Makes ice slippery and removes messages of depreciation

This commit is contained in:
bri cassa 2021-03-21 17:18:46 +01:00
parent e8a15bf467
commit 8dae0a0246
5 changed files with 38 additions and 50 deletions

View File

@ -96,7 +96,7 @@ if snow.enable_snowfall then
for _, player in ipairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local pos_player = player:getpos()
local pos_player = player:get_pos()
local pposy = math.floor(pos_player.y) + 2 -- Precipitation when swimming
if pposy >= YLIMIT - 2 then
local pposx = math.floor(pos_player.x)
@ -107,9 +107,9 @@ if snow.enable_snowfall then
local nobj_humid = minetest.get_perlin(np_humid)
local nobj_prec = minetest.get_perlin(np_prec)
local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
local nval_temp = nobj_temp:get_2d({x = pposx, y = pposz})
local nval_humid = nobj_humid:get_2d({x = pposx, y = pposz})
local nval_prec = nobj_prec:get_2d({x = os.clock() / 60, y = 0})
-- Biome system: Frozen biomes below heat 35,
-- deserts below line 14 * t - 95 * h = -1496
@ -151,14 +151,13 @@ if snow.enable_snowfall then
((time - 0.1875) / 0.0521) * difsval)
end
-- Set sky to overcast bluish-grey
player:set_sky(
{r = sval, g = sval, b = sval + 16, a = 255},
"plain",
{}
)
player:set_sky({
base_color = {r = sval, g = sval, b = sval + 16, a = 255},
type = "plain",
})
else
-- Reset sky to normal
player:set_sky({}, "regular", {})
player:set_sky({type = "regular"})
end
end

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@ -66,10 +66,10 @@ end)
-- Christmas egg
if minetest.global_exists"skins" then
skins.add"character_snow_man"
end
-- Christmas egg
if minetest.global_exists("skins") then
skins.add("character_snow_man")
end
-- Decorated Pine Leaves
@ -291,8 +291,7 @@ local function snow_onto_dirt(pos)
local node = minetest.get_node(pos)
if node.name == "default:dirt_with_grass"
or node.name == "default:dirt" then
node.name = "default:dirt_with_snow"
minetest.set_node(pos, node)
minetest.set_node(pos, {name = "default:dirt_with_snow"})
end
end
@ -312,14 +311,9 @@ nodedef = {
-- by player position. ~ LazyJ
-- I made this a little harder to dig than snow blocks because
-- I imagine snow brick as being much more dense and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1},
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1, cools_lava = 1, snowy = 1},
--Let's use the new snow sounds instead of the old grass sounds. ~ LazyJ
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
sounds = default.node_sound_snow_defaults(),
-- The "on_construct" part below, thinking in terms of layers,
-- dirt_with_snow could also double as dirt_with_frost which adds subtlety
-- to the winterscape. ~ LazyJ
@ -329,17 +323,14 @@ nodedef = {
-- Snow Brick
minetest.register_node("snow:snow_brick", table.copy(nodedef))
-- hard Ice Brick, original texture from LazyJ
local ibdef = table.copy(nodedef)
ibdef.description = "Ice Brick"
ibdef.tiles = {"snow_ice_brick.png"}
ibdef.use_texture_alpha = true
ibdef.use_texture_alpha = "blend"
ibdef.drawtype = "glasslike"
ibdef.groups = {cracky=1, crumbly=1, choppy=1, melts=1}
ibdef.sounds = default.node_sound_glass_defaults({
dug = {name="default_hard_footstep", gain=1}
})
ibdef.groups = {cracky=1, crumbly=1, choppy=1, melts=1, cools_lava = 1, slippery = 3}
ibdef.sounds = default.node_sound_ice_defaults()
minetest.register_node("snow:ice_brick", ibdef)
@ -351,44 +342,38 @@ nodedef.tiles = {"snow_snow_cobble.png"}
minetest.register_node("snow:snow_cobble", nodedef)
-- Override Default Nodes to Add Extra Functions
local groups = minetest.registered_nodes["default:ice"].groups
groups["melt"] = 1
minetest.override_item("default:ice", {
use_texture_alpha = true,
param2 = 0, --param2 is reserved for how much ice will freezeover.
sunlight_propagates = true, -- necessary for dirt_with_grass/snow/just dirt ABMs
drawtype = "glasslike",
tiles = {"default_ice.png^[brighten"},
use_texture_alpha = "blend",
param2 = 0, --param2 is reserved for how much ice will freezeover.
sunlight_propagates = true, -- necessary for dirt_with_grass/snow/just dirt ABMs
tiles = {"snow_ice.png^[brighten"},
liquidtype = "none",
-- I made this a lot harder to dig than snow blocks because ice is much more dense
-- and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=1, choppy=1, --[[oddly_breakable_by_hand=1,]] melts=1},
groups = groups,
on_construct = snow_onto_dirt,
liquids_pointable = true,
--Make ice freeze over when placed by a maximum of 10 blocks.
after_place_node = function(pos)
minetest.set_node(pos, {name="default:ice", param2=math.random(0,10)})
end
end,
})
groups = minetest.registered_nodes["default:snowblock"].groups
for g,v in pairs({melts=1, icemaker=1, cooks_into_ice=1, falling_node=1}) do
groups[g] = v
end
minetest.override_item("default:snowblock", {
-- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
liquidtype = "none",
paramtype = "light",
sunlight_propagates = true,
-- Snow blocks should be easy to dig because they are just fluffy snow. ~ LazyJ
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=1,
icemaker=1, cooks_into_ice=1, falling_node=1},
--drop = "snow:snow_cobble",
on_construct = snow_onto_dirt
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
on_construct = snow_onto_dirt,
groups = groups,
})
minetest.override_item("default:snow", {
drop = {
max_items = 2,

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@ -45,7 +45,11 @@ if minetest.get_modpath("moreblocks") and
ndef.groups.icemaker = nil
ndef.groups.cooks_into_ice = nil
ndef.after_place_node = nil
if string.find(name, "ice") then
ndef.use_texture_alpha = "blend"
else
ndef.use_texture_alpha = "opaque"
end
stairsplus:register_all(mod, name, nodename, ndef)
if was_in_stairs[name] then

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