508 lines
12 KiB
Lua
508 lines
12 KiB
Lua
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minetest.register_node("potions:hotspring_seed", {
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description = "Hotspring seed",
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drawtype = "node",
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tiles = {"default_mese.png"},
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groups = {cracky=3,},
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})
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minetest.register_node("potions:sulphur_deposit_1", {
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description = "Sulphur",
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "nodebox",
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tiles = {"default_silver_sandstone.png^[colorize:yellow:140"},
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-- drops = {},
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node_box = {
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type = "fixed",
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fixed = {
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{-.3, -.5, -.3, -0.1, -.45, -0.1},
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{.3, -.5, .3, 0.1, -.45, 0.1,},
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{-.3, -.5, .3, -0.1, -.45, 0.1},
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},
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},
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groups = {cracky=3, geode_wall = 1 },
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})
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minetest.register_node("potions:fumarole", {
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description = "Fumarole",
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "nodebox",
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tiles = {"default_stone.png^[colorize:black:10"},
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drop = 'default:cobble',
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damage_per_second = 3,
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node_box = {
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type = "fixed",
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fixed = {
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{-.4, -.5, -.4, 0.3, -.4, 0.3},
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{-.3+.05, -.4, -.3+.05, 0.2+.05, -.3, 0.2+.05},
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{-.2+.08, -.3, -.2+.08, 0.1+.08, -.2, 0.1+.08},
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},
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},
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groups = {cracky=3, },
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})
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minetest.register_abm({
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nodenames = "potions:fumarole",
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chance = 1,
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interval = 20,
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action = function(pos, node)
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pos.y = pos.y + 0
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minetest.add_particlespawner({
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amount = 20,
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time = 20,
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minpos = pos,
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maxpos = pos,
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minvel = {x=-0.1, y=.6, z=-0.1},
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maxvel = {x=0.1, y=1.6, z=0.1},
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minacc = {x=-0.1, y=.1, z=-0.1},
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maxacc = {x=0.1, y=.1, z=0.1},
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minexptime = 2.5,
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maxexptime = 4.5,
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minsize = 4.2,
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maxsize = 5.2,
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texture = "tnt_smoke.png",
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})
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end
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})
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minetest.register_node("potions:hotspring_water_source", {
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description = "Hotspring Water Source",
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drawtype = "liquid",
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tiles = {
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{
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name = "default_river_water_source_animated.png^[colorize:yellow:50",
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backface_culling = false,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0,
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},
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},
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{
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name = "default_river_water_source_animated.png^[colorize:yellow:50",
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backface_culling = true,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0,
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},
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},
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},
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alpha = 160,
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paramtype = "light",
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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is_ground_content = false,
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drop = "",
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drowning = 1,
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liquidtype = "source",
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liquid_alternative_flowing = "potions:hotspring_water_flowing",
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liquid_alternative_source = "potions:hotspring_water_source",
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liquid_viscosity = 1,
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-- Not renewable to avoid horizontal spread of water sources in sloping
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-- rivers that can cause water to overflow riverbanks and cause floods.
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-- River water source is instead made renewable by the 'force renew'
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-- option used in the 'bucket' mod by the river water bucket.
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liquid_renewable = false,
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liquid_range = 2,
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damage_per_second = 1,
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post_effect_color = {a = 103, r = 60, g = 96, b = 90},
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groups = {water = 3, liquid = 3, cools_lava = 1},
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sounds = default.node_sound_water_defaults(),
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})
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minetest.register_node("potions:hotspring_water_flowing", {
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description = "Flowing Hotspring Water",
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drawtype = "flowingliquid",
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tiles = {"default_river_water.png^[colorize:yellow:50"},
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special_tiles = {
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{
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name = "default_river_water_flowing_animated.png^[colorize:yellow:50",
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backface_culling = false,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 0.8,
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},
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},
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{
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name = "default_river_water_flowing_animated.png^[colorize:yellow:50",
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backface_culling = true,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 0.8,
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},
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},
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},
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alpha = 160,
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paramtype = "light",
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paramtype2 = "flowingliquid",
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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is_ground_content = false,
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drop = "",
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drowning = 1,
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liquidtype = "flowing",
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liquid_alternative_flowing = "potions:hotspring_water_flowing",
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liquid_alternative_source = "potions:hotspring_water_source",
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liquid_viscosity = 1,
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liquid_renewable = false,
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liquid_range = 2,
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damage_per_second = 1,
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post_effect_color = {a = 103, r = 60, g = 96, b = 90},
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groups = {water = 3, liquid = 3, not_in_creative_inventory = 1,
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cools_lava = 1},
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sounds = default.node_sound_water_defaults(),
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})
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minetest.register_node("potions:scalding_stone_1", {
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description = "Scalding Stone",
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tiles = {"default_stone.png^[colorize:orange:120"},
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groups = {cracky = 3, scalding_stone = 1},
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drop = 'default:cobble',
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damage_per_second = 1,
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("potions:scalding_stone_2", {
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description = "Scalding Stone",
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tiles = {"default_stone.png^[colorize:yellow:80"},
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groups = {cracky = 3, scalding_stone = 1},
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drop = 'default:cobble',
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damage_per_second = 1,
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("potions:scalding_stone_3", {
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description = "Scalding Stone",
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tiles = {"default_desert_stone.png^[colorize:orange:120"},
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groups = {cracky = 3, scalding_stone = 1},
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drop = 'default:cobble',
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damage_per_second = 1,
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("potions:scalding_stone_4", {
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description = "Scalding Stone",
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tiles = {"default_desert_stone.png^[colorize:yellow:80"},
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groups = {cracky = 3, scalding_stone = 1},
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drop = 'default:cobble',
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damage_per_second = 1,
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("potions:scalding_stone_5", {
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description = "Scalding Stone",
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tiles = {"default_stone.png^[colorize:red:80"},
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groups = {cracky = 3, scalding_stone = 1},
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drop = 'default:cobble',
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damage_per_second = 1,
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sounds = default.node_sound_stone_defaults(),
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})
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local scalding_stones = {
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"potions:scalding_stone_1",
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"potions:scalding_stone_2",
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"potions:scalding_stone_3",
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"potions:scalding_stone_4",
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"potions:scalding_stone_5",
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}
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local function dist3(a, b)
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local x = a.x - b.x
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local y = a.y - b.y
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local z = a.z - b.z
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return math.sqrt(x*x + y*y + z*z)
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end
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local function spawn_hotspring(pos, size)
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-- hotsprings don't spawn near forests
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if minetest.find_node_near(pos, 20, {"group:tree"}) then
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return
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end
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local r = size
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local r2 = math.ceil(r+1)
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for x = pos.x-r2,pos.x+r2,1 do
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for y = -r2,r2,1 do
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for z = pos.z-r2,pos.z+r2,1 do
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local p = {x=x, y=pos.y+y, z=z}
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local p_squash = {x=x, y=pos.y + (y*2), z=z}
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local d = dist3(p_squash, pos)
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d = d + math.random() * .5
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local dd = d - r
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local n = minetest.get_node(p)
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if n.name ~= "air" then
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if dd <= -.5 then
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minetest.set_node(p, {name = "potions:hotspring_water_source"})
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elseif dd < 1 then
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minetest.set_node(p, {name = scalding_stones[math.random(#scalding_stones)]})
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-- minetest.get_node_timer(p):start(1)
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elseif dd <= 1.8 then
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minetest.set_node(p, {name = "default:stone"})
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else
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-- minetest.set_node(p, {name = "default:stone"})
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end
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end
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end
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end
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end
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end
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minetest.register_abm({
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nodenames = "potions:hotspring_water_source",
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chance = 60,
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interval = 5,
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action = function(pos, node)
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minetest.add_particlespawner({
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amount = 1,
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time = 1,
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minpos = pos,
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maxpos = pos,
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minvel = {x=-0.1, y=.6, z=-0.1},
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maxvel = {x=0.1, y=1.6, z=0.1},
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minacc = {x=-0.1, y=.1, z=-0.1},
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maxacc = {x=0.1, y=.1, z=0.1},
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minexptime = 3.5,
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maxexptime = 6.5,
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minsize = 10.2,
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maxsize = 12.2,
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texture = "tnt_smoke.png",
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})
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end
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})
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local function random_pos(pos, dist)
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local p = {
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x=pos.x + math.random(-dist, dist),
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y=pos.y + dist,
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z=pos.z + math.random(-dist, dist),
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}
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while p.y > pos.y - dist do
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local n = minetest.get_node(p)
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if n.name ~= "air" and n.name ~= "ignore" then
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if n.name == "default:water_source" or n.name == "default:water_flowing" then
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return nil
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end
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return p
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end
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p.y = p.y - 1
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end
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return nil
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end
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minetest.register_abm({
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name = "potions:hotspring_tester",
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nodenames = "potions:hotspring_seed",
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chance = 1,
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interval = 5,
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action = function(pos, node)
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minetest.after(2, function()
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minetest.set_node(pos, {name="air"})
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-- spawn with greater frequency the farther we get from the origin
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local max_penalty = 20
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local ramp_dist = 10000
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local origind = math.sqrt(pos.x*pos.x + pos.z*pos.z)
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local penalty = math.min(max_penalty, max_penalty * (1 - (origind / ramp_dist)))
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-- random bail here
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if math.random(10 + penalty) > 1 then
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return
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end
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for i = 1,(math.random(3) + 1) do
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spawn_hotspring(random_pos(pos, 10), math.random(3) + 3)
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end
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for i = 1,(math.random(6) + 2) do
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spawn_hotspring(random_pos(pos, 20), math.random(2) + 1)
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end
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end)
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end
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})
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-- life dies near hotsprings
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minetest.register_abm({
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nodenames = "group:flora",
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neighbors = {"group:scalding_stone"},
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chance = 10,
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interval = 15,
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action = function(pos, node)
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minetest.set_node(pos, {name="air"})
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end
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})
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-- life dies near hotsprings
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minetest.register_abm({
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nodenames = "group:flora",
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neighbors = {"group:scalding_stone"},
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chance = 80,
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interval = 15,
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action = function(pos, node)
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local p = minetest.find_node_near(pos, 15, {"group:flora", "group:sapling", "group:leaves", "group:leafdecay"})
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if p then
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minetest.set_node(p, {name="air"})
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end
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end
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})
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-- minerals accumulate
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minetest.register_abm({
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nodenames = "group:scalding_stone",
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neighbors = {"air"},
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chance = 180,
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interval = 30,
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action = function(pos, node)
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-- TODO: place sulphur on sides too
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pos.y = pos.y + 1
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local n = minetest.get_node(pos)
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if n.name == "air" then
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minetest.set_node(pos, {name="potions:sulphur_deposit_1"})
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end
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end
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})
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-- water scalds stone
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minetest.register_abm({
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nodenames = {"group:stone", "group:dirt"},
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neighbors = {"potions:hotspring_water_source", "potions:hotspring_water_flowing"},
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chance = 80,
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interval = 10,
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action = function(pos, node)
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minetest.set_node(pos, {name=scalding_stones[math.random(#scalding_stones)]})
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end
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})
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-- stones scald dirt
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minetest.register_abm({
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nodenames = "group:soil",
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neighbors = {"group:scalding_stone"},
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chance = 80,
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interval = 10,
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action = function(pos, node)
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minetest.set_node(pos, {name="default:stone"})
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end
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})
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-- water melts snow
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minetest.register_abm({
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nodenames = {"default:snow", "default:snowblock"},
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neighbors = {"potions:hotspring_water_source", "potions:hotspring_water_flowing"},
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chance = 80,
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interval = 10,
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action = function(pos, node)
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minetest.set_node(pos, {name="air"})
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end
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})
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-- add hotspring seeds to mapgen
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minetest.register_decoration({
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name = "potions:hotspring_seed",
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deco_type = "simple",
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place_on = {"default:dirt_with_grass", "default:dirt_with_snow", "default:snowblock",
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"default:silver_sand", "default:sand", "default:desert_sand"
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},
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place_offset_y = 1,
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sidelen = 16,
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noise_params = {
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offset = -0.010,
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scale = 0.01,
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spread = {x = 200, y = 200, z = 200},
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seed = 65645647,
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octaves = 3,
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persist = 0.7,
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},
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biomes = {"grassland", "snowy_grassland", "tundra", "taiga", "desert", "cold_desert", "sandstone_desert"},
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y_max = 1000,
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y_min = 5,
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place_offset_y = 1,
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decoration = "potions:hotspring_seed",
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flags = "force_placement",
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})
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-- hotsprings boil rivers
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minetest.register_abm({
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nodenames = {"default:river_water_source"},
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neighbors = {"potions:hotspring_water_source", "potions:hotspring_water_flowing"},
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chance = 15,
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interval = 5,
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action = function(pos, node)
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-- only spread downhill
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local hw = minetest.find_nodes_in_area(
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{x=pos.x-1, y=pos.y, z=pos.z-1},
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{x=pos.x+1, y=pos.y+1, z=pos.z+1},
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{"potions:hotspring_water_source", "potions:hotspring_water_flowing"})
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if not hw or #hw == 0 then
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return
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end
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-- don't spread under rivers
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pos.y = pos.y + 1
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local n = minetest.get_node(pos)
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if n.name == "default:river_water_source" or n.name == "default:river_water_flowing" then
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return
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end
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pos.y = pos.y - 1
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minetest.set_node(pos, {name="potions:hotspring_water_source"})
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end
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})
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