dfcaverns/bones_loot/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

206 lines
5.9 KiB
Lua

local S = minetest.get_translator(minetest.get_current_modname())
local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
bones_loot = {}
local bones_formspec =
"size[8,9]"
.."list[current_name;main;0,0.3;8,4;]"
.."list[current_player;main;0,4.85;8,1;]"
.."list[current_player;main;0,6.08;8,3;8]"
.."listring[current_name;main]"
.."listring[current_player;main]"
..df_dependencies.get_itemslot_bg(0,0.3,8,4)
..df_dependencies.get_itemslot_bg(0,4.85,8,1)
..df_dependencies.get_itemslot_bg(0,6.08,8,3)
if minetest.get_modpath("default") then
bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
end
if minetest.get_modpath("bones") then
df_dependencies.node_name_bones = "bones:bones"
else
local function drop_item_stack(pos, stack)
if not stack or stack:is_empty() then return end
local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
minetest.add_item(vector.add(pos, drop_offset), stack)
end
minetest.register_node("bones_loot:bones", {
description = S("Bones"),
tiles = {
"bones_top.png^[transform2",
"bones_bottom.png",
"bones_side.png",
"bones_side.png",
"bones_rear.png",
"bones_front.png"
},
paramtype2 = "facedir",
groups = {oddly_diggable_by_hand=1, handy=1, container=2},
sounds = df_dependencies.sound_gravel(),
_mcl_hardness = 1.5,
_mcl_blast_resistance = 6,
can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
return inv:is_empty("main")
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", bones_formspec)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end,
on_blast = function(pos, intensity)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, inv:get_size("main") do
drop_item_stack(pos, inv:get_stack("main", i))
end
meta:from_table()
minetest.remove_node(pos)
if math.random(1, math.floor((intensity or 1) * 2)) ~= 1 then return end
drop_item_stack(pos, "bones_loot:bones")
end
})
df_dependencies.node_name_bones = "bones_loot:bones"
end
local bones_node = df_dependencies.node_name_bones
local local_loot = {}
local local_loot_register = function(t)
if t.name ~= nil then
t = {t} -- single entry
end
for _, loot in ipairs(t) do
table.insert(local_loot, loot)
end
end
-- we could do this for the dungeon_loot registered loot table as well,
-- but best not to meddle in other mods' internals if it can be helped.
local clean_up_local_loot = function()
if local_loot == nil then return end
for i = #local_loot, 1, -1 do
if not minetest.registered_items[local_loot[i].name] then
table.remove(local_loot, i)
end
end
end
-- Uses same table format as dungeon_loot
-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
if dungeon_loot_path then
bones_loot.register_loot = dungeon_loot.register
else
bones_loot.register_loot = local_loot_register
minetest.after(0, clean_up_local_loot)
end
local get_loot_list = function(pos, loot_type, exclusive_loot_type)
local loot_table
if dungeon_loot_path then
loot_table = dungeon_loot.registered_loot
else
loot_table = local_loot
end
local item_list = {}
local pos_y = pos.y
for _, loot in ipairs(loot_table) do
if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
if (not exclusive_loot_type and loot.types == nil) or
(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
table.insert(item_list, loot)
end
end
end
return item_list
end
local shuffle = function(tbl)
for i = #tbl, 2, -1 do
local rand = math.random(i)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
shuffle(item_list)
-- apply chances / randomized amounts and collect resulting items
local items = {}
for _, loot in ipairs(item_list) do
if math.random() <= loot.chance then
local itemdef = minetest.registered_items[loot.name]
if itemdef then
local amount = 1
if loot.count ~= nil then
amount = math.random(loot.count[1], loot.count[2])
end
if itemdef.tool_capabilities then
for n = 1, amount do
local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
table.insert(items, ItemStack({name = loot.name, wear = wear}))
max_stacks = max_stacks - 1
if max_stacks <= 0 then break end
end
else
local stack_max = itemdef.stack_max
while amount > 0 do
table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
amount = amount - stack_max
max_stacks = max_stacks - 1
if max_stacks <= 0 then break end
end
end
end
end
if max_stacks <= 0 then break end
end
return items
end
bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
minetest.set_node(pos, {name=bones_node, param2 = math.random(1,4)-1})
local meta = minetest.get_meta(pos)
if infotext == nil then
infotext = S("Someone's old bones")
end
meta:set_string("infotext", infotext)
meta:set_string("formspec", bones_formspec)
if max_stacks and max_stacks > 0 then
local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
for _, item in ipairs(loot) do
inv:add_item("main", item)
end
end
end
minetest.register_lbm({
label = "Repair underworld bones formspec",
name = "bones_loot:repair_underworld_bones_formspec",
nodenames = {bones_node},
action = function(pos, node)
local meta = minetest.get_meta(pos)
if not meta:get("formspec") then
meta:set_string("formspec", bones_formspec)
end
end,
})