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
173 lines
7.5 KiB
Lua
173 lines
7.5 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local sum_square = function(input)
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return {input[1] + input[2], input[3] + input[4], input[1] + input[3], input[2] + input[4]}
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end
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local initialize = function(pos, meta)
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if not meta:contains("key") then
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local inv = meta:get_inventory()
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inv:set_size("main", 8)
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local next_seed = math.random() * 2^21
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math.randomseed(pos.x + pos.y^8 + pos.z^16)
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-- Key is consistent with location
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local key = {math.random(0,7), math.random(0,7), math.random(0,7), math.random(0,7)}
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math.randomseed(next_seed)
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local state = {math.random(0,7), math.random(0,7), math.random(0,7), math.random(0,7)}
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local key_sum = sum_square(key)
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local state_sum = sum_square(state)
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if (key_sum[1] == state_sum[1] and key_sum[2] == state_sum[2] and key_sum[3] == state_sum[3] and key_sum[4] == state_sum[4]) then
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-- if we randomly start off solved change one of the states to make it unsolved.
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-- lucky player gets an easy one.
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state[1] = (state[1] + 1) % 8
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end
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meta:set_string("key", minetest.serialize(key))
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meta:set_string("state", minetest.serialize(state))
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meta:mark_as_private("key")
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meta:mark_as_private("state") -- not really necessary, but for consistency
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end
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end
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-- 1 2
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-- 3 4
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local formspec_dial = function(identifier, state)
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return "image[0.5,0;2,1;dfcaverns_chest_dial_"..tostring(state)..".png]"
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.. "button[0,0.25;0.5,0.5;"..identifier.."+;<]"
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.. "button[2.5,0.25;0.5,0.5;"..identifier.."-;>]"
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end
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local formspec_bar = function(horizontal, state, key)
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if horizontal then
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return "box[0,0;".. tostring(key/14 * 2 + 0.1) ..",1;#222222ff]box[0.1,0.1;".. tostring(state/14 * 2)..",0.85;#ff00ff44]"
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end
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return "box[0,0;1,".. tostring(key/14 * 2 + 0.1) ..";#222222ff]box[0.1,0.1;0.85,".. tostring(state/14 * 2)..";#ff00ff44]"
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end
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local prefix = "df_underworld_items:puzzle_chest"
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local prefix_len = string.len("df_underworld_items:puzzle_chest")
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local itemslot_bg = df_dependencies.get_itemslot_bg_padded
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local show_formspec = function(pos, node, clicker, itemstack, pointed_thing)
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local meta = minetest.get_meta(pos)
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initialize(pos, meta)
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local key = minetest.deserialize(meta:get_string("key"))
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local state = minetest.deserialize(meta:get_string("state"))
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local key_sum = sum_square(key)
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local state_sum = sum_square(state)
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local solved = key_sum[1] == state_sum[1] and key_sum[2] == state_sum[2] and key_sum[3] == state_sum[3] and key_sum[4] == state_sum[4]
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local playername = clicker:get_player_name()
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local formname = prefix .. minetest.pos_to_string(pos)
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local formspec = "formspec_version[6]"
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.. "size[11,12]"
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.. "container[1.5,0.5]"
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.. "container[0,0]" .. formspec_dial("dial1", state[1]) .. "container_end[]"
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.. "container[3,0]" .. formspec_dial("dial2", state[2]) .. "container_end[]"
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.. "container[0,1.5]" .. formspec_dial("dial3", state[3]) .. "container_end[]"
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.. "container[3,1.5]" .. formspec_dial("dial4", state[4]) .. "container_end[]"
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.. "container[6.1,0]" .. formspec_bar(true, state_sum[1], key_sum[1]) .. "container_end[]"
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.. "container[6.1,1.5]" .. formspec_bar(true, state_sum[2], key_sum[2]) .. "container_end[]"
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.. "container[1,2.75]" .. formspec_bar(false, state_sum[3], key_sum[3]) .. "container_end[]"
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.. "container[4,2.75]" .. formspec_bar(false, state_sum[4], key_sum[4]) .. "container_end[]"
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.. "container_end[]"
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.. itemslot_bg(0.6,6.7,8,4,0.25)
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.. "list[current_player;main;0.6,6.7;8,4;]"
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if solved then
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local nodemeta = "nodemeta:"..pos.x..","..pos.y..","..pos.z
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formspec = formspec
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.. itemslot_bg(0.6,5.4,8,1,0.25)
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.. "list["..nodemeta..";main;0.6,5.4;8,1;]"
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.. "listring[]"
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if meta:get_string("solved") ~= "true" then
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minetest.sound_play("dfcaverns_puzzle_chest_open", {pos = pos})
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meta:set_string("solved", "true")
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local old_node = minetest.get_node(pos)
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minetest.swap_node(pos, {name="df_underworld_items:puzzle_chest_opened", param2=old_node.param2})
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end
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elseif meta:get_string("solved") == "true" then
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minetest.sound_play("dfcaverns_puzzle_chest_close", {pos = pos})
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meta:set_string("solved", "")
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local old_node = minetest.get_node(pos)
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minetest.swap_node(pos, {name="df_underworld_items:puzzle_chest_closed", param2=old_node.param2})
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end
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minetest.show_formspec(playername, formname, formspec)
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if string.sub(formname, 1, prefix_len) ~= prefix then return end
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if fields.quit then return end
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local pos = minetest.string_to_pos(string.sub(formname, prefix_len+1, -1))
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local meta = minetest.get_meta(pos)
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local state = minetest.deserialize(meta:get_string("state"))
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for i = 1,4 do
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if fields["dial"..tostring(i).."+"] then
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state[i] = (state[i] + 1) % 8
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break
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elseif fields["dial"..tostring(i).."-"] then
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state[i] = (state[i] - 1) % 8
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break
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end
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end
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meta:set_string("state", minetest.serialize(state))
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show_formspec(pos, nil, player)
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end)
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local puzzle_chest_can_dig = function(pos, player)
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local meta = minetest.get_meta(pos)
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initialize(pos, meta)
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local inv = meta:get_inventory()
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return inv:is_empty("main")
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end
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minetest.register_node("df_underworld_items:puzzle_chest_closed", {
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description = S("Puzzle Chest"),
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_doc_items_longdesc = df_underworld_items.doc.puzzle_chest_desc,
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_doc_items_usagehelp = df_underworld_items.doc.puzzle_chest_usage,
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tiles = {
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"dfcaverns_slade_block.png^dfcaverns_chest_mask_top.png",
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"dfcaverns_slade_block.png^dfcaverns_chest_mask_top.png",
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"dfcaverns_slade_block.png^dfcaverns_chest_mask_side.png",
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"dfcaverns_slade_block.png^dfcaverns_chest_mask_side.png",
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"dfcaverns_slade_block.png^dfcaverns_chest_mask_side.png",
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"dfcaverns_slade_block.png^dfcaverns_chest_mask_side.png^dfcaverns_chest_lock_plate.png^dfcaverns_chest_lock_colours.png",
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},
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paramtype2="facedir",
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is_ground_content = false,
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groups = {stone=1, slade=1, pit_plasma_resistant=1, mese_radiation_shield=1, cracky = 3, building_block=1, material_stone=1},
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sounds = df_dependencies.sound_stone({ footstep = { name = "bedrock2_step", gain = 1 } }),
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_mcl_blast_resistance = 1200,
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_mcl_hardness = 50,
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on_rightclick = show_formspec,
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can_dig = puzzle_chest_can_dig,
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})
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minetest.register_node("df_underworld_items:puzzle_chest_opened", {
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description = S("Puzzle Chest"),
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_doc_items_longdesc = df_underworld_items.doc.puzzle_chest_desc,
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_doc_items_usagehelp = df_underworld_items.doc.puzzle_chest_usage,
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tiles = {
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{name = "dfcaverns_slade_block.png^dfcaverns_chest_mask_top.png", backface_culling = true},
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{name = "dfcaverns_slade_block.png^dfcaverns_chest_mask_top.png", backface_culling = true},
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{name = "dfcaverns_slade_block.png^dfcaverns_chest_mask_side.png", backface_culling = true},
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{name = "dfcaverns_slade_block.png^dfcaverns_chest_mask_side.png", backface_culling = true},
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{name = "dfcaverns_slade_block.png^dfcaverns_chest_mask_side.png^dfcaverns_chest_lock_plate.png^dfcaverns_chest_lock_colours.png", backface_culling = true},
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{name = "([combine:16x32:0,0=dfcaverns_slade_block.png:0,16=dfcaverns_slade_block.png)^dfcaverns_chest_mask_interior.png", backface_culling = true},
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},
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is_ground_content = false,
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mesh = "dfcaverns_chest_open.obj",
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drawtype= "mesh",
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visual = "mesh",
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paramtype2="facedir",
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groups = {stone=1, slade=1, pit_plasma_resistant=1, mese_radiation_shield=1, cracky = 3, building_block=1, material_stone=1, not_in_creative_inventory=1},
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drop = "df_underworld_items:puzzle_chest_closed",
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sounds = df_dependencies.sound_stone({ footstep = { name = "bedrock2_step", gain = 1 } }),
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_mcl_blast_resistance = 1200,
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_mcl_hardness = 50,
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on_rightclick = show_formspec,
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can_dig = puzzle_chest_can_dig,
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})
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