130 Commits

Author SHA1 Message Date
Aaron Suen
4eb4e80bc7 Fix log splitting. 2019-10-13 09:19:08 -04:00
Aaron Suen
0ed1c497fd Missing some coremod registrations...?! 2019-10-05 17:42:02 -04:00
Aaron Suen
c147da4dde Convert from depends.txt to mod.conf 2019-10-05 11:24:16 -04:00
Aaron Suen
77de117ea1 Place certain stacks as nodes.
If a node is specially tagges with the stack_as_node group, and
the stack size is exactly 1, place as a real node instead of a
stack node.

This reinstates logic from WAY back in the super-early pre-alpha
days, except only for nodes explicitly tagged this way.

This should be applied only to nodes that aren't transformed in
any non-desirable way when placed as nodes instead of stacks, and
can be dug the same ways as stacks (i.e. snappy = 1 or
crumbly = 1).

Currently applied to sticks, staves, leaves, ladders/frames,
and torches.  Ladder/frame placement offers some interesting
possibilities in terms of throwing ladders to rappel down holes.
2019-10-01 18:59:53 -04:00
Aaron Suen
54cc3445d3 Further shelf placement fixes. 2019-09-21 12:12:52 -04:00
Aaron Suen
2a3e0cc3ca Fix vertical shelf building.
Placing a shelf against the side of another shelf was possible
with a simple right-click, but placing one against the top or
bottom of another shelf didn't work.  This fixes that.
2019-09-21 09:50:26 -04:00
Aaron Suen
9a75f4c87a More flexible burning API.
Stone, lode, and lux tools now all have their handles burn, and
eject the non-flammable portions of the tool.

Now using a unified on_ignite hook for when flammable things catch
fire.  The call is made BEFORE the node is replaced, and has an
opportunity to look at node metadata and eject anything
non-flammable.

It can be a function, e.g. for shelves, or a static value in the
same format that the function would return (e.g. for lode tools
which need string values for temper substitutions).

If it returns a string or itemstack, it will eject that from the
position where the node burned.  If it returns a table it will
eject all the values of that table.
2019-09-07 11:28:51 -04:00
Aaron Suen
39dea8a2ae MAJOR: Code quality audit using luacheck.
- Removed lots of unused variables, a few shadowed identifiers.
- Removed a few sections of dead code.
2019-08-31 09:26:53 -04:00
Aaron Suen
fe2c153f9e Clean up all lua code style.
Formatting rules based on Paul Kulchenko's perl-based formatter...
http://notebook.kulchenko.com/programming/lua-beautifier-in-55-lines-of-perl
...using a single tab for indent.

Mostly pure whitespace changes.
2019-08-27 19:14:51 -04:00
Aaron Suen
85f87d1c17 Simplify some selectionboxes significantly. 2019-03-30 21:23:02 -04:00
Aaron Suen
a9c89eac4c Fix collision boxes for shelf/stack to be full cubes. 2019-03-22 18:41:33 -04:00
Aaron Suen
5c05a3c6dd Avoid spewing so many individual items. 2019-03-16 16:54:35 -04:00
Aaron Suen
fd5f4219f7 Sounds for some items, ash. 2019-03-14 01:16:44 -04:00
Aaron Suen
5de0cc54ec Add stony sounds, and sounds for stacks/shelves. 2019-03-14 00:31:09 -04:00
Aaron Suen
9607bcc6a6 Start working on sounds, plus minor refinements.
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
  Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
  damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh

Sound source:
  https://github.com/MagikEh/SoundsOfWarr
2019-03-13 23:51:59 -04:00
Aaron Suen
0f0377da52 Make lens/prism light pass thru sunlight_propagates nodes.
This also prevents the lens from igniting them.

Made stick and staff at least as transarent as frames/ladders.
2019-03-09 19:46:52 -05:00
Aaron Suen
3be4f221ff Completely different approach to the item name tip thing.
Can't get HUDs to align right on high-DPI/android at all.  Give up
on the combination breath/wield bar, switch back to a much earlier
version of the code for that.

For wield names, add a new tooltip to the center of the screen, and
show it transiently so that it doesn't disrupt all gameplay.

As a bonus, this is also a logical place to put a "what am I
touching" display, so hook this up for punching.  Now you can
tell what you're touching even when you can't dig it.  This is
like a WAILA mod, but doesn't require tracing.
2019-03-06 13:50:54 -05:00
Aaron Suen
ab2132a035 Fix shelf not accepting ANY items. 2019-03-02 22:53:28 -05:00
Aaron Suen
5a83a15b48 Definitively block placing shelves/totes inside shelves. 2019-03-02 21:41:25 -05:00
Aaron Suen
98b235511c Standardize use of include function. 2019-03-02 20:39:08 -05:00
Aaron Suen
46403c1fea Randomized lode prill yield.
Using an exponentially-distributed random variable for lode prill
yield.  This results in approximately the same average yield as
before, but with many pieces of ore yielding disappointingly only
1 prill, but a few yielding more, theoretically almost infinitely
more.  Every smelting operation now has a bit of a gambling thrill
aspect to it.
2019-03-02 17:49:09 -05:00
Aaron Suen
1bca9d4b32 Fix plank smashing yield. 2019-03-02 15:15:09 -05:00
Aaron Suen
e8aaf4e580 Fix empty stack node on chopping wood pick head into sticks. 2019-03-02 08:55:15 -05:00
Aaron Suen
29dc12fcfb Appearance and recipe for tote node. 2019-02-28 23:16:07 -05:00
Aaron Suen
67041ac54d Craft shelves in-place.
Since the recipe output count matches frame count, this is more
consistent with design intent.

Shelves can also be crafted in place this way for use in a tote.
2019-02-28 23:15:26 -05:00
Aaron Suen
579679da2c Initial revision of a portable "tote" node.
When picked up, it carries up to 8 surrounding shelves with it,
allowing significant inventory compression into one slot.  Needs
to be placed somewhere everything fits to access the inventory
again.
2019-02-28 00:02:00 -05:00
Aaron Suen
393210db69 Start proper spectator support.
Make sure that non-built-in content respects the interact priv
and prevents spectator players from doing nasty stuff.
2019-02-24 21:54:33 -05:00
Aaron Suen
0d44601374 Fix shelf appearance under mipmapping. 2019-02-23 20:35:22 -05:00
Aaron Suen
a364e28cd2 Make shelf selection and collision boxes consistent.
This was causing weird issues with items falling "into" a shelf
and ending up stored there, leading to a few "where did my items
go" moments.
2019-02-23 20:08:40 -05:00
Aaron Suen
e2cf72282c Disallow shelf access through top/bottom. 2019-02-23 20:06:14 -05:00
Aaron Suen
480b999705 Make shelves easier to build.
- Double recipe yield
- Bash planks directly to sticks with mallet

- Remove debug code.
2019-02-23 10:39:38 -05:00
Aaron Suen
e303f100cf Shelves can no longer be nested.
- As a general rule, we're disallowing nesting of containers for
  now.  Only bare stack nodes may contain containers.
- Overhaul docs.  Ideas are getting out of hand, shoved a lot of
  stuff into the icebox for now.
2019-02-23 10:33:17 -05:00
Aaron Suen
58cd080fdf Apply big stack refactor. 2019-02-23 10:21:27 -05:00
Aaron Suen
94bd5a9cc8 Fix wield check again, make shelves flammable. 2019-02-23 10:00:31 -05:00
Aaron Suen
63d587cf8b Missed files in prev commit. 2019-02-21 14:59:41 -05:00
Aaron Suen
0638e3f11f Crafting cleanup.
- Alternate shelf recipe to make it a little more intuitive.
- Label all existing recipes.
2019-02-21 14:37:22 -05:00
Aaron Suen
8559316b89 Shelf fixes.
- Remove debugging code.
- We don't really need to be able to reach through shelves, but
  we don't want to miss when trying to access them, so make
  shelf hitboxes solid for now.
2019-02-20 00:48:55 -05:00
Aaron Suen
6d2b15a81b Item storage shelving. 2019-02-20 00:40:55 -05:00
Aaron Suen
4b972b4d3b More recipe conversion, bugfixing. 2019-02-10 00:20:55 -05:00
Aaron Suen
05d4d52eb4 Survey of how we're using pummels right now. 2019-02-08 21:12:10 -05:00
Aaron Suen
d67f736ac5 Merge node_is into match. 2019-02-03 12:44:33 -05:00
Aaron Suen
2b8cc8fba2 Finished refactoring crafting into a separate mod.
Appears to work with existing functionality.

Next step will be to rework pummel to use a "recipe" system and
reuse most of the useful parts of the crafting system.
2019-02-03 12:10:27 -05:00
Aaron Suen
ad94dddd20 Strip excess bark off ladder/frame textures. 2019-01-29 20:45:16 -05:00
Aaron Suen
2d3b468c65 Knock out a bunch of small low-hanging issues.
- Eggcorn cleanup.  They look a little better falling out of the
  tree, and we don't have so many now.
- Crushing damage fixes.  Crushing is nuanced now, and most things
  don't smush you, and many do reduced damage.  A few may do more.
- Item stack convenience.  Items landing on a stack or right-
  clicked onto one attempt to merge into it.
- Ladders now fall (they don't connect to sides).  Use the new
  full-scale frames for ones that don't.
2019-01-29 20:41:29 -05:00
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
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
5fe1fe0c29 Fix crash on log splitting. 2019-01-25 00:27:49 -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