60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
..
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
...
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
...
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
|
-- can't mutate table while we're iterating it
if not minetest.registered_nodes[g] then bad[#bad+1] = g end
end
for _, g in ipairs(bad) do god.gifts[g] = nil end
end
end)
local std_god_interval = 70
for name, god in pairs(sorcery.data.gods) do
local hitbox = {
0-(god.idol.width / 2.0), 0-(god.idol.height / 2.0), -0.15,
god.idol.width / 2.0, god.idol.height / 2.0, 0.15
} -- {xmin, ymin, zmin,
-- xmax, ymax, zmax} in nodes from node center.
................................................................................
if god.idol.craft then
minetest.register_craft {
output = 'sorcery:idol_' .. name;
recipe = god.idol.craft;
};
end
local god_interval = std_god_interval * (god.freq or 1)
sorcery.lib.node.reg_autopreserve('sorcery:idol_' .. name, {
description = god.idol.desc;
drawtype = "mesh";
mesh = 'sorcery-idol-' .. name .. '.obj';
paramtype = 'light';
paramtype2 = 'facedir';
sunlight_propagates = true;
stack_max = 1;
tiles = god.idol.tex;
selection_box = { type = "fixed"; fixed = {hitbox}; };
collision_box = { type = "fixed"; fixed = {hitbox}; };
groups = { cracky = 2, sorcery_idol = 1, heavy = 1, sorcery_worship = 1};
on_construct = function(pos)
minetest.get_node_timer(pos):start(god_interval)
end;
on_timer = function(pos, elapsed)
local altar = minetest.find_node_near(pos, 3, "sorcery:altar")
-- TODO even without an altar, an idol with high favor could still be the source of miracles
-- refills nearby partly empty troughs at cost to favor?
if not altar then return true end
local altarmeta = minetest.get_meta(altar)
local inv = altarmeta:get_inventory()
local idolmeta = minetest.get_meta(pos)
local divine_favor = idolmeta:get_int('favor')
if divine_favor > 5 then
local ct = divine_favor / 5
minetest.add_particlespawner {
texture = L.image('sorcery_glitter.png'):glow(L.color(god.color)):render();
glow = 14;
amount = ct / (1 / god_interval), time = god_interval;
minpos = pos:offset(-0.4, -0.5, -0.4);
maxpos = pos:offset( 0.4,god.idol.height-0.5,0.4);
minvel = vector.new(0, 0.05, 0);
minvel = vector.new(0, 0.1, 0);
minacc = vector.new(0, 0.1, 0);
maxacc = vector.new(0, 0.2, 0);
minexptime = 4, maxexptime = 4;
minsize = 0.3, maxsize = 1;
animation = {
type = 'vertical_frames';
length = 0.1;
aspect_w = 16, aspect_h = 16;
}
}
end
local bestow = function(item,color)
if type(item) == 'string' then
item = ItemStack(item)
end
if color == nil then
color = sorcery.lib.color(god.color)
end
................................................................................
-- we pick a random gift and roll against its rarity
-- to determine if the god is feeling generous
local gift = sorcery.lib.tbl.pick(god.gifts)
local data = god.gifts[gift]
local value, rarity = data[1], data[2]
if value <= divine_favor and math.random(rarity) == 1 then
bestow(gift)
log.act(god.name .. ' has produced ' .. gift .. ' upon an altar as a gift')
if math.random(god.generosity) == 1 then
-- unappreciated gifts may incur divine
-- irritation
divine_favor = divine_favor - 1
end
end
end
................................................................................
-- the gods are getting bored
value = math.floor(value / 2)
end
bestow(nil)
end
divine_favor = divine_favor + value
print(god.name.." has accepted a sacrifice of "..s..", raising divine favor by "..value.." points to "..divine_favor)
idolmeta:set_string('last_sacrifice', s)
goto refresh
end
end
-- loop through the list of things this god will consecrate and
|
|
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
|
>
>
>
>
>
|
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
|
|
>
|
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
..
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
...
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
...
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
|
-- can't mutate table while we're iterating it
if not minetest.registered_nodes[g] then bad[#bad+1] = g end
end
for _, g in ipairs(bad) do god.gifts[g] = nil end
end
end)
local std_god_interval = 40
for name, god in pairs(sorcery.data.gods) do
local hitbox = {
0-(god.idol.width / 2.0), 0-(god.idol.height / 2.0), -0.15,
god.idol.width / 2.0, god.idol.height / 2.0, 0.15
} -- {xmin, ymin, zmin,
-- xmax, ymax, zmax} in nodes from node center.
................................................................................
if god.idol.craft then
minetest.register_craft {
output = 'sorcery:idol_' .. name;
recipe = god.idol.craft;
};
end
local god_interval = std_god_interval * (god.freq or 1)
local add_sparkles = function(pos,divine_favor)
divine_favor = divine_favor or minetest.get_meta(pos):get_int('favor')
if divine_favor > 5 then
local ct = divine_favor / 5
minetest.add_particlespawner {
texture = L.image('sorcery_glitter.png'):glow(L.color(god.color)):render();
glow = 14;
amount = ct / (1 / god_interval), time = god_interval;
minpos = pos:offset(-0.4, -0.5, -0.4);
maxpos = pos:offset( 0.4,god.idol.height-0.5,0.4);
minvel = vector.new(0, 0.05, 0);
minvel = vector.new(0, 0.1, 0);
minacc = vector.new(0, 0.1, 0);
maxacc = vector.new(0, 0.2, 0);
minexptime = 4, maxexptime = 4;
minsize = 0.3, maxsize = 1;
animation = {
type = 'vertical_frames';
length = 0.1;
aspect_w = 16, aspect_h = 16;
}
}
end
end
sorcery.lib.node.reg_autopreserve('sorcery:idol_' .. name, {
description = god.idol.desc;
drawtype = "mesh";
mesh = 'sorcery-idol-' .. name .. '.obj';
paramtype = 'light';
paramtype2 = 'facedir';
sunlight_propagates = true;
stack_max = 1;
tiles = god.idol.tex;
selection_box = { type = "fixed"; fixed = {hitbox}; };
collision_box = { type = "fixed"; fixed = {hitbox}; };
groups = { cracky = 2, sorcery_idol = 1, heavy = 1, sorcery_worship = 1, sorcery_instantiate = 1};
_sorcery = {
idol_god = name;
on_load = function(pos) add_sparkles(pos) end;
};
on_construct = function(pos)
minetest.get_node_timer(pos):start(god_interval)
add_sparkles(pos)
end;
on_timer = function(pos, elapsed)
local altar = minetest.find_node_near(pos, 3, "sorcery:altar")
-- TODO even without an altar, an idol with high favor could still be the source of miracles
-- refills nearby partly empty troughs at cost to favor?
if not altar then return true end
local altarmeta = minetest.get_meta(altar)
local inv = altarmeta:get_inventory()
local idolmeta = minetest.get_meta(pos)
local divine_favor = idolmeta:get_int('favor')
add_sparkles(pos,divine_favor)
local bestow = function(item,color)
if type(item) == 'string' then
item = ItemStack(item)
end
if color == nil then
color = sorcery.lib.color(god.color)
end
................................................................................
-- we pick a random gift and roll against its rarity
-- to determine if the god is feeling generous
local gift = sorcery.lib.tbl.pick(god.gifts)
local data = god.gifts[gift]
local value, rarity = data[1], data[2]
if value <= divine_favor and math.random(rarity) == 1 then
bestow(gift)
log.act(god.name,'has produced',gift,'upon an altar as a gift')
if math.random(god.generosity) == 1 then
-- unappreciated gifts may incur divine
-- irritation
divine_favor = divine_favor - 1
end
end
end
................................................................................
-- the gods are getting bored
value = math.floor(value / 2)
end
bestow(nil)
end
divine_favor = divine_favor + value
log.actf("%s has accepted a sacrifice of %s, raising divine favor by %u points to %u at altar %s", god.name, s, value, divine_favor, minetest.pos_to_string(pos))
idolmeta:set_string('last_sacrifice', s)
goto refresh
end
end
-- loop through the list of things this god will consecrate and
|