dfcaverns/hunter_statue/init.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

165 lines
5.3 KiB
Lua

local S = minetest.get_translator(minetest.get_current_modname())
hunter_statue = {}
-- override this to allow achievements to be recorded without requiring a dependency
hunter_statue.player_punched = function(node_name, pos, player) end
local statue_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 95/64, 0.5},
},
}
local fourtyfivedegrees = math.pi/4
local sixtydegrees = math.pi/3
local default_sounds
if minetest.get_modpath("default") then
default_sounds = default.node_sound_stone_defaults()
end
local test_array = {
{x=0,y=0,z=0},
{x=0,y=-1,z=0},
{x=0,y=1,z=0},
{x=0,y=-2,z=0},
{x=0,y=2,z=0},
}
--statue_def = {
-- description = name of statue type
-- tiles = {}
-- drop = ""
-- sounds =
-- groups = {}
-- interval = 1
-- chance = 1
-- damage = 8
-- knockback = 16
-- tnt_vulnerable = false
-- tnt_debris =
-- hunters_allowed_here = -- function(pos)
-- other_overrides =
--}
hunter_statue.register_hunter_statue = function(node_name, statue_def)
local def = {
description = statue_def.description or S("Hunter Statue"),
-- _doc_items_longdesc = long_description,
-- _doc_items_usagehelp = usage_help,
drawtype = "mesh",
mesh = "hunter_statue.obj",
tiles = statue_def.tiles or {},
paramtype2 = "facedir",
drop = statue_def.drop or "",
collision_box = statue_box,
selection_box = statue_box,
groups = statue_def.groups or {falling_node = 1},
sounds = statue_def.sounds or default_sounds,
}
if statue_def.tnt_vulnerable then
def.on_blast = function(pos, intensity)
if intensity >= 1.0 then
minetest.set_node(pos, {name= statue_def.tnt_debris or "air"})
minetest.check_for_falling(pos)
end
end
end
if statue_def.other_overrides then
for k, v in pairs(statue_def.other_overrides) do
def[k] = v
end
end
local knockback = statue_def.knockback or 16
local damage = statue_def.damage or 8
local hunters_allowed_here = statue_def.hunters_allowed_here
minetest.register_node(node_name, def)
minetest.register_abm({
label = node_name .. " ABM",
nodenames = {node_name},
interval = statue_def.interval or 1.0,
chance = statue_def.chance or 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local players = minetest.get_connected_players()
local nearest_distance = 50
local nearest_player = nil
local nearest_pos = nil
for _, player in pairs(players) do
local player_pos = player:get_pos()
local player_distance = vector.distance(pos, player_pos)
-- ignore far-away players
if player_distance < 50 then
local look_dir = player:get_look_dir()
local statue_dir = vector.direction(player_pos, pos)
local angle = vector.angle(look_dir, statue_dir)
if angle < sixtydegrees then
-- raycast test?
-- a player is looking, do nothing
return
elseif player_distance < nearest_distance then
nearest_distance = player_distance
nearest_player = player
nearest_pos = player_pos
end
end
end
if nearest_player then
if nearest_distance < 2 then
local armour_multiplier = 1
local fleshy_armour = nearest_player:get_armor_groups().fleshy
if fleshy_armour then
armour_multiplier = fleshy_armour/100
end
nearest_player:add_velocity(vector.multiply(vector.direction(pos, nearest_pos), knockback))
nearest_player:set_hp(math.max(nearest_player:get_hp() - damage*armour_multiplier, 0))
minetest.sound_play({name="hunter_statue_thud"}, {pos = nearest_pos})
hunter_statue.player_punched(node_name, pos, nearest_player)
return
end
local player_dir = vector.direction(pos, nearest_pos)
local new_facedir = minetest.dir_to_facedir(player_dir)
local new_pos = vector.round(vector.add(pos, player_dir))
for _, add_pos in ipairs(test_array) do
local test_base = vector.add(new_pos, add_pos)
if hunters_allowed_here == nil or hunters_allowed_here(test_base) then
local test_base_node = minetest.get_node(test_base)
local test_base_node_def = minetest.registered_nodes[test_base_node.name]
if test_base_node_def and test_base_node_def.buildable_to then
local test_above = vector.add(test_base, {x=0, y=1, z=0})
local test_above_node = minetest.get_node(test_above)
local test_above_node_def = minetest.registered_nodes[test_above_node.name]
if test_above_node_def and test_above_node_def.buildable_to then
local test_below = vector.add(test_base, {x=0, y=-1, z=0})
local test_below_node = minetest.get_node(test_below)
local test_below_node_def = minetest.registered_nodes[test_below_node.name]
if test_below_node_def and test_below_node_def.walkable then
minetest.set_node(pos, {name="air"}) -- old location
minetest.set_node(test_above, {name="air"}) -- some kind of filler node?
node.param2 = new_facedir
minetest.set_node(test_base, node)
minetest.check_for_falling({x=pos.x, y=pos.y+1, z=pos.z})
minetest.sound_play({name="hunter_statue_brick_step"}, {pos = pos, gain = 0.5})
return
end
end
end
end
end
if node.param2 ~= new_facedir then
node.param2 = new_facedir
minetest.set_node(pos, node)
minetest.sound_play({name="hunter_statue_turn_grind"}, {pos = pos, gain = 0.5})
end
end
end,
})
end