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dripstone/api.lua

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Lua

noordstar_dripstone = {}
-- Internal values that cannot be changed by other mods (directly).
local internal = {
-- These values are not meant to be changed during runtime.
constant = {
-- How many nodes downwards a droplet is able to drop from a stalactite
-- before the droplet evaporates.
drop_down_reach = 50,
-- The number of seconds it takes for a dripstone node to grow 1 unit
-- (NOTE: Not one node size! One unit, which quadratically increases
-- per node size.)
growth_factor = 3,
-- This mod's name.
modname = minetest.get_current_modname(),
-- The number of samples that each ABM should execute.
-- Make sure this is a whole number and less than speed_factor.
samples_per_interval = 30,
-- Factor deciding this mod's relative speed.
-- Set this value to 1 if you wish to debug and let the dripstone
-- change rapidly.
-- Rule of thumb: with a setting of 60, it takes a lava farm about 30
-- minutes to fill a cauldron with lava.
speed_factor = 60,
-- Names of the various dripstone widths
width_names = {
"spike", "tiny", "small", "medium",
"great", "large", "huge", "block",
},
},
-- Nodes that function as cauldrons
cauldrons = {},
-- Nodes that provide droplets
sources = {},
-- Nodes that allow a droplet to trickle down if it is directly below a
-- node that passes down that droplet.
tricklers = {},
}
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
--------------------------- PUBLIC API --------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- Register a node that can catch a droplet from a dripstone stalactite.
function noordstar_dripstone.add_droplet_catcher(droplet, oldnodename, newnodename)
return internal.add_droplet_catcher(droplet, oldnodename, newnodename)
end
-- Register a new source node that can provide droplets to dripstone blocks.
function noordstar_dripstone.add_droplet_source(droplet, nodename)
return internal.add_droplet_source(droplet, nodename)
end
-- Register a new dripstone type.
--
-- {
-- -- What item is dropped when the dripstone is broken.
-- -- When left nil, the spike of the dripstone type is dropped.
-- drop = "dry"
--
-- -- What flavor to become when using liquid to grow.
-- -- Leave to nil when unable to grow.
-- grow_to = "dry"
--
-- -- When receiving a droplet of a given type, transform into a different
-- -- dripstone type. When a droplet is unspecified, the block cannot
-- -- receive the droplet.
-- on_droplet_receive = {
-- water = "watered",
-- lava = "molten",
-- }
--
-- -- Sounds that the dripstone makes
-- sounds = <standard sound definition for a node>
--
-- -- Node tiles for layout
-- tiles = <node tile layout>
--
-- -- Droplet type that the dripstone flavor can pass down.
-- -- When the droplet is passed down, the dripstone converts to the
-- -- "grow_to" type
-- trickle_down = "water"
--
-- -- Speed of how often a droplet trickles down.
-- trickle_speed = 5
-- }
function noordstar_dripstone.register_dripstone(flavor, def)
return internal.register_dripstone_flavor(flavor, def)
end
-- Register a new droplet type that can be absorbed and passed on by dripstone.
function noordstar_dripstone.register_droplet(droplet)
if internal.cauldrons[droplet] == nil then
internal.cauldrons[droplet] = {}
end
if internal.sources[droplet] == nil then
internal.sources[droplet] = {}
end
if internal.tricklers[droplet] == nil then
internal.tricklers[droplet] = {}
end
end
-- Get a dripstone's node name based on its flavor and size.
function noordstar_dripstone.size_to_name(flavor, size)
return internal.size_to_name(flavor, size)
end
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- Add a droplet catcher, which is a node that allows a stalactite spike to
-- change the name using a droplet.
function internal.add_droplet_catcher(droplet, oldnodename, newnodename)
return internal.register_cauldron(droplet, oldnodename, newnodename)
end
function internal.add_droplet_source(droplet, nodename)
if internal.sources[droplet] == nil then
internal.uninitialized_droplet_error(droplet)
end
table.insert(internal.sources[droplet], nodename)
end
-- Add a droplet trickler, which is a dripstone node that allows a droplet to
-- be trickled down from the node directly above it.
-- Running this function overrides previous values.
function internal.add_droplet_trickler(droplet, oldnodename, newnodename)
if internal.tricklers[droplet] == nil then
internal.uninitialized_droplet_error(droplet)
end
internal.tricklers[droplet][oldnodename] = newnodename
end
-- Capitalize a string
function internal.capitalize(str)
return (str:gsub("^%l", string.upper))
end
function internal.drawtype_of_size(size)
if size >= 8 then
return "normal"
else
return "nodebox"
end
end
function internal.hit_with_droplet(pos, node, droplet, spikename)
local m = internal.cauldrons[droplet] or {}
if m[node.name] == nil then
-- Not a cauldron! Therefore we place a spike on top.
pos = vector.offset(pos, 0, 1, 0)
node = minetest.get_node(pos)
node.name = spikename
minetest.set_node(pos, node)
else
node.name = m[node.name]
minetest.set_node(pos, node)
end
end
-- Determine whether this mod considers a node an air node.
function internal.is_air(nodename)
if nodename == "air" then
return true
else
return minetest.get_item_group(nodename, "air") ~= 0
end
end
-- Create a node box for any given dripstone size.
-- Size 8 is a normal block size
function internal.nodebox_of_size(size)
if size >= 8 then
return nil
else
return {
type = "fixed",
fixed = {
{ - size / 16, -0.5, - size / 16, size / 16, 0.5, size / 16 },
},
}
end
end
function internal.register_absorb_abm(droplet, oldnodename, newnodename)
minetest.register_abm({
nodenames = { oldnodename },
interval = internal.constant.speed_factor / internal.constant.samples_per_interval,
chance = internal.constant.samples_per_interval,
catch_up = true,
action = function (pos, node, aoc, aocw)
local pos_above = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(pos_above)
for _, source in pairs(internal.sources[droplet] or {}) do
if node_above.name == source then
node.name = newnodename
minetest.set_node(pos, node)
return
end
end
end
})
end
function internal.register_cauldron(droplet, oldnodename, newnodename)
if internal.cauldrons[droplet] == nil then
internal.uninitialized_droplet_error(droplet)
end
internal.cauldrons[droplet][oldnodename] = newnodename
end
function internal.register_dripstone_craft(newnodename, oldnodename, spikename)
minetest.register_craft({
output = newnodename,
recipe = {
{ spikename, spikename , spikename },
{ spikename, oldnodename, spikename },
{ spikename, spikename , spikename },
}
})
end
function internal.register_dripstone_flavor(flavor, def)
-- Guaranteed values
local drop = def.drop or internal.size_to_name(flavor, 1)
local on_droplet_receive = def.on_droplet_receive or {}
local trickle_speed = def.trickle_speed or 1
-- Potentially nil, might need to be checked before assumed safe
local dry_up = def.grow_to
local sounds = def.sounds
local tiles = def.tiles
local trickl = def.trickle_down
-- Register nodes
for width = 1, 8, 1 do
internal.register_dripstone_node(flavor, width, tiles, sounds, drop)
end
-- Register upgrade crafting recipes
for width = 1, 6, 1 do
internal.register_dripstone_craft(
internal.size_to_name(flavor, width + 1),
internal.size_to_name(flavor, width),
internal.size_to_description(flavor, 1)
)
end
-- Allow dripstone nodes to trickle down droplets
for droplet, new_flavor in pairs(on_droplet_receive) do
for width = 1, 8, 1 do
internal.add_droplet_trickler(
droplet,
internal.size_to_name(flavor, width),
internal.size_to_name(new_flavor, width)
)
end
end
-- Allow spike stalagmites to catch droplets
for droplet, new_flavor in pairs(on_droplet_receive) do
internal.register_cauldron(
droplet,
internal.size_to_name(flavor, 1),
internal.size_to_name(new_flavor, 1)
)
end
-- Register ABM to grow when possible.
if dry_up then
for width = 1, 6, 1 do
internal.register_grow_abm(
internal.size_to_name(flavor, width),
internal.size_to_name(dry_up, width + 1),
width
)
end
end
-- Register ABM to grow when possible
if trickl and dry_up then
for width = 1, 8, 1 do
internal.register_trickle_down_abm(
trickl,
width,
internal.size_to_name(flavor, width),
internal.size_to_name(dry_up, width),
dry_up,
trickle_speed
)
end
end
-- Register ABM to absorb liquids from above
for droplet, new_flavor in pairs(on_droplet_receive) do
internal.register_absorb_abm(
droplet,
internal.size_to_name(flavor, 8),
internal.size_to_name(new_flavor, 8)
)
end
-- Register ABM to drop down droplets from a stalactite spike
if dry_up and trickl then
internal.register_drop_down_abm(
trickl,
internal.size_to_name(flavor, 1),
internal.size_to_name(dry_up, 1),
trickle_speed
)
-- Makes dripstone stalagmite spikes delete droplets.
-- Without this, stalactites remain very thick and short while
-- stalagmites become absurdly long and thin.
-- A watered stalagmite can't accept a water droplet and the stalagmite
-- therefore grows one per droplet. To mitigate this, a watered spike
-- can still act as a water droplet cauldron without changing.
-- This way, no new droplets are passed on if the stalagmite is already
-- full, and the structure simply waits for a dripstone node to grow.
-- This behaviour is designed to be easy to override. (For example: if
-- you want a HEAVY watered dripstone type that holds 2 droplets.)
internal.add_droplet_catcher(
trickl,
internal.size_to_name(flavor, 1),
internal.size_to_name(flavor, 1)
)
end
end
function internal.register_dripstone_node(flavor, size, tiles, sounds, drop)
minetest.register_node(internal.size_to_name(flavor, size), {
description = internal.size_to_description(flavor, size),
tiles = tiles,
groups = {
pickaxey=2,
material_stone=1,
fall_damage_add_percent = math.max(4 - size, 0) / 4 * 100
},
is_ground_content = true,
drop = {
max_items = math.floor((size + 1) / 2),
items = {
{ rarity = 1
, items = { drop }
},
{ rarity = 2
, items = { drop }
},
{ rarity = 4
, items = { drop }
},
{ rarity = 4
, items = { drop }
},
}
},
sounds = sounds,
drawtype = internal.drawtype_of_size(size),
paramtype = "light",
sunlight_propagates = size < 8,
node_box = internal.nodebox_of_size(size),
_mcl_hardness = 1.0 + size / 8,
_mcl_blast_resistance = 1 + size / 2,
_mcl_silk_touch_drop = true,
})
end
function internal.register_drop_down_abm(droplet, spikename, dryspikename, trickle_speed)
minetest.register_abm({
nodenames = { spikename },
interval = trickle_speed * internal.constant.speed_factor / internal.constant.samples_per_interval,
chance = internal.constant.samples_per_interval,
catch_up = true,
action = function (pos, node, aoc, aocw)
local pos_below = vector.offset(pos, 0, -1, 0)
local node_below = minetest.get_node(pos_below)
if not internal.is_air(node_below.name) then
-- Node below is not air! Unable to drop a droplet down.
return
end
for dy = 2, internal.constant.drop_down_reach, 1 do
pos_below = vector.offset(pos, 0, -dy, 0)
node_below = minetest.get_node(pos_below)
if not internal.is_air(node_below.name) then
-- Node is not air! If it is a cauldron, update the node.
internal.hit_with_droplet(
pos_below,
node_below,
droplet,
dryspikename
)
break
end
end
node.name = dryspikename
minetest.set_node(pos, node)
end
})
end
function internal.register_grow_abm(oldnodename, newnodename, width)
minetest.register_abm({
nodenames = { oldnodename },
-- 2(w + 1) * 2(w + 1) - 2w * 2w = 8w + 4
interval = (8 * width + 4) * internal.constant.speed_factor * internal.constant.growth_factor / internal.constant.samples_per_interval,
chance = internal.constant.samples_per_interval,
catch_up = true,
action = function (pos, node, aoc, aocw)
node.name = newnodename
minetest.set_node(pos, node)
end
})
end
function internal.register_trickle_down_abm(droplet, width, old_source, new_source, dry_up, trickle_speed)
minetest.register_abm({
nodenames = { old_source },
interval = trickle_speed * internal.constant.speed_factor / internal.constant.samples_per_interval,
chance = internal.constant.samples_per_interval,
catch_up = true,
action = function (pos, node, aoc, aocw)
local pos_below = vector.offset(pos, 0, -1, 0)
local node_below = minetest.get_node(pos_below)
local m = internal.tricklers[droplet] or {}
if m[node_below.name] ~= nil then
-- Trickler found below!
node_below.name = m[node_below.name]
elseif width > 1 and internal.is_air(node_below.name) then
-- Air node found below a non-spike, turn it into a spike.
node_below.name = internal.size_to_name(dry_up, 1)
else
return -- Prevent droplet from leaking away
end
node.name = new_source
minetest.set_node(pos_below, node_below)
minetest.set_node(pos, node)
end
})
end
function internal.size_to_description(flavor, size)
local width_name = internal.constant.width_names[size]
if size == 1 or size == 8 then
return internal.capitalize(flavor) .. " dripstone " .. width_name
else
return internal.capitalize(width_name) .. " " .. flavor .. " dripstone"
end
end
function internal.size_to_name(flavor, size)
local namespace = internal.constant.modname .. ":"
local width_name = internal.constant.width_names[size]
if size == 1 or size == 8 then
return namespace .. flavor .. "_dripstone_" .. width_name
else
return namespace .. width_name .. "_" .. flavor .. "_dripstone"
end
end
function internal.uninitialized_droplet_error(droplet)
error(
"Droplet " .. droplet .. " has not been initialized yet!"
)
end