124 Commits

Author SHA1 Message Date
Aaron Suen
169f226ba7 Punch item entities to jar them loose if they get "stuck". 2019-01-26 12:50:06 -05:00
Aaron Suen
a7d7aefc5c Add ladders.
Can construct simply using a stack of sticks.  Makes it possible to
maintainably tunnel upwards to bring in sunlight for indoor light
for shallow builds, and provides a safe walking surface above.

Also:
- Fixed recipe rotation to include normal check.
2019-01-26 12:28:52 -05:00
Aaron Suen
739ad29acc Be a little more forgiving on tool wear for stonifying wood tools.
Allow up to 2% wear.  Sometimes you're diggng with a stone tool and
the tip breaks off and you don't notice (there's no sound yet),
so you accidentally dig a little with the wood tool and get it a
little dirty.  Let's be a little forgiving, and allow the stone
tip applicaton to also apply a little "repair" to the underlying
wood tool.
2019-01-26 11:39:55 -05:00
Aaron Suen
ffac1253d7 Remove debug code. 2019-01-25 09:31:40 -05:00
Aaron Suen
fcb8463953 Stone-tipped tools.
- Add a bit of stone to the tip of a wooden tool to harden it.
- Stone tools wear back down to their wooden originals.
- Stone tools dig faster, but wear quickly, so you need to pay
  attention to wear levels and carry spare stone tips.

Also:
- Nerfed mining speeds again, but made higher-tier tools much
  faster relative to lower.
- Nerfed tool durability as well.

Also:
- Standardized item ejection logic.
2019-01-25 09:26:15 -05:00
Aaron Suen
c6f1c10604 Eject inventory on death, bias ejection upwards. 2019-01-25 01:23:44 -05:00
Aaron Suen
4bf1f7ae85 Remove the cheat tool again. 2019-01-25 01:17:08 -05:00
Aaron Suen
d70c20cd3b Item stacking refinements.
Try to place items into existing stacks when searching for a
settling location.

Try to launch items from reasonable corners of a source node in
item_eject so they don't self-collide and end up in one pile.
2019-01-25 01:15:14 -05:00
Aaron Suen
5c876fc506 Fix repacking when holding item stacks 2019-01-25 00:54:11 -05:00
Aaron Suen
5fe1fe0c29 Fix crash on log splitting. 2019-01-25 00:27:49 -05:00
Aaron Suen
89eed21f14 Don't define "up-level dig times".
For now this is a stopgap to make sure that things aren't diggable
now that we want not to be.

This whole group level thing is kind of a mess.  We will probably
have to switch to a strategy of using fewer levels and more
different groups in the long run.  Based on the feedback I've been
getting in the MT Discord, it sounds like the number of tiers may
not be very flexible.
2019-01-25 00:17:47 -05:00
Aaron Suen
83481827f9 Break loose cobble into stone chips.
- Chip apart loose cobble with a pick.
- Hammer stones back together with a mallet.
- Repacking with mallets now wears tool.
2019-01-25 00:12:29 -05:00
Aaron Suen
375ed437d0 Significantly incrase item settling distance. 2019-01-24 23:34:08 -05:00
Aaron Suen
b6a83b2791 Pummel API overhaul.
- Make check/resolve functions naturally paired instead of having
  to test the "check" value, so we can use the "check" value for
  more specific parameter stuff.
- Make existing pummel logic use a standard tool speed check.
2019-01-24 23:16:12 -05:00
Aaron Suen
ee7dda9b4c Dig time. 2019-01-24 22:12:19 -05:00
Aaron Suen
8e47b687d0 TOOL CAPABILITIES / LEVELS OVERHAUL
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
  - Level 1 is for "hand" or "primitive" tools.
  - Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
  are the main thing that makes e.g. stone harder to dig than dirt.

The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.
2019-01-24 22:08:05 -05:00
Aaron Suen
7080270e56 Fully rename iron to lode.
Also refactored API to handle simple aliasing on rename
automatically, and allow registration intercept for non-node
item defs too.
2019-01-24 20:45:14 -05:00
Aaron Suen
aa69bca2b1 Fix fire not going out when completely immersed. 2019-01-23 23:16:03 -05:00
Aaron Suen
d61b50bf91 Lava starts fires, water douses them. 2019-01-23 23:06:06 -05:00
Aaron Suen
ea35dce6cd Make gravel more common, make cobble show infused material more. 2019-01-23 22:47:00 -05:00
Aaron Suen
e3beb7d54b Finally add a "cheat" tool.
Got tired of not being able to dig through stuff when I'm trying
to debug something.
2019-01-23 22:46:17 -05:00
Aaron Suen
93ee94a273 Make gravel generate on map. 2019-01-23 21:53:26 -05:00
Aaron Suen
3ec33d3793 Iron ore restructure.
Rename it to "lode" so that its relationship with the more familiar
iron element is less direct, to maintain a higher baseline level of
suspension of disbelief.

Also restructure the way ores work in general, especially with
respect to normal stone.  Natural ore deposits are stone with a
texture overlaid.  Cobbled ore is the same ore "stain" texture with
alpha stripped and cobbles drawn over it.  Normal cobble is now
basically what "gravel ore" would look like.  This should allow
us to get a more consistent ore appearance with fewer textues.
2019-01-23 21:29:44 -05:00
Aaron Suen
0721f29910 Minor pedantic nomenclature alteration. 2019-01-17 02:55:33 -05:00
Aaron Suen
464a0e1d89 Finite fire rework.
- There are now 6 degrees of embers.  Better fuel sources will
  make better embers.
- Embers differ only in lifespan; each class lasts twice as long
  as the previous.  Top-grade fuels may last 15 minutes or
  longer.
- Embers decay stochastically.
- Embers decay 16x as fast when smothered, but still go through
  the same lifecycle.

Also:
- Plain ash now reposes.

There are no infinite fuel sources, nor are any specifically
planned at this time.
2019-01-17 00:01:00 -05:00
Aaron Suen
88b8f1f471 Fix a typo. 2019-01-16 23:59:54 -05:00
Aaron Suen
46c2afd463 Prevent grass growth under liquids. 2019-01-13 21:05:30 -05:00
Aaron Suen
9a4dd3684c Don't rely on falling_node for stack nodes.
Falling nodes containing a node that contains an inventory can
cause a crash on trying to serialize.
2019-01-13 20:57:31 -05:00
Aaron Suen
d968be62ee Squelch excess limited ABM warnings. 2019-01-12 20:53:02 -05:00
Aaron Suen
af64f075be Fix locals. 2019-01-12 20:51:34 -05:00
Aaron Suen
85bc45e3a6 Fixed a couple of warnings. 2019-01-12 20:46:56 -05:00
Aaron Suen
983f698f2c Refacs, start on iron ore.
Iron ore is distributed in sheets.  The ore itself will not be
exposed to the air (or any other material other than stone) but
can be detected by the rusty tint it gives nearby rocks.

Iron ore is a stone that yields cobble infused with iron.

Smelting processes to produce steels are TBD.
2019-01-08 02:03:18 -05:00
Aaron Suen
79a71d7b25 Provide depth to scan_flood kernel 2019-01-06 19:23:18 -05:00
Aaron Suen
45441071ab Make items on ground have a shadow.
There are 4 different states for things in the world:
- Regular node in world
- Item stack on ground
- Item entity (falling)
- Falling node entity

The entity states are not interactable at all, and regular node
doesn't rotate.  We can help differentiate node-in-air vs
node-stack-on-ground with a shadow visual.

Sometimes a node will get stuck as an entity inside another node's
negative space (e.g. a nodebox) and having a way to tell that it's
not a real one should maybe help.
2019-01-06 18:46:00 -05:00
Aaron Suen
714e2d40ac Add cobble and loose cobble for pick usage.
Loose cobble now requires a mallet to repack into cobble.
2019-01-06 17:09:34 -05:00
Aaron Suen
c743199364 Clean up completed stuff from roadmap. 2019-01-06 15:34:14 -05:00
Aaron Suen
195a6a2f7f Added grass spread/decay.
Not super-important right now, but it was getting annoying.
2019-01-06 15:09:59 -05:00
Aaron Suen
f9abfc5e22 Fire refinements.
- Make some more materials flammable.

- Flammable items in stack form burn up too.

- Some items burn away without converting into fuel.
2019-01-06 14:51:09 -05:00
Aaron Suen
4440e1f0b8 Sticks burn up in presence of fire. 2019-01-06 14:26:27 -05:00
Aaron Suen
6a50eb33b9 Burn up sticks instead of just deleting.
This actually makes it a little easier to start a fire, in case
the node we picked to send sparks to isn't flammable enough; the
fire here may last long enough that, depending on ABM timing,
nearby tinder may catch fire anyway.
2019-01-06 13:11:51 -05:00
Aaron Suen
915cd773e2 Stricter fire starting: node must be max flammability. 2019-01-06 13:05:51 -05:00
Aaron Suen
62f0db49e0 Fire mod is now basically functional.
"Qualitative" fire now works, spreads, etc.

Rub 2 sticks/staves together to start a fire in nearby flammables.
2019-01-06 13:04:07 -05:00
Aaron Suen
7d29907ab2 Some API refactors.
- Clean up utils into multiple files.

- Standardize limited ABM.

- Standardize debug trace handling.  Instead of using chat_send_all
  to debug, and then having to remember to remove before release,
  allow privileged players to receive all server debug messages.
2019-01-06 12:02:37 -05:00
Aaron Suen
66a97860c7 Better group name. 2019-01-05 23:13:24 -05:00
Aaron Suen
e2dd2de5ba Leaf decay, woodcraft wears tools. 2019-01-05 23:11:38 -05:00
Aaron Suen
6d5432bd6b Prevent pummeling non-single stacks.
Allowing this could let you pound a whole stack of loose sand
into a single node of regular sand.
2019-01-05 21:33:15 -05:00
Aaron Suen
82d88b2e42 Make tree logs choppable! 2019-01-04 20:36:46 -05:00
Aaron Suen
9f0f2b161e New look for adze consistent with other tools. 2019-01-04 20:32:04 -05:00
Aaron Suen
5df6e644e9 Finished basic wood tools, optimized images. 2019-01-04 20:27:44 -05:00
Aaron Suen
3b0d6b4b57 Fixed various right-click-place issues, stub for new wood tools. 2019-01-04 20:11:04 -05:00