fun_caves/abms.lua
2016-06-16 00:46:19 -05:00

673 lines
19 KiB
Lua

-- see also, fungal_tree.lua
-- player surface damage and hunger
local dps_delay = 3000000
if fun_caves.DEBUG then
local dps_delay = 1000000
end
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 players_in_orbit = {}
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
if pos.y >= 11168 and pos.y <= 15168 then
if not players_in_orbit[player:get_player_name()] then
player:set_physics_override({gravity=0.1})
player:set_sky("#000000", "plain", {})
players_in_orbit[player:get_player_name()] = true
end
elseif players_in_orbit[player:get_player_name()] then
player:set_sky("#000000", "regular", {})
minetest.after(20, function()
player:set_physics_override({gravity=1})
end)
players_in_orbit[player:get_player_name()] = false
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 = 20 * 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
------------------------------------------------------------
-- vacuum sucks
minetest.register_abm({
nodenames = {"fun_caves:vacuum"},
neighbors = {"air"},
interval = fun_caves.time_factor,
chance = 1,
action = function(pos, node)
if pos.y <= 11168 or pos.y >= 15168 then
return
end
local p1 = vector.subtract(pos, 1)
local p2 = vector.add(pos, 1)
local positions = minetest.find_nodes_in_area(p1, p2, {"air"})
for _, p3 in pairs(positions) do
local node2 = minetest.get_node_or_nil(p3)
if node2 and node2.name == 'air' then
minetest.set_node(p3, {name = 'fun_caves:vacuum'})
end
end
end
})
-- 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 = 15,
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 = 75 * 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 = 300 * 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 = 1000000 * fun_caves.time_factor,
catch_up = false,
chance = 30000,
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
--})