dfcaverns/df_mapitems/castle_coral.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

98 lines
3.3 KiB
Lua

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