-- see also, fungal_tree.lua -- player surface damage and hunger local dps_delay = 3000000 local last_dps_check = 0 local cold_delay = 5 local monster_delay = 3 local hunger_delay = 60 local dps_count = hunger_delay -- maximum number of mobs near player in fortresses local fortress_mob_count = 5 local mushrooms = {"flowers:mushroom_brown", "flowers:mushroom_red"} local hunger_mod = minetest.get_modpath("hunger") -- fungal tree nodes local fungal_tree_leaves = {} for i = 1, 4 do fungal_tree_leaves[#fungal_tree_leaves+1] = "fun_caves:fungal_tree_leaves_"..i end local leaves = {} for _, leaf in pairs(fungal_tree_leaves) do leaves[leaf] = true end -- hot spike parameters local spike_air = {} spike_air['default:lava_source'] = true spike_air['default:lava_source'] = true spike_air['default:lava_flowing'] = true local spike_soil = {} spike_soil['fun_caves:hot_cobble'] = true spike_soil['fun_caves:black_sand'] = true ------------------------------------------------------------ -- all the fun_caves globalstep functions ------------------------------------------------------------ minetest.register_globalstep(function(dtime) local time = minetest.get_us_time() -- Execute only after an interval. if last_dps_check and time - last_dps_check < dps_delay then return end -- Promote mobs based on spawn position for _, mob in pairs(minetest.luaentities) do if not mob.initial_promotion then local pos = mob.object:getpos() if mob.hp_max and mob.object and mob.health and mob.damage then local factor = 1 + (math.max(math.abs(pos.x), math.abs(pos.y), math.abs(pos.z)) / 6200) if fun_caves.is_fortress(pos) then mob.started_in_fortress = true factor = factor * 1.5 end mob.hp_max = math.floor(mob.hp_max * factor) mob.damage = math.floor(mob.damage * factor) if fun_caves.DEBUG then print("Promoting "..mob.name..": "..mob.hp_max.." at "..pos.x..","..pos.y..","..pos.z) end mob.object:set_hp(mob.hp_max) mob.health = mob.hp_max mob.initial_promotion = true check_for_death(mob) end end end -- Spawn mobs in fortresses -- only when a player is near local players = minetest.get_connected_players() for i = 1, #players do local player = players[i] local pos = player:getpos() -- How many mobs are up at the moment? This is a rough check. if fun_caves.fortress_spawns and #fun_caves.fortress_spawns > 0 and dps_count % monster_delay == 0 then local mob_count = 0 for _, mob in pairs(minetest.luaentities) do if mob.health and mob.started_in_fortress then local dist = vector.subtract(pos, mob.object:getpos()) local dist2 = math.max(math.abs(dist.x), math.abs(dist.y * 5), math.abs(dist.z)) if dist2 < 30 then mob_count = mob_count + 1 end end end -- If we need more, spawn them. if mob_count < fortress_mob_count then local floor_nodes, count = minetest.find_nodes_in_area_under_air({x=pos.x-30, y=pos.y-2, z=pos.z-30}, {x=pos.x+30, y=pos.y+2, z=pos.z+30}, {"group:fortress"}) if #floor_nodes > 0 then local new_mob_pos = floor_nodes[math.random(#floor_nodes)] new_mob_pos.y = new_mob_pos.y + 2 -------------------------------------- -- Mobs are treated exacty the same. Spawn harder ones differently? -------------------------------------- local name = fun_caves.fortress_spawns[math.random(#fun_caves.fortress_spawns)] local mob = minetest.add_entity(new_mob_pos, name) if mob then print("Fun Caves: Spawned "..name.." at ("..new_mob_pos.x..","..new_mob_pos.y..","..new_mob_pos.z..")") else print("Fun Caves: failed to spawn "..name) end end end end -- environmental damage if fun_caves.DEBUG and player:get_hp() < 20 then -- Regenerate the player while testing. print("HP: "..player:get_hp()) player:set_hp(20) return else local minp = vector.subtract(pos, 0.5) local maxp = vector.add(pos, 0.5) -- ... from standing on or near hot objects. local counts = minetest.find_nodes_in_area(minp, maxp, {"group:surface_hot"}) if #counts > 1 then player:set_hp(player:get_hp() - 1) end -- ... from standing on or near poison. local counts = minetest.find_nodes_in_area(minp, maxp, {"group:poison"}) if #counts > 1 then player:set_hp(player:get_hp() - 1) end -- ... from standing on or near cold objects (less often). if dps_count % cold_delay == 0 then counts = minetest.find_nodes_in_area(minp, maxp, {"group:surface_cold"}) if #counts > 1 then player:set_hp(player:get_hp() - 1) end end -- ... from hunger (even less often). if dps_count % hunger_delay == 0 then if hunger_mod then hunger.update_hunger(player, hunger.players[player:get_player_name()].lvl - 4) else player:set_hp(player:get_hp() - 1) end end end end -- Set this outside of the player loop, to affect everyone. if dps_count % hunger_delay == 0 then dps_count = hunger_delay end last_dps_check = minetest.get_us_time() dps_count = dps_count - 1 end) ------------------------------------------------------------ -- destruction ------------------------------------------------------------ -- Exploding fungal fruit minetest.register_abm({ nodenames = {"fun_caves:fungal_tree_fruit"}, interval = 30 * fun_caves.time_factor, chance = 15, catch_up = false, action = function(pos, node) fun_caves.soft_boom(pos) end }) -- Exploding fungal fruit -- in a fire minetest.register_abm({ nodenames = {"fun_caves:fungal_tree_fruit"}, neighbors = {"fire:basic_flame"}, interval = 10 * fun_caves.time_factor, chance = 5, catch_up = false, action = function(pos, node) fun_caves.soft_boom(pos) end }) -- giant/huge mushroom "leaf decay" -- This should be more efficient than the normal leaf decay, -- since it only checks below the node. minetest.register_abm({ nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"}, interval = 5 * fun_caves.time_factor, chance = 5, action = function(pos, node) -- Check for stem under the cap. local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z}) if not node_under or node_under.name ~= "fun_caves:giant_mushroom_stem" then minetest.set_node(pos, {name = "air"}) return end end }) -- Destroy mushroom caps in the light. minetest.register_abm({ nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"}, interval = 15 * fun_caves.time_factor, chance = 15, action = function(pos, node) if (minetest.get_node_light(pos, nil) or 99) >= fun_caves.light_max + 2 then minetest.set_node(pos, {name = "air"}) return end end }) ------------------------------------------------------------ -- creation ------------------------------------------------------------ -- fungal spread minetest.register_abm({ nodenames = fungal_tree_leaves, neighbors = {"air", "group:liquid"}, interval = 5 * fun_caves.time_factor, chance = 10, catch_up = false, action = function(pos, node) if (minetest.get_node_light(pos, nil) or 99) >= fun_caves.light_max + 2 then minetest.remove_node(pos) return end local grow_pos = {x=pos.x, y=pos.y-1, z=pos.z} local grow_node = minetest.get_node_or_nil(grow_pos) if grow_node and grow_node.name == "air" then minetest.set_node(grow_pos, {name = node.name}) return end grow_pos = {x=math.random(-1,1)+pos.x, y=math.random(-1,1)+pos.y, z=math.random(-1,1)+pos.z} grow_node = minetest.get_node_or_nil(grow_pos) if grow_node and grow_node.name == "air" and (minetest.get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then minetest.set_node(grow_pos, {name = node.name}) return elseif grow_node and leaves[grow_node.name] and grow_node.name ~= node.name then minetest.set_node(grow_pos, {name = 'air'}) return end if math.random(40) == 1 then minetest.set_node(pos, {name = "fun_caves:fungal_tree_fruit"}) return end if math.random(100) == 1 then minetest.set_node(pos, {name = fungal_tree_leaves[math.random(#fungal_tree_leaves)]}) return end end }) -- mushroom growth -- caps regenerate in time minetest.register_abm({ nodenames = {"fun_caves:giant_mushroom_stem"}, interval = 15 * fun_caves.time_factor, chance = 10, action = function(pos, node) local pos_up = {x=pos.x,y=pos.y+1,z=pos.z} local node_up = minetest.get_node_or_nil(pos_up) if not node_up or node_up.name ~= "air" then return end if (minetest.get_node_light(pos_up, nil) or 99) <= fun_caves.light_max then minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"}) end end }) -- new fungi minetest.register_abm({ nodenames = {"default:dirt"}, neighbors = {"air"}, interval = 10 * fun_caves.time_factor, chance = 10, action = function(pos, node) if pos.y > 0 then return end local grow_pos = {x=pos.x, y=pos.y+1, z=pos.z} local grow_node = minetest.get_node_or_nil(grow_pos) if grow_node and grow_node.name == "air" and (minetest.get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then if math.random(4) == 1 then minetest.set_node(grow_pos, {name = fungal_tree_leaves[math.random(#fungal_tree_leaves)]}) else minetest.set_node(grow_pos, {name = mushrooms[math.random(#mushrooms)]}) end end end }) -- mushroom growth -- small into huge minetest.register_abm({ nodenames = mushrooms, interval = 100 * fun_caves.time_factor, chance = 25, action = function(pos, node) -- Clumsy, but it's the best way to limit them to caves. if pos.y > 0 then return end local pos_up = {x=pos.x,y=pos.y+1,z=pos.z} local node_up = minetest.get_node_or_nil(pos_up) if not node_up or node_up.name ~= "air" then return end local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z}) if not node_under or minetest.get_item_group(node_under.name, "soil") == 0 or (minetest.get_node_light(pos_up, nil) or 99) > fun_caves.light_max then return end minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"}) minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"}) end }) -- mushroom growth -- huge into giant minetest.register_abm({ nodenames = {"fun_caves:huge_mushroom_cap"}, interval = 500 * fun_caves.time_factor, chance = 30, action = function(pos, node) local pos_up = {x=pos.x,y=pos.y+1,z=pos.z} local node_up = minetest.get_node_or_nil(pos_up) if not node_up or node_up.name ~= "air" then return end -- Check for soil. node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 2, z = pos.z}) if not node_under or minetest.get_item_group(node_under.name, "soil") == 0 or (minetest.get_node_light(pos_up, nil) or 99) > fun_caves.light_max then return end minetest.set_node(pos_up, {name = "fun_caves:giant_mushroom_cap"}) minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"}) end }) -- Spike spread and death minetest.register_abm({ nodenames = fun_caves.hot_spikes, interval = 30 * fun_caves.time_factor, chance = 30, action = function(pos, node) if not fun_caves.hot_spike then return end local spike_num = fun_caves.hot_spike[node.name] if not spike_num then return end if spike_num < #fun_caves.hot_spikes then minetest.set_node(pos, {name=fun_caves.hot_spikes[spike_num+1]}) return end local new_pos = { x = pos.x + math.random(-2, 2), y = pos.y + math.random(-1, 1), z = pos.z + math.random(-2, 2) } local new_node = minetest.get_node_or_nil(new_pos) if not (new_node and spike_air[new_node.name]) then return end local node_under = minetest.get_node_or_nil({x = new_pos.x, y = new_pos.y - 1, z = new_pos.z}) if not (node_under and spike_soil[node_under.name]) then return end minetest.set_node(new_pos, {name = hot_spikes[1]}) end }) ------------------------------------------------------------ -- meteors ------------------------------------------------------------ -- meteor strikes minetest.register_abm({ nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass"}, neighbors = {"air"}, interval = 100000 * fun_caves.time_factor, catch_up = false, chance = 10000, action = function(pos, node) local ps = {} local players = minetest.get_connected_players() for i = 1, #players do local pp = players[i]:getpos() if pp and pp.y > 0 then local sky = {} sky.bgcolor, sky.type, sky.textures = players[i]:get_sky() ps[#ps+1] = { p = players[i], sky = sky } players[i]:set_sky(0xffffff, "plain", {}) end end minetest.set_node(pos, {name="fun_caves:meteorite_crater"}) print('Fun Caves: meteorite impact '..pos.x..','..pos.y..','..pos.z) minetest.after(1, function() for i = 1, #ps do ps[i].p:set_sky(ps[i].sky.bgcolor, ps[i].sky.type, ps[i].sky.textures) end end) end }) -- Remove old craters. minetest.register_abm({ nodenames = {"fun_caves:meteorite_crater"}, interval = 100 * fun_caves.time_factor, chance = 10, action = function(pos, node) minetest.set_node(pos, {name="default:dirt"}) end }) ------------------------------------------------------------ -- explosive functions ------------------------------------------------------------ -- All of this is copied from TNT, but modified to leave stone intact. -- Fill a list with data for content IDs, after all nodes are registered local cid_data = {} minetest.after(0, function() for name, def in pairs(minetest.registered_nodes) do cid_data[minetest.get_content_id(name)] = { name = name, --drops = def.drops, flammable = def.groups.flammable, choppy = def.groups.choppy, fleshy = def.groups.fleshy, snappy = def.groups.snappy, on_blast = def.on_blast, } end end) local function add_effects(pos, radius) minetest.add_particlespawner({ amount = 128, time = 1, minpos = vector.subtract(pos, radius / 2), maxpos = vector.add(pos, radius / 2), minvel = {x=-20, y=-20, z=-20}, maxvel = {x=20, y=20, z=20}, minacc = vector.new(), maxacc = vector.new(), minexptime = 1, maxexptime = 3, minsize = 8, maxsize = 16, texture = "tnt_smoke.png", }) end local function destroy(pos, cid) local def = cid_data[cid] if not def or minetest.is_protected(pos, "") then return end if def.on_blast then def.on_blast(vector.new(pos), 1) return end if def.snappy == nil and def.choppy == nil and def.fleshy == nil and def.name ~= "fire:basic_flame" then return end minetest.set_node(pos, {name="air"}) end local function explode(pos, radius) local pos = vector.round(pos) local vm = VoxelManip() local p1 = vector.subtract(pos, radius) local p2 = vector.add(pos, radius) local minp, maxp = vm:read_from_map(p1, p2) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() local drops = {} local p = {} local c_air = minetest.get_content_id("air") for z = -radius, radius do for y = -radius, 4*radius do local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z) for x = -radius, radius do if (x * x) + (y * y / 4) + (z * z) <= (radius * radius) + math.random(-radius, radius) then local cid = data[vi] p.x = pos.x + x p.y = pos.y + y p.z = pos.z + z if cid ~= c_air then destroy(p, cid) end end vi = vi + 1 end end end end local function calc_velocity(pos1, pos2, old_vel, power) local vel = vector.direction(pos1, pos2) vel = vector.normalize(vel) vel = vector.multiply(vel, power) -- Divide by distance local dist = vector.distance(pos1, pos2) dist = math.max(dist, 1) vel = vector.divide(vel, dist) -- Add old velocity vel = vector.add(vel, old_vel) return vel end local function entity_physics(pos, radius) -- Make the damage radius larger than the destruction radius radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) for _, obj in pairs(objs) do local obj_pos = obj:getpos() local obj_vel = obj:getvelocity() local dist = math.max(1, vector.distance(pos, obj_pos)) if obj_vel ~= nil then obj:setvelocity(calc_velocity(pos, obj_pos, obj_vel, radius * 10)) end local damage = (4 / dist) * radius obj:set_hp(obj:get_hp() - damage) end end fun_caves.soft_boom = function(pos) if not pos then return end local node = minetest.get_node_or_nil(pos) if not node then return end minetest.sound_play("tnt_explode", {pos=pos, gain=1.5, max_hear_distance=2*64}) local radius = 5 minetest.set_node(pos, {name="air"}) explode(pos, radius) entity_physics(pos, radius) add_effects(pos, radius) end --local function burn(pos) -- minetest.get_node_timer(pos):start(1) --end ----------------------------------------------- -- testing only -- remove before distribution ----------------------------------------------- -- Mushroom spread and death --minetest.register_abm({ -- nodenames = mushrooms, -- interval = 1 * fun_caves.time_factor, -- chance = 50, -- action = function(pos, node) -- if minetest.get_node_light(pos, nil) >= fun_caves.light_max + 2 then -- minetest.remove_node(pos) -- return -- end -- local random = { -- x = pos.x + math.random(-2, 2), -- y = pos.y + math.random(-1, 1), -- z = pos.z + math.random(-2, 2) -- } -- local random_node = minetest.get_node_or_nil(random) -- if not random_node or random_node.name ~= "air" then -- return -- end -- local node_under = minetest.get_node_or_nil({x = random.x, -- y = random.y - 1, z = random.z}) -- if not node_under then -- return -- end -- -- if (minetest.get_item_group(node_under.name, "soil") ~= 0 or -- minetest.get_item_group(node_under.name, "tree") ~= 0) and -- minetest.get_node_light(pos, 0.5) <= fun_caves.light_max and -- minetest.get_node_light(random, 0.5) <= fun_caves.light_max then -- minetest.set_node(random, {name = node.name}) -- end -- end --})