mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-14 14:40:29 +01:00
0a0c97b74e
* 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
98 lines
3.3 KiB
Lua
98 lines
3.3 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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minetest.register_node("df_mapitems:castle_coral", {
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description = S("Castle Coral"),
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tiles = {
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"dfcaverns_castle_coral_gradient.png",
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"dfcaverns_castle_coral.png",
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"dfcaverns_castle_coral.png",
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"dfcaverns_castle_coral.png^[multiply:#888888",
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},
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_doc_items_longdesc = df_mapitems.doc.castle_coral_desc,
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_doc_items_usagehelp = df_mapitems.doc.castle_coral_usage,
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drawtype = "mesh",
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is_ground_content = false,
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light_source = 2,
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mesh = "octagonal_coral.obj",
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drop = "df_mapitems:castle_coral_skeleton",
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paramtype = "light",
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groups = {cracky=2, pickaxey = 1, building_block = 1, coral=1, coral_block=1},
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sounds = df_dependencies.sound_stone(),
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_mcl_hardness = 1.5,
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_mcl_blast_resistance = 6,
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})
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minetest.register_node("df_mapitems:castle_coral_skeleton", {
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description = S("Castle Coral Skeleton"),
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_doc_items_longdesc = df_mapitems.doc.castle_coral_desc,
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_doc_items_usagehelp = df_mapitems.doc.castle_coral_usage,
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tiles = {
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df_dependencies.texture_coral_skeleton
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},
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drawtype = "mesh",
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mesh = "octagonal_coral.obj",
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paramtype = "light",
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is_ground_content = false,
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groups = {cracky = 3,pickaxey = 1, building_block = 1, coral=2, coral_block=1},
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sounds = df_dependencies.sound_stone(),
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_mcl_hardness = 1.5,
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_mcl_blast_resistance = 6,
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})
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local c_coral = minetest.get_content_id("df_mapitems:castle_coral")
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local c_coral_skeleton = minetest.get_content_id("df_mapitems:castle_coral_skeleton")
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local c_stone = minetest.get_content_id(df_dependencies.node_name_stone)
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local c_water = minetest.get_content_id(df_dependencies.node_name_water_source)
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df_mapitems.spawn_castle_coral = function(area, data, vi, iterations)
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local run = math.random(2,4)
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local index = vi
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local zstride = area.zstride
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local ystride = area.ystride
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while run > 0 do
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-- TODO should this be checking for not-water instead of stone?
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if math.random() > 0.95 or data[index] == c_stone or not area:containsi(index) then return end
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data[index] = c_coral
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if iterations > 2 then
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data[index + 1] = c_coral
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data[index - 1] = c_coral
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data[index + zstride] = c_coral
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data[index - zstride] = c_coral
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end
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if iterations > 3 then
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data[index + 2] = c_coral
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data[index - 2] = c_coral
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data[index + zstride * 2] = c_coral
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data[index - zstride * 2] = c_coral
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data[index + 1 + zstride] = c_coral
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data[index - 1 + zstride] = c_coral
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data[index + 1 - zstride] = c_coral
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data[index - 1 - zstride] = c_coral
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end
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index = index + ystride
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run = run - 1
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end
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local newiterations = iterations - 1
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if newiterations == 0 then return end
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if math.random() > 0.5 then
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df_mapitems.spawn_castle_coral(area, data, index + 1 - ystride, newiterations)
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df_mapitems.spawn_castle_coral(area, data, index - 1 - ystride, newiterations)
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else
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df_mapitems.spawn_castle_coral(area, data, index + zstride - ystride, newiterations)
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df_mapitems.spawn_castle_coral(area, data, index - zstride - ystride, newiterations)
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end
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end
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df_mapitems.spawn_coral_pile = function(area, data, vi, radius)
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local pos = area:position(vi)
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for li in area:iterp(vector.add(pos, -radius), vector.add(pos, radius)) do
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local adjacent = li + area.ystride
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local node_type = data[li]
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if math.random() < 0.2 and not mapgen_helper.buildable_to(node_type) and data[adjacent] == c_water then
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data[adjacent] = c_coral_skeleton
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end
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end
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end |