df_caverns

* fixing up the puzzle seal to work in both

* fix puzzle seal formspec for mcl

* create built-in substitutes for fireflies and bones mods for when those aren't available

* set up mcl dungeon loot for underworld warriors, port over some translations from default

* overlooked a debug

* add itemslot backgrounds for mcl

* added mineclone groups to all registered nodes. TODO: craftitems.

This was extremely tedious. Completely untested, aside from simply running the game.

* minor fixes to the built-in bones node

* eatable group for edibles

* clean up some TODOs

* adjust pit plasma abm conditions

* add df_ambience

* fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators

* make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles

* avoid an undeclared global check

* alas, cave pearls aren't set up right for attached_node_facedir.

* bunch of work on mineclone ores, moved main config into df_dependencies

* add a few more ores

* update depends in mod.conf

* add opaque group to light-sensitive dirt types

Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these.

* add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it

* bloodthorn also needs to be set opaque

* add sound to torchspines

* isolate Nethercap translation name to make it easier to swap out in Mineclone contexts

* ambience tweak

* fix dirt spreads

https://github.com/FaceDeer/dfcaverns/issues/35

* adding achievements! Almost all untested yet.

* fix a few achievements glitches

* tweak some more achievements, add delay when achievements unlock other achievements

* fix farming achievements, fix spindlestem callbacks on place

* icons for farming achievements

* more achievement icons, fix ancient lantern achievement

* two more icons, update text

* add icons for upper cavern layers

* all achievements have icons now. Also add another sound to the magma sea ambience

* hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements

* ironically, Mineclone has an old version of awards that is incompatible with my trigger work.

* every award should now have a description and a difficulty.

* removing leftovers

* missing callbacks for farmables

* put growth restrictions on farmables so the achievement doesn't trigger inappropriately.

* enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool)

* get *all* the copper and iron containing nodes

* fix old awards mod's handling of grouped dig items

* Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool

* used the wrong drop method

* beef up explosions in MCL, make slade brick craftable from slade sand and lava

* better creative mode checks, fix crash when digging walls in MCL

* Update subterrane

* various bugfixes and tweaks

* whipping up a simple puzzle chest to give a clue about ancient numbering

The coding is done, but UI and a node mesh need to be done

* prepare for some art tomorrow

* chest node and sounds

* images for the combination dials

* add puzzle chests to the underworld buildings

* update translations

* oops, can't initialize the contents of puzzle chests every time or players get endless stuff

* add backgrounds to item slots in MCL

* wrap the existing function rather than copy and pasting it

* fix bucket dependency in cooking recipes

* add _mcl_saturation to edibles
2022-08-28 23:48:44 -06:00

104 lines
4.0 KiB
Lua

local S = minetest.get_translator(minetest.get_current_modname())
-- misc
if df_dependencies.node_name_glass_bottle then
awards.register_achievement("dfcaverns_captured_ice_sprite", {
title = S("Capture an Ice Sprite"),
description = S("You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty."),
icon = "dfcaverns_awards_backgroundx32.png^ice_sprites_bottle.png^dfcaverns_awards_foregroundx32.png",
difficulty = 2,
trigger = {
type = "craft",
item = "ice_sprites:ice_sprite_bottle",
target = 1,
},
})
end
df_mapitems.on_veinstone_punched = function(pos, node, puncher, pointed_thing)
awards.unlock(puncher:get_player_name(), "dfcaverns_punched_veinstone")
end
awards.register_achievement("dfcaverns_punched_veinstone", {
title = S("Punch Veinstone"),
description = S("Punch a vein to hear the heartbeat of the stone."),
difficulty = 2,
icon = "dfcaverns_awards_backgroundx32.png^((".. df_dependencies.texture_stone .. "^dfcaverns_veins.png)^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
})
if minetest.get_modpath("df_underworld_items") then
if minetest.get_modpath("hunter_statue") then
hunter_statue.player_punched = function(node_name, pos, player)
if node_name ~= "df_underworld_items:hunter_statue" then return end
awards.unlock(player:get_player_name(), "dfcaverns_attacked_by_guardian_statue")
end
awards.register_achievement("dfcaverns_attacked_by_guardian_statue", {
title = S("Get Attacked by an Underworld Guardian"),
difficulty = 2,
description = S("You've discovered something important about those mysterious slade statues in the Underworld."),
icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_guardian_achievement.png^dfcaverns_awards_foregroundx32.png",
secret=true,
})
end
df_underworld_items.puzzle_seal_solved = function(pos, player)
if player == nil then return end
awards.unlock(player:get_player_name(), "dfcaverns_solved_puzzle_seal")
end
awards.register_achievement("dfcaverns_solved_puzzle_seal", {
title = S("Solve a Puzzle Seal"),
difficulty = 4,
description = S("Decipher the code of the ancients. Do you dare turn the key?"),
icon = "dfcaverns_puzzle_seal_solvedx32.png^dfcaverns_awards_foregroundx32.png",
})
df_underworld_items.slade_breacher_triggered = function(pos, player)
awards.unlock(player:get_player_name(), "dfcaverns_triggered_slade_breacher")
end
awards.register_achievement("dfcaverns_triggered_slade_breacher", {
title = S("Trigger a Slade Breacher"),
difficulty = 1,
description = S("Activating a puzzle seal has produced a breach in the slade foundations of the world."),
icon = "dfcaverns_puzzle_seal_activex32.png^dfcaverns_awards_foregroundx32.png",
secret=true,
})
df_underworld_items.ancient_lantern_fixed = function(pos, player)
awards.unlock(player:get_player_name(), "dfcaverns_repaired_lantern")
end
awards.register_achievement("dfcaverns_repaired_lantern", {
title = S("Repair an Ancient Lantern"),
difficulty = 2,
description = S("You may not be able to build new ones, but at least you can get the old ones shining brightly again."),
icon = "dfcaverns_awards_backgroundx32.png^((dfcaverns_slade_brick.png^(" .. df_dependencies.texture_meselamp .. "^[mask:dfcaverns_lantern_mask.png))^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
secret=true,
})
-- awards.register_achievement("dfcaverns_repaired_100_lanterns", {
-- title = S("Repair 100 Ancient Lanterns"),
-- description = S(""),
-- icon =,
-- })
end
-- can't think of an easy way to detect these
--awards.register_achievement("dfcaverns_torch_detonated_mine_gas", {
-- title = S("Detonate Mine Gas"),
-- description = S(""),
-- icon =,
--})
--awards.register_achievement("dfcaverns_looted_underworld_bones", {
-- title = S("Loot Ancient Warrior Bones"),
-- description = S(""),
-- icon =,
--})
--
--awards.register_achievement("dfcaverns_looted_100_underworld_bones", {
-- title = S("Loot 100 Ancient Warrior Bones"),
-- description = S(""),
-- icon =,
--})