code:
Inspired by the world of Dwarf Fortress, this mod adds a series of vast cavern layers to the depths of Minetest with a variety of biomes that are populated with the flora of Dwarf Fortress.

## Cavern Layers

The underground is divided into a number of cavern "layers" with a variety of biomes and other features distributed throughout. As one goes deeper one will find increasingly bizzare flora and exotic environments that provide new challenges and opportunities for players.

The uppermost layer is home to relatively conventional tree-like fungal growths of Fungiwood and Tower-Cap mushrooms. These provide a source of underground wood. Also found in this region are plump helmets (an edible farmable mushroom), and cave wheat (a pale grass-like growth whose seeds can be ground for flour).

The next layer down has more exotic growths. Here you can find Goblin Cap mushrooms, the squatter cousins of the Tower Caps. Spore Trees sprout in the warmer and wetter corners of the caverns, raising a climbable three-dimensional mesh or hyphyae above the ground that emits a gentle rain of spore powder. Tunnel Tubes grow in the hottest regions - tall, curved stalks with fruiting bodies at the tips that burst violently when ripe. Smaller growths found here include plump helmets, cave wheat, pig tails (a fibrous fungus that can be grown and harvested for thread) and sweet pods (whose fruiting bodies can be milled for sugar or processed into syrup).

In the third cavern layer yet stranger forms of life flourish in the hostile conditions. The coal-black caverns of the Black Cap forests, rich with carbonaceous deposits that have accumulated over millions of years and lit by smouldering Torchspines, are found here. The frigid Nethercaps, blue-tinted mushrooms leaching heat out of their environment in ways that shouldn't be thermodynamically possible, fill their caverns with ice and snow. In the hotter areas the vicious Bloodthorn grows, with wicked spines that suck moisture from anything they can pierce. In caves too dry to support biological life enormous glowing crystals grow instead. Smaller plants that can be found here include quarry bushes (farmable for their spicy leaves) and dimple cups (whose eponymous parts can be ground to produce a brilliant blue dye).

After the third layer are the shores of the Sunless Sea, the ultimate destination of all water that flows downward through the twisty caves of Minetest. Familiar growths crowd its fertile shores, with Tower Cap, Goblin Cap, Fungiwood and Spore Trees able to take root in this relatively hospitable zone. The caverns of the Sunless Sea are vast in extent but are mostly flooded with water, and below the surface grows treacherous Snareweed and underwater citadels of softly-glowing Cave Coral. Twisting rivers connect the various caverns of the Sunless Sea.

Below the Sunless Sea are seas of a more dangerous sort: lakes of oil and the magma ocean. These caverns are filled with dangerous substances, though there are riches to be had as well; mineral growths fed by the heat and pressure and bountiful fuel sources.

At the very foundation of the world lies an ancient impenetrable realm. There are signs that life once existed here but it is now long gone. Its dead hollows rest on a layer of Slade, a dense material impervious to conventional mining efforts.

Unconventional methods of penetrating the Slade do exist, however. And should it be breached, the exotic Primordial cavern layer can be found beneath.

## Other Features

The giant caverns generated by this mod differ slightly from the default giant caverns found in some mapgens, they use an additional source of noise to generate more ledges and horizontal floors. They also contain stalactites and stalagmites of various sizes - from single-node spikes decorating the default twisty tunnels to mountainous behemoths in the main caverns that can reach tens of meters in diameter and hundreds of meters in height.

The trees and plants mentioned above are all farmable, but in contrast to the usual farmable plants and trees they only grow in the *absence* of bright light. Attempting to plant them in sunlight will kill them. A set of recipes is added for cooking the edible ones into a variety of biscuits, stews, and roasts, and sweet pods can be refined into syrup.

Some of the other cave decorations provide dim bioluminescent lighting in some caverns. Cave moss and hanging glow-worms are most common. There is also non-glowing floor fungus found coating the stone in less hospitable biomes, capable of spreading to adjacent cobblestone structures like a slow-creeping infection.

[A more comprehensive guide can be found here.](guide.md)

## Synergies with other mods

"[dynamic liquid](https://github.com/minetest-mods/dynamic_liquid)" is recommended to provide Dwarf Fortress-like fluid dynamics and to deal with water that might spill into caverns.

"[magma conduits](https://github.com/FaceDeer/magma_conduits/)" is recommended for a Dwarf Fortress like magmatic landscape. If not magma conduits, it is at least recommended that mapgen magma be disabled on whatever mapgen you're adding this mod to; mapgen magma is difficult for lua mapgens like this to tidy up and it will often spill into caverns setting large swaths of fungal forests on fire. Depending on the mapgen you're using this mod with you could do this by setting ``mgv5_lava_depth, mgv7_lava_depth``, ``mgcarpathian_lava_depth``, ``mgflat_lava_depth``, ``mgfractal_lava_depth``, or ``mgvalleys_lava_depth`` to -2800 (near the default depth of the magma sea).

The "[doc](https://forum.minetest.net/viewtopic.php?f=9&t=15912&p=240152)" mod is supported to provide in-game documentation for all of the new items and nodes this mod adds.

"[ropes](https://github.com/minetest-mods/ropes)" are very useful for navigating some of the large open spaces this mod provides. Some are large enough that a [glider](https://github.com/CBugDCoder/glider) may be well suited.

"[radiant damage](https://github.com/FaceDeer/radiant_damage)" greatly increases the danger of the Magma Sea if heat radiance is enabled, as well as several of the rare crystals in the deeper layers that emit Mese radiation if that damage type is enabled.

Adding "[named_waypoints](https://github.com/FaceDeer/named_waypoints)" and "[namegen](https://github.com/FaceDeer/namegen)" will provide some landmarks in the Underworld that a player can use to navigate by.


code:
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)

local sound
if df_dependencies.sound_leaves then
	sound = df_dependencies.sound_leaves()
end

local get_node_box = function(connector_thickness)
	return {
		type = "connected",
		--fixed = {-hub_thickness,-hub_thickness,-hub_thickness,hub_thickness,hub_thickness,hub_thickness},
		connect_top = {-connector_thickness, 0, -connector_thickness, connector_thickness, 0.5, connector_thickness},
		connect_bottom = {-connector_thickness, -0.5, -connector_thickness, connector_thickness, 0, connector_thickness},
		connect_back = {-connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness, 0.5},
		connect_right = {0, -connector_thickness, -connector_thickness, 0.5, connector_thickness, connector_thickness},
		connect_front = {-connector_thickness, -connector_thickness, -0.5, connector_thickness, connector_thickness, 0},
		connect_left = {-0.5, -connector_thickness, -connector_thickness, 0, connector_thickness, connector_thickness},
		disconnected = {-connector_thickness, -connector_thickness, -connector_thickness, connector_thickness, connector_thickness, connector_thickness},
	}
end

local anchor_groups = {"group:soil", "group:stone", "group:tree", "group:wood", "group:webbing", "group:solid"}

local in_anchor_group = function(name)
	for _, group in pairs(anchor_groups) do
		if minetest.get_item_group(name, string.sub(group, 7)) then
			return true
		end
	end
	if name == "ignore" then
		return true
	end
end

local cardinal_directions = {
	{x=1,y=0,z=0},
	{x=-1,y=0,z=0},
	{x=0,y=1,z=0},
	{x=0,y=-1,z=0},
	{x=0,y=0,z=1},
	{x=0,y=0,z=-1}
}

local cardinal_planes = {
	{3,5},
	{3,5},
	{1,5},
	{1,5},
	{1,3},
	{1,3},
}

local insert_if_not_in_hashtable = function(pos, insert_into, if_not_in)
	local hash = minetest.hash_node_position(pos)
	if if_not_in[hash] then
		return
	end
	table.insert(insert_into, pos)
end

-- flood fill through the web to get all web and anchor locations
local get_web_nodes = function(pos, webs, anchors)
	local to_check = {}
	table.insert(to_check, pos)
	while next(to_check) ~= nil do
		local check_pos = table.remove(to_check)
		local check_node = minetest.get_node(check_pos)
		if minetest.get_item_group(check_node.name, "webbing") > 0 then
			webs[minetest.hash_node_position(check_pos)] = true
			for _, dir in pairs(cardinal_directions) do
				insert_if_not_in_hashtable(vector.add(check_pos, dir), to_check, webs)
			end
		elseif in_anchor_group(check_node.name) then
			anchors[minetest.hash_node_position(check_pos)] = true
		end
	end
end

local web_line = function(pos, dir, distance)
	local anchored
	local web_spine = {}
	for i = 0, distance do
		local web_pos = vector.add(pos, vector.multiply(dir,i))
		local node_name = minetest.get_node(web_pos).name
		if node_name == "air" or node_name == "big_webs:webbing" then
			table.insert(web_spine, web_pos)
		elseif in_anchor_group(node_name) then
			anchored=true
			break
		else
			anchored=false
			break
		end
	end

	if anchored then
		for _, web_pos in pairs(web_spine) do
			if math.random() < 0.9 then
				minetest.set_node(web_pos, {name="big_webs:webbing"})
			end
		end
		return web_spine
	end
	return nil
end

local generate_web = function(pos)
	local dir_choice = math.random(1, 6)
	local dir = cardinal_directions[dir_choice]
	local web_spine = web_line(pos, dir, 30)
	if web_spine then
		local dir2 = cardinal_directions[cardinal_planes[dir_choice][math.random(1, 2)]]
		local dir2_opposite = vector.multiply(dir2, -1)
		for _, web_pos in pairs(web_spine) do
			web_line(web_pos, dir2, 15)
			web_line(web_pos, dir2_opposite, 15)
		end
	end
end

minetest.register_node("big_webs:webbing", {
	description = S("Giant Cave Spider Webbing"),
	_doc_items_longdesc = S("Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts."),
	_doc_items_usagehelp = S("Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it."),
	tiles = {
		{name="big_webs.png"},
	},
	use_texture_alpha = "blend",
    connects_to = anchor_groups,
    connect_sides = { "top", "bottom", "front", "left", "back", "right" },
	drawtype = "nodebox",
	node_box = get_node_box(0.0625),
	collision_box = get_node_box(0.0625),
	inventory_image = "big_webs_item.png",
	wield_image = "big_webs_item.png",
	paramtype = "light",
	is_ground_content = false,
	climbable = true,
	groups = {snappy = 2, choppy = 2, webbing = 1, shearsy = 1,  swordy=1, flammable=1, destroy_by_lava_flow=1, fall_damage_add_percent=-100, bouncy=20},
	sounds = sound,
	on_construct = function(pos)
		minetest.get_node_timer(pos):start(30)
	end,
	on_destruct = function(pos)
		for _, dir in pairs(cardinal_directions) do
			local neighbor_pos = vector.add(pos, dir)
			if minetest.get_item_group(minetest.get_node(neighbor_pos).name, "webbing") > 0 then
				minetest.get_node_timer(neighbor_pos):start(30)
			end
		end
		minetest.get_node_timer(pos):stop()
	end,
	on_timer = function(pos, elapsed)
		local webs = {}
		local anchors = {}
		get_web_nodes(pos, webs, anchors)
		local first_anchor = next(anchors)
		for hash, _ in pairs(webs) do
			local web_pos = minetest.get_position_from_hash(hash)
			if first_anchor == nil then
				-- unsupported web
				minetest.set_node(web_pos, {name="air"})
				minetest.item_drop(ItemStack("big_webs:webbing"), nil, web_pos)
			end
			minetest.get_node_timer(web_pos):stop() -- no need to recheck
		end
	end,
	_mcl_blast_resistance = 1.0,
	_mcl_hardness = 0.5,
})

minetest.register_node("big_webs:web_egg", {
	description = S("Giant Cave Spider Web Generator"),
	tiles = {
		{name="big_webs.png"},
	},
	use_texture_alpha = "blend",
    connects_to = anchor_groups,
    connect_sides = { "top", "bottom", "front", "left", "back", "right" },
	drawtype = "nodebox",
	node_box = get_node_box(0.0625),
	collision_box = get_node_box(0.0625),
	inventory_image = "big_webs_item.png",
	wield_image = "big_webs_item.png",
	paramtype = "light",
	is_ground_content = false,
	climbable = true,
	floodable = true,
	groups = {snappy = 2, choppy = 2, webbing = 1, flammable=1, fall_damage_add_percent=-100, bouncy=20},
	sounds = sound,
	on_construct = function(pos)
		minetest.get_node_timer(pos):start(1)
	end,
	on_timer = function(pos, elapsed)
		minetest.set_node(pos, {name="air"})
		generate_web(pos)
	end,
	_mcl_blast_resistance = 1.0,
	_mcl_hardness = 0.5,
})

repo_name: korkut/MeseCraft

license: mit


code:
# textdomain: big_webs

### init.lua ###

Giant Cave Spider Web Generator=
Giant Cave Spider Webbing=

Thick ropes of sticky, springy silk, strung between cavern walls in hopes of catching bats and even larger beasts.=

Webbing can be collected and re-strung elsewhere to aid in climbing. It absorbs all falling damage when you land on it.=


code:
local S = minetest.get_translator(minetest.get_current_modname())

local dungeon_loot_path = minetest.get_modpath("dungeon_loot")

bones_loot = {}

local bones_formspec =
	"size[8,9]"
	.."list[current_name;main;0,0.3;8,4;]"
	.."list[current_player;main;0,4.85;8,1;]"
	.."list[current_player;main;0,6.08;8,3;8]"
	.."listring[current_name;main]"
	.."listring[current_player;main]"
	..df_dependencies.get_itemslot_bg(0,0.3,8,4)
	..df_dependencies.get_itemslot_bg(0,4.85,8,1)
	..df_dependencies.get_itemslot_bg(0,6.08,8,3)
if minetest.get_modpath("default") then
	bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
end

if minetest.get_modpath("bones") then
	df_dependencies.node_name_bones = "bones:bones"
else

	local function drop_item_stack(pos, stack)
		if not stack or stack:is_empty() then return end
		local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
		minetest.add_item(vector.add(pos, drop_offset), stack)
	end

	minetest.register_node("bones_loot:bones", {
		description = S("Bones"),
		tiles = {
			"bones_top.png^[transform2",
			"bones_bottom.png",
			"bones_side.png",
			"bones_side.png",
			"bones_rear.png",
			"bones_front.png"
		},
		paramtype2 = "facedir",
		groups = {oddly_diggable_by_hand=1, handy=1, container=2},
		sounds = df_dependencies.sound_gravel(),
		_mcl_hardness = 1.5,
		_mcl_blast_resistance = 6,
		can_dig = function(pos, player)
			local inv = minetest.get_meta(pos):get_inventory()
			return inv:is_empty("main")
		end,

		on_construct = function(pos)
			local meta = minetest.get_meta(pos)
			meta:set_string("formspec", bones_formspec)
			local inv = meta:get_inventory()
			inv:set_size("main", 8*4)
		end,

		on_blast = function(pos, intensity)
			local meta = minetest.get_meta(pos)
			local inv = meta:get_inventory()
			for i = 1, inv:get_size("main") do
				drop_item_stack(pos, inv:get_stack("main", i))
			end
			meta:from_table()
			minetest.remove_node(pos)
			if math.random(1, math.floor((intensity or 1) * 2)) ~= 1 then return end
			drop_item_stack(pos, "bones_loot:bones")
		end
	})

	df_dependencies.node_name_bones = "bones_loot:bones"
end

local bones_node = df_dependencies.node_name_bones

local local_loot = {}
local local_loot_register = function(t)
	if t.name ~= nil then
		t = {t} -- single entry
	end
	for _, loot in ipairs(t) do
		table.insert(local_loot, loot)
	end
end

-- we could do this for the dungeon_loot registered loot table as well,
-- but best not to meddle in other mods' internals if it can be helped.
local clean_up_local_loot = function()
	if local_loot == nil then return end
	for i = #local_loot, 1, -1 do
		if not minetest.registered_items[local_loot[i].name] then
			table.remove(local_loot, i)
		end
	end
end

-- Uses same table format as dungeon_loot
-- eg, 	{name = "mesecraft_bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
if dungeon_loot_path then
	bones_loot.register_loot = dungeon_loot.register
else
	bones_loot.register_loot = local_loot_register
	minetest.after(0, clean_up_local_loot)
end

local get_loot_list = function(pos, loot_type, exclusive_loot_type)
	local loot_table
	if dungeon_loot_path then
		loot_table = dungeon_loot.registered_loot
	else
		loot_table = local_loot
	end

	local item_list = {}
	local pos_y = pos.y
	for _, loot in ipairs(loot_table) do
		if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
			if (not exclusive_loot_type and loot.types == nil) or
				(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
				table.insert(item_list, loot)
			end
		end
	end

	return item_list
end

local shuffle = function(tbl)
	for i = #tbl, 2, -1 do
		local rand = math.random(i)
		tbl[i], tbl[rand] = tbl[rand], tbl[i]
	end
	return tbl
end

-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
	local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
	shuffle(item_list)

	-- apply chances / randomized amounts and collect resulting items
	local items = {}
	for _, loot in ipairs(item_list) do
		if math.random() <= loot.chance then
			local itemdef = minetest.registered_items[loot.name]
			if itemdef then
				local amount = 1
				if loot.count ~= nil then
					amount = math.random(loot.count[1], loot.count[2])
				end

				if itemdef.tool_capabilities then
					for n = 1, amount do
						local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
						table.insert(items, ItemStack({name = loot.name, wear = wear}))
						max_stacks = max_stacks - 1
						if max_stacks <= 0 then break end
					end
				else
					local stack_max = itemdef.stack_max
					while amount > 0 do
						table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
						amount = amount - stack_max
						max_stacks = max_stacks - 1
						if max_stacks <= 0 then break end
					end
				end
			end
		end
		if max_stacks <= 0 then break end
	end
	return items
end

bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
	minetest.set_node(pos, {name=bones_node, param2 = math.random(1,4)-1})
	local meta = minetest.get_meta(pos)
	if infotext == nil then
		infotext = S("Someone's old bones")
	end
	meta:set_string("infotext", infotext)
	meta:set_string("formspec", bones_formspec)

	if max_stacks and max_stacks > 0 then
		local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
		local inv = meta:get_inventory()
		inv:set_size("main", 8 * 4)
		for _, item in ipairs(loot) do
			inv:add_item("main", item)
		end
	end
end

minetest.register_lbm({
	label = "Repair underworld bones formspec",
	name = "bones_loot:repair_underworld_bones_formspec",
	nodenames = {bones_node},
	action = function(pos, node)
		local meta = minetest.get_meta(pos)
		if not meta:get("formspec") then
			meta:set_string("formspec", bones_formspec)
		end
	end,
})


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Knochen
#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
Someone's old bones=Jemandes alte Knochen

##### not used anymore #####

@1's old bones=Alte Knochen von @1
@1 died at @2.=@1 starb bei @2.
@1 died at @2, and dropped their inventory.=@1 starb bei @2 und ließ das Inventar fallen.
@1 died at @2, and bones were placed.=@1 starb bei @2 und Knochen wurden platziert.
@1's fresh bones=Frische Knochen von @1
@1's bones=Knochen von @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Ostoj
Someone's old bones=

##### not used anymore #####

@1's old bones=La malfreŝaj ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
@1's fresh bones=La freŝaj ostoj de @1
@1's bones=La ostoj de @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Huesos
Someone's old bones=

##### not used anymore #####

@1's old bones=Huesos antiguos de @1
@1 died at @2.=@1 murió en @2.
@1 died at @2, and dropped their inventory.=@1 murió en @2, y su inventario se desprendió.
@1 died at @2, and bones were placed.=@1 murió en @2, y sus huesos fueron depositados.
@1's fresh bones=Huesos recientes de @1
@1's bones=Huesos de @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Os
Someone's old bones=

##### not used anymore #####

@1's old bones=Vieux os de @1
@1 died at @2.=@1 est mort à @2.
@1 died at @2, and dropped their inventory.=@1 est mort à @2 et a laissé tomber son inventaire.
@1 died at @2, and bones were placed.=@1 est mort à @2 et ses os ont été placés.
@1's fresh bones=Os frais de @1
@1's bones=Os de @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Tulang
Someone's old bones=

##### not used anymore #####

@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Ossa
#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
Someone's old bones=Le vecchie ossa di qualcuno

##### not used anymore #####

@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=骨
Someone's old bones=

##### not used anymore #####

@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=lo bongu gunma
Someone's old bones=

##### not used anymore #####

@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i  pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Tulang
Someone's old bones=

##### not used anymore #####

@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Kości
Someone's old bones=

##### not used anymore #####

@1's old bones=Stare kości @1
@1 died at @2.=@1 umarł w @2.
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
@1's fresh bones=Świeże kości @1
@1's bones=Kości @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Ossos
Someone's old bones=

##### not used anymore #####

@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Кости
Someone's old bones=

##### not used anymore #####

@1's old bones=Старые кости @1
@1 died at @2.=@1 умер в @2.
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
@1's fresh bones=новые кости @1
@1's bones=кости @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Kosti
Someone's old bones=

##### not used anymore #####

@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča  @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Ben
Someone's old bones=

##### not used anymore #####

@1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @a.
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
@1's fresh bones=@1s färska ben
@1's bones=@1s ben


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=Кістки
Someone's old bones=

##### not used anymore #####

@1's old bones=старі кістки @1
@1 died at @2.=@1 помер в @2.
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
@1's fresh bones=нові кістки @1
@1's bones=кістки @1


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=骨骸
Someone's old bones=

##### not used anymore #####

@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡，丢掉了所有物品。
@1 died at @2, and bones were placed.=@1在@2死亡，已放置骨骸。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=骨骸
Someone's old bones=

##### not used anymore #####

@1's old bones=@1的舊骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡，丟掉了物品欄。
@1 died at @2, and bones were placed.=@1在@2死亡，骨骸被放置。
@1's fresh bones=@1的新鮮骨骸
@1's bones=@1的骨骸


code:
# textdomain: bones_loot

### init.lua ###

# textdomain: bones
Bones=
Someone's old bones=


code:
name = bones_loot
description = An API that allows bones to be placed procedurally with randomly generated loot
depends = df_dependencies
optional_depends = dungeon_loot, bones


code:
License of source code
----------------------

The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.

For more details:
https://opensource.org/licenses/MIT

Licenses of media (textures)
----------------------------

Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 paramat

You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.

Under the following terms:

Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.

ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.

No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.

Notices:

You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.


code:
local data = {}

chasms = {}

local ignore = {}

-- Use this to set node types to be left alone by chasm-carving
chasms.register_ignore = function(node_name)
	ignore[minetest.get_content_id(node_name)] = true
end

chasms.ignore_content_id = function(content_id)
	return ignore[content_id]
end

local maxy = tonumber(minetest.settings:get("chasms_maxy")) or -50
local miny = tonumber(minetest.settings:get("chasms_miny")) or -2500
local falloff = tonumber(minetest.settings:get("chasms_falloff")) or 100

local web_probability = 0.15 -- the chance that a given mapblock will have webbing criss-crossing the chasm

local chasms_threshold = tonumber(minetest.settings:get("chasms_threshold")) or 0.9
local np_chasms_default = {
	offset = 0,
	scale = 1,
	spread = {x = 50, y = 1000, z = 3000},
	seed = 94586,
	octaves = 2,
	persist = 0.63,
	lacunarity = 2.0,
}
local np_chasms = minetest.settings:get_np_group("chasms_params") or np_chasms_default
-- For some reason, these numbers are returned as strings by get_np_group.
local tonumberize_params = function(params)
	params.scale = tonumber(params.scale)
	params.lacunarity = tonumber(params.lacunarity)
	params.spread.x = tonumber(params.spread.x)
	params.spread.y = tonumber(params.spread.y)
	params.spread.z = tonumber(params.spread.z)
	params.offset = tonumber(params.offset)
	params.persistence = tonumber(params.persistence)
end
tonumberize_params(np_chasms)
local nobj_chasm
local chasm_data = {}

local waver_strength = 8
local waver_vector = {x=waver_strength, y=0, z=0}
local np_waver = {
	offset = 0,
	scale = waver_strength,
	spread = {x = 50, y = 50, z = 50},
	seed = 49585,
	octaves = 2,
	persist = 0.63,
	lacunarity = 2.0,
}
local nobj_waver
local waver_data = {}

local minfalloff = miny + falloff
local maxfalloff = maxy - falloff
local get_intensity = function(y)
	if y < miny or y > maxy then
		return 0
	end
	if y <= maxfalloff and y >= minfalloff then
		return 1
	end
	if y < minfalloff then
		return (y-miny)/falloff
	end
--	if y > maxfalloff then
	return (maxy-y)/falloff
--	end
end

local c_air = minetest.get_content_id("air")
local c_web

local log_location
if mapgen_helper.log_location_enabled then
	log_location = mapgen_helper.log_first_location
end

local big_webs_path = minetest.get_modpath("big_webs")
if big_webs_path then
	c_web = minetest.get_content_id("big_webs:webbing")
end

local z_displace = 10000

local calculate_web_array = function(minp, maxp)
	local seed = math.random()*10000000
	math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
	local webs = {}
	for count = 1, math.random(5,20) do
		local width = math.random(5, 25)
		local direction_vertical = math.random() > 0.5
		local web_y = math.random(minp.y+8, maxp.y-8)
		local web_z = math.random(minp.z+8, maxp.z-8)
		for i = -math.floor(width/2), math.ceil(width/2) do
			if direction_vertical then
				webs[(web_y+i) + web_z*z_displace] = true
			else
				webs[web_y + (web_z+i)*z_displace] = true
			end
		end
	end
	math.randomseed(seed)
	return webs
end

minetest.register_on_generated(function(minp, maxp, seed)
	if minp.y >= maxy or maxp.y <= miny then
		return
	end

	-- check if webs are present
	local webs
	local webs_present = false
	if big_webs_path then
		local seed = math.random()*10000000
		math.randomseed(minp.y + z_displace*minp.z) -- use consistent seeds across the x axis
		if math.random() < web_probability then
			webs_present = true
		end
		math.randomseed(seed)
	end

	local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
	vm:get_data(data)

	nobj_chasm = nobj_chasm or minetest.get_perlin_map(np_chasms, {x = emax.x - emin.x + 1 + waver_strength*2, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
	nobj_chasm:get_3d_map_flat(vector.subtract(emin, waver_vector), chasm_data)

	nobj_waver = nobj_waver or minetest.get_perlin_map(np_waver, {x = emax.x - emin.x + 1, y = emax.y - emin.y + 1, z = emax.z - emin.z + 1})
	nobj_waver:get_3d_map_flat(emin, waver_data)

	local chasm_area = VoxelArea:new{MinEdge = vector.subtract(emin, waver_vector), MaxEdge = vector.add(emax, waver_vector)}
	local data_area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}

	for i, x, y, z in data_area:iterp_xyz(emin, emax) do
		local waver = math.min(math.max(math.floor(waver_data[i]+0.5), -waver_strength), waver_strength)
		local intensity = get_intensity(y)
		if chasm_data[chasm_area:index(x+waver, y, z)]*intensity > chasms_threshold then
			if not ignore[data[i]] then
				if webs_present then
					webs = webs or calculate_web_array(minp, maxp) -- only calculate webs when we know we're in a chasm
					if webs[y + z*z_displace] and math.random() < 0.85 then -- random holes in the web
						data[i] = c_web
						local web_pos = vector.new(x,y,z)
						minetest.get_node_timer(web_pos):start(1) -- this timer will check for unsupported webs
						if log_location then log_location("chasm_web", web_pos) end
					else
						data[i] = c_air
					end
				else
					data[i] = c_air
				end
				if log_location then log_location("chasm", vector.new(x,y,z)) end
			end
		end
	end

	vm:set_data(data)
	vm:calc_lighting()
	vm:write_to_map()
end)

local nobj_local_chasm = minetest.get_perlin(np_chasms)
local nobj_local_waver = minetest.get_perlin(np_waver)

chasms.is_in_chasm = function(pos)
	nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
	nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
	local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
	local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
	return chasm_value*get_intensity(pos.y) > chasms_threshold
end

-- A little cheaper to run, for mapgens that know they don't have to worry about the tops and bottoms of chasms
chasms.is_in_chasm_without_taper = function(pos)
	nobj_local_chasm = nobj_local_chasm or minetest.get_perlin(np_chasms)
	nobj_local_waver = nobj_local_waver or minetest.get_perlin(np_waver)
	local waver = math.min(math.max(math.floor(nobj_local_waver:get_3d(pos)+0.5), -waver_strength), waver_strength)
	local chasm_value = nobj_local_chasm:get_3d({x=pos.x+waver, y=pos.y, z=pos.z})
	return chasm_value > chasms_threshold
end


code:
chasms_params (Noise params for chasms) noise_params_3d 0, 1, (50, 1000, 3000), 94586, 2, 0.63, 2.0
chasms_threshold (Noise threshold for chasms) float 0.9
chasms_maxy (Maximum Y) int -50
chasms_miny (Minimum Y) int -2500
chasms_falloff (Taper range when approaching max or min) int 100


code: Adds vast underground caverns in the style of Dwarf Fortress, complete with underground flora in diverse biomes.


code:
local S = minetest.get_translator(minetest.get_current_modname())

local steel_pick = df_dependencies.texture_tool_steelpick
local steel_shovel = df_dependencies.texture_tool_steelshovel

local crossed_pick_and_shovel = "((("..steel_shovel.."^[transformFX)^"..steel_pick..")^[resize:32x32)"

local gas_seep = "(("..df_dependencies.texture_stone.."^"..df_dependencies.texture_mineral_coal.."^[combine:16x80:0,-16=crack_anylength.png)^[resize:32x32)"

awards.register_achievement("dfcaverns_destroyed_gas_seep", {
	title = S("Destroy a Gas Seep"),
	description = S("Plug a crack that mine gas is seeping out of to make the caves just a little bit safer."),
	icon = "dfcaverns_awards_backgroundx32.png^" .. gas_seep .."^dfcaverns_awards_foregroundx32.png",
	difficulty = 2,
	trigger = {
		type = "dig",
		node = "mine_gas:gas_seep",
		target = 1
	},
})

awards.register_achievement("dfcaverns_giant_web", {
	title = S("Collect Giant Webbing"),
	description = S("Collect a piece of giant webbing found in a cave."),
	icon ="dfcaverns_awards_backgroundx32.png^big_webs_item.png^dfcaverns_awards_foregroundx32.png",
	difficulty = 1,
	trigger = {
		type = "dig",
		node = "big_webs:webbing",
		target = 1
	},
})

-- too common
--awards.register_achievement("dfcaverns_glow_worms", {
--	title = S("Collect Glow Worms"),
--	description = S(""),
--	icon =,
--	trigger = {
--		type = "dig",
--		node = "df_mapitems:glow_worm",
--		target = 1
--	},
--})

---------------------------------------------------------------

awards.register_achievement("dfcaverns_cave_pearls", {
	title = S("Collect Cave Pearls"),
	description = S("Collect some cave pearls from the wall of a cave."),
	icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_cave_pearls_achievement.png^dfcaverns_awards_foregroundx32.png",
	difficulty = 1,
	trigger = {
		type = "dig",
		node = "df_mapitems:cave_pearls",
		target = 1
	},
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

awards.register_achievement("dfcaverns_castle_coral", {
	title = S("Collect Castle Coral"),
	description = S("Collect a piece of Castle Coral from the Sunless Sea."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_castle_coral_achievement.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "dig",
		node = "df_mapitems:castle_coral",
		target = 1
	},
	difficulty = 2,
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

awards.register_achievement("dfcaverns_ruby_crystals", {
	title = S("Collect Giant Red Crystal"),
	description = S("Collect one of the giant red crystals found in large barren caverns."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_big_red_crystal_achievement.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "dig",
		node = "group:dfcaverns_big_crystal",
		target = 1
	},
	difficulty = 1,
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

awards.register_achievement("dfcaverns_cave_coral", {
	title = S("Collect Cave Coral"),
	description = S("Collect a piece of Cave Coral from the Sunless Sea."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_cave_coral_achievement.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "dig",
		node = "group:dfcaverns_cave_coral",
		target = 1
	},
	difficulty = 1,
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

awards.register_achievement("dfcaverns_flawless_mese", {
	title = S("Collect Flawless Mese Crystal Block"),
	description = S("Collect a flawless Mese crystal block from the Magma Sea."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowmese_achievement.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "dig",
		node = "df_mapitems:glow_mese",
		target = 1
	},
	difficulty = 3,
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

awards.register_achievement("dfcaverns_luminous_salt", {
	title = S("Collect Luminous Salt Crystal"),
	description = S("Collect a luminous salt crystal from the dry caverns where Bloodthorns live."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_salt_achievement.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "dig",
		node = "df_mapitems:salt_crystal",
		target = 1
	},
	difficulty = 1,
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

awards.register_achievement("dfcaverns_glow_amethyst", {
	title = S("Collect Glowing Amethyst"),
	description = S("Collect a block of glowing amethyst crystal from the Underworld."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_amethyst_achievement.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "dig",
		node = "df_underworld_items:glow_amethyst",
		target = 1
	},
	difficulty = 2,
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

awards.register_achievement("dfcaverns_glow_stone", {
	title = S('"Collect" Lightseam Stone'),
	description = S("Attempt to collect a piece of Lightseam, a strange glowing mineral found deep underground."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowstone_achievement.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "dig",
		node = "df_underworld_items:glowstone",
		target = 1
	},
	difficulty = 2,
	_dfcaverns_achievements = {"dfcaverns_prospector"},
})

------------------------------------------------------------------

awards.register_achievement("dfcaverns_prospector", {
	title = S("Deep Prospector"),
	description = S("Collect various different exotic items from various caverns."),
	icon = "dfcaverns_awards_backgroundx32.png^"..crossed_pick_and_shovel.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 3 / df_achievements.get_child_achievement_count("dfcaverns_prospector"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_prospector",
		target=df_achievements.get_child_achievement_count("dfcaverns_prospector"),
	},
})


code:
local S = minetest.get_translator(minetest.get_current_modname())
local nethercap_name = df_dependencies.nethercap_name

local hoe_texture = df_dependencies.texture_tool_steelhoe
local soil_texture = df_dependencies.texture_farming_soil
local ice_texture = df_dependencies.texture_ice
local coal_ore = "(".. df_dependencies.texture_stone .."^".. df_dependencies.texture_mineral_coal ..")"

local make_texture = function(plant_texture, bg_tex)
	bg_tex = bg_tex or soil_texture
	return "dfcaverns_awards_backgroundx32.png^[combine:32x32:3,4="..bg_tex.."^[combine:32x32:3,2="..plant_texture.."^[combine:32x32:14,13="..hoe_texture.."^dfcaverns_awards_foregroundx32.png"
end

-- forestry

local plant_node_achievements =
{
	["df_trees:black_cap_sapling"] = {achievement="dfcaverns_plant_black_cap",
		title=S("Plant Black Cap"), icon=make_texture("dfcaverns_black_cap_sapling.png", coal_ore), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:fungiwood_sapling"] = {achievement="dfcaverns_plant_fungiwood",
		title=S("Plant Fungiwood"), icon=make_texture("dfcaverns_fungiwood_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:goblin_cap_sapling"] = {achievement="dfcaverns_plant_goblin_cap",
		title=S("Plant Goblin Cap"), icon=make_texture("dfcaverns_goblin_cap_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:nether_cap_sapling"] = {achievement="dfcaverns_plant_nethercap",
		title=S("Plant @1", nethercap_name), icon=make_texture("dfcaverns_nether_cap_sapling.png", ice_texture), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:spore_tree_sapling"] = {achievement="dfcaverns_plant_spore_tree",
		title=S("Plant Spore Tree"), icon=make_texture("dfcaverns_spore_tree_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:tower_cap_sapling"] = {achievement="dfcaverns_plant_tower_cap",
		title=S("Plant Tower Cap"), icon=make_texture("dfcaverns_tower_cap_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:tunnel_tube_sapling"] = {achievement="dfcaverns_plant_tunnel_tube",
		title=S("Plant Tunnel Tube"), icon=make_texture("dfcaverns_tunnel_tube_sapling.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:torchspine_ember"] = {achievement="dfcaverns_plant_torchspine",
		title=S("Plant Torchspine"), icon=make_texture("dfcaverns_torchspine_achievement.png", coal_ore), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:spindlestem_seedling"] = {achievement="dfcaverns_plant_spindlestem",
		title=S("Plant Spindlestem"), icon=make_texture("dfcaverns_spindlestem_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_trees:blood_thorn"] = {achievement="dfcaverns_plant_bloodthorn",
		title=S("Plant Bloodthorn"), icon=make_texture("dfcaverns_bloodthorn_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_upper_trees", "dfcaverns_plant_all_underground_trees"}, difficulty = 1,},
	["df_primordial_items:giant_hypha_apical_meristem"] = {achievement="dfcaverns_plant_giant_mycelium",
		title=S("Plant Primordial Mycelium"), icon=make_texture("dfcaverns_mush_soil.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
	["df_primordial_items:fern_sapling"] = {achievement="dfcaverns_plant_primordial_fern",
		title=S("Plant Primordial Fern"), icon=make_texture("dfcaverns_jungle_fern_03.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
	["df_primordial_items:jungle_mushroom_sapling"] = {achievement="dfcaverns_plant_primordial_jungle_mushroom",
		title=S("Plant Primordial Jungle Mushroom"), icon=make_texture("dfcaverns_jungle_mushroom_02.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
	["df_primordial_items:jungletree_sapling"] = {achievement="dfcaverns_plant_primordial_jungletree",
		title=S("Plant Primordial Jungle Tree"), icon=make_texture("dfcaverns_jungle_sapling.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
	["df_primordial_items:mush_sapling"] = {achievement="dfcaverns_plant_primordial_mushroom",
		title=S("Plant Primordial Mushroom"), icon=make_texture("dfcaverns_mush_sapling.png"), secret = true, _dfcaverns_achievements={"dfcaverns_plant_all_primordial", "dfcaverns_plant_all_underground_trees"}, difficulty = 3,},
	["df_farming:cave_wheat_seed"] = {achievement="dfcaverns_plant_cave_wheat",
		title=S("Plant Cave Wheat"), icon=make_texture("dfcaverns_cave_wheat_8.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
	["df_farming:dimple_cup_seed"] = {achievement="dfcaverns_plant_dimple_cup",
		title=S("Plant Dimple Cup"), icon=make_texture("dfcaverns_dimple_cup_4.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
	["df_farming:pig_tail_seed"] = {achievement="dfcaverns_plant_pig_tail",
		title=S("Plant Pig Tail"), icon=make_texture("dfcaverns_pig_tail_8.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
	["df_farming:plump_helmet_spawn"] = {achievement="dfcaverns_plant_plump_helmet",
		title=S("Plant Plump Helmet"), icon=make_texture("dfcaverns_plump_helmet_achievement.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
	["df_farming:quarry_bush_seed"] = {achievement="dfcaverns_plant_quarry_bush",
		title=S("Plant Quarry Bush"), icon=make_texture("dfcaverns_quarry_bush_5.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
	["df_farming:sweet_pod_seed"] = {achievement="dfcaverns_plant_sweet_pod",
		title=S("Plant Sweet Pod"), icon=make_texture("dfcaverns_sweet_pod_6.png"), _dfcaverns_achievements={"dfcaverns_plant_all_farmables"}, difficulty = 1,},
}

minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
	local player_name = placer:get_player_name()
	if player_name == nil then return end
	local player_awards = awards.player(player_name)
	local achievement = plant_node_achievements[newnode.name]
	if not achievement then return end
	local achievement_name = achievement.achievement
	if not player_awards.unlocked or player_awards.unlocked[achievement_name] ~= achievement_name then
		-- all of the growable plants in DFCaverns are timer-based. If you place
		-- a seedling or seed and the resulting node has a timer running, then
		-- it's passed the checks to see if it was placed in a growable area.
		if minetest.get_node_timer(pos):is_started() then
			awards.unlock(player_name, achievement_name)
		end
	end
end)

for seed_item, def in pairs(plant_node_achievements) do
	awards.register_achievement(def.achievement, {
		title = def.title,
		description = S("Plant a @1 in a place where it can grow.", minetest.registered_items[seed_item].description),
		icon = def.icon,
		secret = def.secret,
		_dfcaverns_achievements = def._dfcaverns_achievements,
	})
end

awards.register_achievement("dfcaverns_plant_all_upper_trees", {
	title = S("Fungal Arborist"),
	description = S("Plant one of every kind of 'tree' found in the caverns above the Sunless Sea."),
	icon = "dfcaverns_awards_backgroundx32.png^"
		.."(dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_cavern_goblincapx32.png)^[transformFX"
		.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 1 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_upper_trees"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_plant_all_upper_trees",
		target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_upper_trees"),
	},
})

awards.register_achievement("dfcaverns_plant_all_primordial", {
	title = S("Primordial Arborist"),
	description = S("Plant one of every kind of 'tree' from the Primordial caverns."),
	icon = "dfcaverns_awards_backgroundx32.png^"
		.."(dfcaverns_awards_cavern_primordial_mushx32.png^dfcaverns_awards_cavern_junglex32.png)^[transformFX"
		.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
	secret = true,
	difficulty = 3 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_primordial"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_plant_all_primordial",
		target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_primordial"),
	},
})

awards.register_achievement("dfcaverns_plant_all_underground_trees", {
	title = S("Underground Arborist"),
	description = S("Plant one of every kind of 'tree' found in the caverns beneath the surface."),
	icon = "dfcaverns_awards_backgroundx32.png^"
		.."(dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_cavern_goblincapx32.png)^[transformFX"
		.. "^dfcaverns_awards_cavern_primordial_mushx32.png^dfcaverns_awards_cavern_junglex32.png"
		.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 4 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_underground_trees"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_plant_all_underground_trees",
		target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_underground_trees"),
	},
})

awards.register_achievement("dfcaverns_plant_all_farmables", {
	title = S("Underground Farmer"),
	description = S("Plant one of every kind of small farmable plant found in the caverns beneath the surface."),
	icon = "dfcaverns_awards_backgroundx32.png"
		.."^[combine:32x32:0,0="..soil_texture
		.."^[combine:32x32:0,16="..soil_texture
		.."^[combine:32x32:16,0="..soil_texture
		.."^[combine:32x32:16,16="..soil_texture
		.."^[combine:32x32:0,0=dfcaverns_cave_wheat_8.png"
		.."^[combine:32x32:16,0=dfcaverns_dimple_cup_4.png"
		.."^[combine:32x32:8,8=dfcaverns_plump_helmet_achievement.png"
		.."^[combine:32x32:0,16=dfcaverns_sweet_pod_6.png"
		.."^[combine:32x32:16,16=dfcaverns_quarry_bush_5.png"
		.."^[combine:32x32:16,15="..hoe_texture.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 1 / df_achievements.get_child_achievement_count("dfcaverns_plant_all_farmables"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_plant_all_farmables",
		target=df_achievements.get_child_achievement_count("dfcaverns_plant_all_farmables"),
	},
})


code:
local S = minetest.get_translator(minetest.get_current_modname())

for itemname, def in pairs(minetest.registered_items) do
	--"df_farming:"..item_name.."_"..recipe_type.name.."_meal"
	if string.sub(itemname, 1, 11) == "df_farming:" and string.sub(itemname, -5, -1) == "_meal" then
		local meal_name = string.sub(itemname, 12, -1)
		local meal_desc = def.description
		local image = string.sub(def.inventory_image, 1, -7) .. "32.png"

		awards.register_achievement("dfcaverns_meal_"..meal_name, {
			title = S("Eat @1", meal_desc),
			description = S("One of the many delights that can be crafted only from fungal growths found deep underground."),
			icon = "dfcaverns_awards_backgroundx32.png^" .. image .. "^dfcaverns_awards_foregroundx32.png",
			trigger = {
				type = "eat",
				item = itemname,
				target = 1
			},
			difficulty = 2,
			_dfcaverns_achievements = {"dfcaverns_gourmand"},
		})
	end
end

local bread_def = minetest.registered_items["df_farming:cave_bread"]
awards.register_achievement("dfcaverns_meal_dwarven_bread", {
	title = S("Eat @1", bread_def.description),
	description = S("It's a basic staple of the underground, but at least it's not Plump Helmet."),
	icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_prepared_food13x32.png^dfcaverns_awards_foregroundx32.png",
	trigger = {
		type = "eat",
		item = "df_farming:cave_bread",
		target = 1,
	},
	difficulty = 1,
	_dfcaverns_achievements = {"dfcaverns_gourmand"},
})

awards.register_achievement("dfcaverns_gourmand", {
	title = S("Dwarven Gourmand"),
	description = S("Eat one of each of the various meals that can be cooked or crafted from underground ingredients."),
	icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_prepared_food28x32.png^dfcaverns_gourmand_achievement.png^dfcaverns_awards_foregroundx32.png",
	difficulty = 2 / df_achievements.get_child_achievement_count("dfcaverns_gourmand"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_gourmand",
		target=df_achievements.get_child_achievement_count("dfcaverns_gourmand"),
	},
})

if minetest.get_modpath("df_primordial_items") then
	awards.register_achievement("dfcaverns_primordial_fruit", {
		title = S("Eat a Primordial Fruit"),
		description = S("Eat one of the strange fruits found only deep underground in the Primordial caverns."),
		icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_primordial_fruit.png^dfcaverns_awards_foregroundx32.png",
		difficulty = 3,
		trigger = {
			type = "eat",
			item = "df_primordial_items:primordial_fruit",
			target = 1
		},
		secret = true,
	})

	awards.register_achievement("dfcaverns_glowtato", {
		title = S("Eat a Glowtato"),
		description = S("Slightly less prestigious than the Primordial Fruit, but still rare and exotic compared to surface world fare."),
		icon ="dfcaverns_awards_backgroundx32.png^dfcaverns_glowtato.png^dfcaverns_awards_foregroundx32.png",
		difficulty = 3,
		trigger = {
			type = "eat",
			item = "df_primordial_items:glowtato",
			target = 1
		},
	})

-- too mundane compared to the other achievements
--	awards.register_achievement("dfcaverns_diced_mushroom", {
--		title = S("Eat Diced Mushroom"),
--		description = S(""),
--		icon =,
--		trigger = {
--			type = "eat",
--			item = "df_primordial_items:diced_mushroom",
--			target = 1
--		},
--	})
end


code:
if not minetest.get_modpath("awards") then
	minetest.log("warning", "[df_achievements] the df_achievements mod was installed but the [awards] mod was not."
		.. " df_achievements depends on awards, but it is listed as an optional dependency so that installing the"
		.. " dfcaverns modpack won't automatically enable it. If you want df_achievements to function please"
		.. " install awards as well, otherwise you should disable df_achievements.")
	return
end

df_achievements = {}

local old_awards_version = false
if awards.run_trigger_callbacks then
	-- older versions of awards crash when attempting to use newer versions of triggers
	-- this "run_trigger_callbacks" API call is present in those older versions, so using that
	-- as a fingerprint to discover them
	old_awards_version = true

	minetest.register_on_dignode(function(pos, oldnode, digger)
		-- the old version of awards doesn't handle groups when triggering dug nodes, use this to hack around that
		local node_name = oldnode.name
		if minetest.get_item_group(node_name, "dfcaverns_big_crystal") > 0 then
			awards.unlock(digger:get_player_name(), "dfcaverns_ruby_crystals")
		elseif minetest.get_item_group(node_name, "dfcaverns_cave_coral") > 0 then
			awards.unlock(digger:get_player_name(), "dfcaverns_cave_coral")
		end
	end)
else
	-- used to track the progress of achievements that are based off of other achievements
	awards.register_trigger("dfcaverns_achievements", {
		type="counted_key",
		progress = "@1/@2", -- awards seems to use a conflicting syntax with internationalization, ick. Avoid words here.
		get_key = function(self, def)
			return def.trigger.achievement_name
		end,
	})
end

local achievement_parents = {}
df_achievements.get_child_achievement_count = function(parent_achievement)
	return #achievement_parents[parent_achievement]
end

local register_achievement_old = awards.register_achievement
awards.register_achievement = function(achievement_name, achievement_def, ...)
	if old_awards_version and achievement_def.trigger and achievement_def.trigger.type=="dfcaverns_achievements" then
		-- there's a significant difference between how triggers work
		-- in older versions of the awards mod. The new version of the trigger doesn't
		-- work with the old. Rather than do a bunch of work to support old versions, strip them out.
		achievement_def.trigger = nil
	end

	-- The achievement being registered has "parent" achievements that progress when it is unlocked,
	-- track that here
	if achievement_def._dfcaverns_achievements then
		for _, parent_achievement in pairs(achievement_def._dfcaverns_achievements) do
			local parent_source_list = achievement_parents[parent_achievement] or {}
			achievement_parents[parent_achievement] = parent_source_list
			table.insert(parent_source_list, achievement_name)
		end
	end

	register_achievement_old(achievement_name, achievement_def, ...)
end

local modpath = minetest.get_modpath(minetest.get_current_modname())

awards.register_on_unlock(function(player_name, def)
	local def_dfcaverns_achievements = def._dfcaverns_achievements
	if not def_dfcaverns_achievements then return end
	local player_awards = awards.player(player_name)
	if not player_awards then return end
	local unlocked = player_awards.unlocked
	if not unlocked then return end

	-- the achievement that just got unlocked had one or more "parent" achievements associated with it.
	for _, achievement_parent in pairs(def_dfcaverns_achievements) do
		player_awards.dfcaverns_achievements = player_awards.dfcaverns_achievements or {}
		local source_list = achievement_parents[achievement_parent]
		local total = #source_list
		local count = 0
		for _, source_achievement in pairs(source_list) do
			if unlocked[source_achievement] == source_achievement then count = count + 1 end
		end
		player_awards.dfcaverns_achievements[achievement_parent] = count
		awards.save()
		if count >= total then
			minetest.after(4, awards.unlock, player_name, achievement_parent)
		end
	end
end)

dofile(modpath.."/travel.lua")
dofile(modpath.."/farming.lua")
dofile(modpath.."/dig.lua")
dofile(modpath.."/food.lua")
dofile(modpath.."/misc.lua")

-- not used outside this mod
df_achievements.test_list = nil


code:
# textdomain: df_achievements

### dig.lua ###

"Collect" Lightseam Stone=

Attempt to collect a piece of Lightseam, a strange glowing mineral found deep underground.=

Collect Castle Coral=
Collect Cave Coral=
Collect Cave Pearls=
Collect Flawless Mese Crystal Block=
Collect Giant Red Crystal=
Collect Giant Webbing=
Collect Glow Worms=
Collect Glowing Amethyst=
Collect Luminous Salt Crystal=

Collect a block of glowing amethyst crystal from the Underworld.=

Collect a flawless Mese crystal block from the Magma Sea.=

Collect a luminous salt crystal from the dry caverns where Bloodthorns live.=

Collect a piece of Castle Coral from the Sunless Sea.=
Collect a piece of Cave Coral from the Sunless Sea.=
Collect a piece of giant webbing found in a cave.=

Collect one of the giant red crystals found in large barren caverns.=

Collect some cave pearls from the wall of a cave.=
Collect various different exotic items from various caverns.=
Deep Prospector=
Destroy a Gas Seep=

Plug a crack that mine gas is seeping out of to make the caves just a little bit safer.=

### dig.lua ###
### food.lua ###
### misc.lua ###

=

### farming.lua ###

Fungal Arborist=
Plant @1=
Plant Black Cap=
Plant Bloodthorn=
Plant Cave Wheat=
Plant Dimple Cup=
Plant Fungiwood=
Plant Goblin Cap=
Plant Pig Tail=
Plant Plump Helmet=
Plant Primordial Fern=
Plant Primordial Jungle Mushroom=
Plant Primordial Jungle Tree=
Plant Primordial Mushroom=
Plant Primordial Mycelium=
Plant Quarry Bush=
Plant Spindlestem=
Plant Spore Tree=
Plant Sweet Pod=
Plant Torchspine=
Plant Tower Cap=
Plant Tunnel Tube=
Plant a @1 in a place where it can grow.=

Plant one of every kind of 'tree' found in the caverns above the Sunless Sea.=

Plant one of every kind of 'tree' found in the caverns beneath the surface.=

Plant one of every kind of 'tree' from the Primordial caverns.=

Plant one of every kind of small farmable plant found in the caverns beneath the surface.=

Primordial Arborist=
Underground Arborist=
Underground Farmer=

### food.lua ###

Dwarven Gourmand=
Eat @1=
Eat Diced Mushroom=
Eat a Glowtato=
Eat a Primordial Fruit=

Eat one of each of the various meals that can be cooked or crafted from underground ingredients.=

Eat one of the strange fruits found only deep underground in the Primordial caverns.=

It's a basic staple of the underground, but at least it's not Plump Helmet.=

One of the many delights that can be crafted only from fungal growths found deep underground.=

Slightly less prestigious than the Primordial Fruit, but still rare and exotic compared to surface world fare.=

### misc.lua ###

Activating a puzzle seal has produced a breach in the slade foundations of the world.=

Capture an Ice Sprite=
Decipher the code of the ancients. Do you dare turn the key?=
Detonate Mine Gas=
Get Attacked by an Underworld Guardian=
Loot 100 Ancient Warrior Bones=
Loot Ancient Warrior Bones=
Punch Veinstone=
Punch a vein to hear the heartbeat of the stone.=
Repair 100 Ancient Lanterns=
Repair an Ancient Lantern=
Solve a Puzzle Seal=
Trigger a Slade Breacher=

You may not be able to build new ones, but at least you can get the old ones shining brightly again.=

You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty.=

You've discovered something important about those mysterious slade statues in the Underworld.=

### travel.lua ###

Discover @1s=
Discover All Fungal Cavern Types=
Discover All Overworld Cavern Types=
Discover All Underground Cavern Types=
Discover Black Caps=
Discover Bloodthorns=
Discover Fungiwood=
Discover Goblin Caps=
Discover Spore Trees=
Discover Tower Caps=
Discover Tunnel Tubes=
Discover a Deep Chasm=
Discover a Deep Sinkhole=
Discover a Glowing Pit=
Discover a cavern containing oil deep underground.=
Discover a cavern where @1s grow in the wild.=
Discover a cavern where Black Caps grow in the wild.=
Discover a cavern where Bloodthorns grow in the wild.=
Discover a cavern where Fungiwoods grow in the wild.=
Discover a cavern where Goblin Caps grow in the wild.=
Discover a cavern where Spore Trees grow in the wild.=
Discover a cavern where Tower Caps grow in the wild.=
Discover a cavern where Tunnel Tubes grow in the wild.=
Discover a deep natural sinkhole.=
Discover a gigantic underground natural chasm.=

Discover a glowing pit in the slade foundations of the world.=

Discover all Primordial Cavern Types=
Discover all major kinds of giant cavern environment.=

Discover all of the major types of cavern below the foundations of the world.=

Discover all of the major types of cavern environments between the Sunless Sea and the foundations of the world.=

Discover examples of all of the fungal cavern biomes.=
Discover the Magma Sea=
Discover the Oil Sea=
Discover the Primordial Fungus=
Discover the Primordial Jungle=
Discover the Sunless Sea=
Discover the Underworld=

Discover the ancient caverns at the foundations of the world.=

Discover the fungus-ridden caverns below the foundations of the world.=

Discover the giant caverns to which all water from the surface ultimately drain.=

Discover the lost jungles below the foundations of the world.=

Discover the sea of magma that volcanoes draw from.=


code:
local S = minetest.get_translator(minetest.get_current_modname())

-- misc
if df_dependencies.node_name_glass_bottle then
	awards.register_achievement("dfcaverns_captured_ice_sprite", {
		title = S("Capture an Ice Sprite"),
		description = S("You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty."),
		icon = "dfcaverns_awards_backgroundx32.png^ice_sprites_bottle.png^dfcaverns_awards_foregroundx32.png",
		difficulty = 2,
		trigger = {
			type = "craft",
			item = "ice_sprites:ice_sprite_bottle",
			target = 1,
		},
	})
end

df_mapitems.on_veinstone_punched = function(pos, node, puncher, pointed_thing)
	awards.unlock(puncher:get_player_name(), "dfcaverns_punched_veinstone")
end
awards.register_achievement("dfcaverns_punched_veinstone", {
	title = S("Punch Veinstone"),
	description = S("Punch a vein to hear the heartbeat of the stone."),
	difficulty = 2,
	icon = "dfcaverns_awards_backgroundx32.png^((".. df_dependencies.texture_stone .. "^dfcaverns_veins.png)^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
})

if minetest.get_modpath("df_underworld_items") then

	if minetest.get_modpath("hunter_statue") then
		hunter_statue.player_punched = function(node_name, pos, player)
			if node_name ~= "df_underworld_items:hunter_statue" then return end
			awards.unlock(player:get_player_name(), "dfcaverns_attacked_by_guardian_statue")
		end
		awards.register_achievement("dfcaverns_attacked_by_guardian_statue", {
			title = S("Get Attacked by an Underworld Guardian"),
			difficulty = 2,
			description = S("You've discovered something important about those mysterious slade statues in the Underworld."),
			icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_guardian_achievement.png^dfcaverns_awards_foregroundx32.png",
			secret=true,
		})
	end

	df_underworld_items.puzzle_seal_solved = function(pos, player)
		if player == nil then return end
		awards.unlock(player:get_player_name(), "dfcaverns_solved_puzzle_seal")
	end
	awards.register_achievement("dfcaverns_solved_puzzle_seal", {
		title = S("Solve a Puzzle Seal"),
		difficulty = 4,
		description = S("Decipher the code of the ancients. Do you dare turn the key?"),
		icon = "dfcaverns_puzzle_seal_solvedx32.png^dfcaverns_awards_foregroundx32.png",
	})

	df_underworld_items.slade_breacher_triggered = function(pos, player)
		awards.unlock(player:get_player_name(), "dfcaverns_triggered_slade_breacher")
	end
	awards.register_achievement("dfcaverns_triggered_slade_breacher", {
		title = S("Trigger a Slade Breacher"),
		difficulty = 1,
		description = S("Activating a puzzle seal has produced a breach in the slade foundations of the world."),
		icon = "dfcaverns_puzzle_seal_activex32.png^dfcaverns_awards_foregroundx32.png",
		secret=true,
	})

	df_underworld_items.ancient_lantern_fixed = function(pos, player)
		awards.unlock(player:get_player_name(), "dfcaverns_repaired_lantern")
	end
	awards.register_achievement("dfcaverns_repaired_lantern", {
		title = S("Repair an Ancient Lantern"),
		difficulty = 2,
		description = S("You may not be able to build new ones, but at least you can get the old ones shining brightly again."),
		icon = "dfcaverns_awards_backgroundx32.png^((dfcaverns_slade_brick.png^(" .. df_dependencies.texture_meselamp .. "^[mask:dfcaverns_lantern_mask.png))^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
		secret=true,
	})

--	awards.register_achievement("dfcaverns_repaired_100_lanterns", {
--		title = S("Repair 100 Ancient Lanterns"),
--		description = S(""),
--		icon =,
--	})

end

-- can't think of an easy way to detect these
--awards.register_achievement("dfcaverns_torch_detonated_mine_gas", {
--	title = S("Detonate Mine Gas"),
--	description = S(""),
--	icon =,
--})

--awards.register_achievement("dfcaverns_looted_underworld_bones", {
--	title = S("Loot Ancient Warrior Bones"),
--	description = S(""),
--	icon =,
--})
--
--awards.register_achievement("dfcaverns_looted_100_underworld_bones", {
--	title = S("Loot 100 Ancient Warrior Bones"),
--	description = S(""),
--	icon =,
--})


code:
name=df_achievements
description=Achievements for DFCaverns
depends=df_caverns, df_trees, df_farming, df_mapitems, df_dependencies, pit_caves
optional_depends=df_underworld_items, hunter_statue, awards


code:
local S = minetest.get_translator(minetest.get_current_modname())

local nethercap_name = df_dependencies.nethercap_name
local lava_node = df_dependencies.node_name_lava_source

local node_types = {}
node_types.fungiwood = {"df_trees:fungiwood", "df_trees:fungiwood_shelf"}
node_types.towercap = {"df_trees:tower_cap_stem", "df_trees:tower_cap_gills", "df_trees:tower_cap"}
node_types.goblincap = {"df_trees:goblin_cap_stem", "df_trees:goblin_cap", "df_trees:goblin_cap_gills"}
node_types.sporetree = {"df_trees:spore_tree", "df_trees:spore_tree_hyphae", "df_trees:spore_tree_fruiting_body"}
node_types.tunneltube = {"df_trees:tunnel_tube", "df_trees:tunnel_tube_slant_bottom", "df_trees:tunnel_tube_slant_top", "df_trees:tunnel_tube_slant_full", "df_trees:tunnel_tube_fruiting_body"}
node_types.nethercap = {"df_mapitems:icicle_1", "df_mapitems:icicle_2", "df_mapitems:icicle_3", "df_mapitems:icicle_4", "ice_sprites:ice_sprite", "ice_sprites:hidden_ice_sprite", "df_trees:nether_cap", "df_trees:nether_cap_gills", "df_trees:nether_cap_stem"}
node_types.bloodthorn = {"df_trees:blood_thorn", "df_trees:blood_thorn_spike"}
node_types.blackcap = {"df_trees:black_cap", "df_trees:black_cap_stem", "df_trees:black_cap_gills", "df_trees:torchspine_1", "df_trees:torchspine_1_lit", "df_trees:torchspine_2", "df_trees:torchspine_3", "df_trees:torchspine_4"}
node_types.primordial_jungle = {"df_primordial_items:giant_fern_leaves", "df_primordial_items:giant_fern_tree", "df_primordial_items:giant_fern_tree_slant_bottom", "df_primordial_items:giant_fern_tree_slant_full", "df_primordial_items:giant_fern_tree_slant_top", "df_primordial_items:jungle_leaves", "df_primordial_items:jungle_leaves_glowing", "df_primordial_items:jungle_mushroom_cap_1", "df_primordial_items:jungle_mushroom_cap_2", "df_primordial_items:jungle_mushroom_trunk",  "df_primordial_items:jungle_tree", "df_primordial_items:jungle_tree_glowing", "df_primordial_items:jungle_tree_mossy", "df_primordial_items:packed_roots", "df_primordial_items:plant_matter", }
node_types.primordial_fungus = {"df_primordial_items:giant_hypha_root", "df_primordial_items:giant_hypha", "df_primordial_items:mushroom_cap", "df_primordial_items:mushroom_gills", "df_primordial_items:mushroom_gills_glowing", "df_primordial_items:mushroom_trunk", "df_primordial_items:glownode", "df_primordial_items:glownode_stalk",}
node_types.other = {"oil:oil_source", "df_underworld_items:slade", lava_node, "df_underworld_items:glow_amethyst"}
node_types.sunless_sea = {"df_mapitems:castle_coral", "df_mapitems:cave_coral_1", "df_mapitems:cave_coral_2", "df_mapitems:cave_coral_3", "df_mapitems:snareweed"}

local all_nodes = {}
for _, nodes in pairs(node_types) do
	for _, node in pairs(nodes) do
		table.insert(all_nodes, node)
	end
end

local radius = 6
local get_player_data = function(player)
	-- get head level node at player position
	local pos = player:get_pos()
	if not pos then return end

	-- get all set nodes around player
	local ps, cn = minetest.find_nodes_in_area(
		{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
		{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, all_nodes)

	return {
		pos = pos,
		biome = df_caverns.get_biome(pos) or "",
		totals = cn
	}
end

local check_nodes = function(nodes, totals)
	for _, node in pairs(nodes) do
		if (totals[node] or 0) > 1 then
			return true
		end
	end
	return false
end

local timer = 0
minetest.register_globalstep(function(dtime)
	timer = timer + dtime
	if timer < 10 then return end
	timer = 0

	local player_name
	local player_awards
	local unlocked
	local player_data
	local biome
	local totals

	-- loop through players
	for _, player in pairs(minetest.get_connected_players()) do
		player_name = player:get_player_name()
		player_awards = awards.player(player_name)
		unlocked = player_awards.unlocked or {}

		if unlocked["dfcaverns_visit_all_caverns"] ~= "dfcaverns_visit_all_caverns" or
			unlocked["dfcaverns_visit_glowing_pit"] ~= "dfcaverns_visit_glowing_pit" then
			player_data = get_player_data(player)
			biome = player_data.biome
			totals = player_data.totals
			if biome == "towercap" and check_nodes(node_types.towercap, totals) then
				awards.unlock(player_name, "dfcaverns_visit_tower_cap")
			elseif biome == "fungiwood" and check_nodes(node_types.fungiwood, totals) then
				awards.unlock(player_name, "dfcaverns_visit_fungiwood")
			elseif biome == "goblincap" and check_nodes(node_types.goblincap, totals) then
				awards.unlock(player_name, "dfcaverns_visit_goblin_cap")
			elseif biome == "sporetree" and check_nodes(node_types.sporetree, totals) then
				awards.unlock(player_name, "dfcaverns_visit_spore_tree")
			elseif biome == "tunneltube" and check_nodes(node_types.tunneltube, totals) then
				awards.unlock(player_name, "dfcaverns_visit_tunnel_tube")
			elseif biome == "nethercap" and check_nodes(node_types.nethercap, totals) then
				awards.unlock(player_name, "dfcaverns_visit_nethercap")
			elseif biome == "bloodthorn" and check_nodes(node_types.bloodthorn, totals) then
				awards.unlock(player_name, "dfcaverns_visit_blood_thorn")
			elseif biome == "blackcap" and check_nodes(node_types.blackcap, totals) then
				awards.unlock(player_name, "dfcaverns_visit_black_cap")
			elseif
				(biome == "fungispore" and (
					check_nodes(node_types.fungiwood, totals) or
					check_nodes(node_types.sporetree, totals)))
				or
				(biome == "towergoblin" and (
					check_nodes(node_types.towercap, totals) or
					check_nodes(node_types.goblincap, totals)))
				or
				check_nodes(node_types.sunless_sea, totals)
				then
					awards.unlock(player_name, "dfcaverns_visit_sunless_sea")
			elseif biome == "oil_sea" and (totals["oil:oil_source"] or 0) > 1 then
				awards.unlock(player_name, "dfcaverns_visit_oil_sea")
			elseif biome == "underworld" then
				if (totals["df_underworld_items:slade"] or 0) > 1 then
					awards.unlock(player_name, "dfcaverns_visit_underworld")
				end
				if (totals["df_underworld_items:glow_amethyst"] or 0) > 1 and
					unlocked["dfcaverns_visit_glowing_pit"] ~= "dfcaverns_visit_glowing_pit" then
					local player_pos = player:get_pos()
					local pit = df_caverns.get_nearest_glowing_pit(player_pos)
					pit.location.y = player_pos.y
					if vector.distance(player_pos, pit.location) <= pit.radius+10 then
						awards.unlock(player_name, "dfcaverns_visit_glowing_pit")
					end
				end
			elseif biome == "lava_sea" and (totals[lava_node] or 0) > 1 then
				awards.unlock(player_name, "dfcaverns_visit_lava_sea")
			elseif biome == "primordial fungus" and check_nodes(node_types.primordial_fungus, totals) then
				awards.unlock(player_name, "dfcaverns_visit_primordial_fungal")
			elseif biome == "primordial jungle" and check_nodes(node_types.primordial_jungle, totals) then
				awards.unlock(player_name, "dfcaverns_visit_primordial_jungle")
			end
		end
		if unlocked["dfcaverns_visit_chasm"] ~= "dfcaverns_visit_chasm" and chasms.is_in_chasm(player:get_pos()) then
			awards.unlock(player_name, "dfcaverns_visit_chasm")
		end
		if unlocked["dfcaverns_visit_pit"] ~= "dfcaverns_visit_pit" then
			local pos = player:get_pos()
			local pos_y = pos.y
			if pos_y < -30 then -- ignore pits when near the surface
				local nearest_pit = pit_caves.get_nearest_pit(pos)
				nearest_pit.location.y = pos_y -- for the distance check
				if pos_y >= nearest_pit.depth and pos_y <= nearest_pit.top and vector.distance(pos, nearest_pit.location) <= 20 then
					awards.unlock(player_name, "dfcaverns_visit_pit")
				end
			end
		end
	end
end)

-- travelogue

--biomes

local cavern_background = "dfcaverns_awards_cavern_backgroundx32.png^dfcaverns_awards_cavern_background_stalactitex32.png^dfcaverns_awards_cavern_background_platformx32.png"

awards.register_achievement("dfcaverns_visit_tower_cap", {
	title = S("Discover Tower Caps"),
	description = S("Discover a cavern where Tower Caps grow in the wild."),
	icon =cavern_background.."^dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_fungiwood", {
	title = S("Discover Fungiwood"),
	description = S("Discover a cavern where Fungiwoods grow in the wild."),
	icon =cavern_background.."^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_goblin_cap", {
	title = S("Discover Goblin Caps"),
	description = S("Discover a cavern where Goblin Caps grow in the wild."),
	icon =cavern_background.."^dfcaverns_awards_cavern_goblincapx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_spore_tree", {
	title = S("Discover Spore Trees"),
	description = S("Discover a cavern where Spore Trees grow in the wild."),
	icon =cavern_background.."^dfcaverns_awards_cavern_sporetreesx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_tunnel_tube", {
	title = S("Discover Tunnel Tubes"),
	description = S("Discover a cavern where Tunnel Tubes grow in the wild."),
	icon =cavern_background.."^dfcaverns_awards_cavern_tunneltubex32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_nethercap", {
	title = S("Discover @1s", nethercap_name),
	description = S("Discover a cavern where @1s grow in the wild.", nethercap_name),
	icon =cavern_background.."^dfcaverns_awards_cavern_nethercapx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_blood_thorn", {
	title = S("Discover Bloodthorns"),
	description = S("Discover a cavern where Bloodthorns grow in the wild."),
	icon =cavern_background.."^dfcaverns_awards_cavern_bloodthornx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_black_cap", {
	title = S("Discover Black Caps"),
	description = S("Discover a cavern where Black Caps grow in the wild."),
	icon =cavern_background.."^dfcaverns_awards_cavern_blackcapx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_sunless_sea", {
	title = S("Discover the Sunless Sea"),
	description = S("Discover the giant caverns to which all water from the surface ultimately drain."),
	icon =cavern_background.."^dfcaverns_awards_cavern_seax32.png^dfcaverns_awards_cavern_towercapx32.png^dfcaverns_awards_cavern_fungiwoodx32.png^dfcaverns_awards_cavern_goblincapx32.png^dfcaverns_awards_cavern_sporetreesx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_upper_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_oil_sea", {
	title = S("Discover the Oil Sea"),
	description = S("Discover a cavern containing oil deep underground."),
	icon =cavern_background.."^dfcaverns_awards_cavern_oilx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_middle_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 2,
})

awards.register_achievement("dfcaverns_visit_lava_sea", {
	title = S("Discover the Magma Sea"),
	description = S("Discover the sea of magma that volcanoes draw from."),
	icon = cavern_background.."^dfcaverns_awards_cavern_lavax32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_middle_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 2,
})

awards.register_achievement("dfcaverns_visit_underworld", {
	title = S("Discover the Underworld"),
	description = S("Discover the ancient caverns at the foundations of the world."),
	icon ="dfcaverns_awards_cavern_underworldx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_middle_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 2,
})

awards.register_achievement("dfcaverns_visit_primordial_jungle", {
	title = S("Discover the Primordial Jungle"),
	description = S("Discover the lost jungles below the foundations of the world."),
	icon = "dfcaverns_awards_cavern_backgroundx32.png^(dfcaverns_awards_cavern_background_stalactitex32.png^[multiply:#127a0b)^dfcaverns_awards_cavern_background_platformx32.png^dfcaverns_awards_cavern_junglex32.png^dfcaverns_awards_foregroundx32.png",
	secret = true,
	_dfcaverns_achievements = {"dfcaverns_visit_all_primordial_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 3,
})

awards.register_achievement("dfcaverns_visit_primordial_fungal", {
	title = S("Discover the Primordial Fungus"),
	description = S("Discover the fungus-ridden caverns below the foundations of the world."),
	icon = cavern_background .. "^dfcaverns_awards_cavern_fungalx32.png^dfcaverns_awards_cavern_primordial_mushx32.png^dfcaverns_awards_foregroundx32.png",
	secret = true,
	_dfcaverns_achievements = {"dfcaverns_visit_all_primordial_biomes", "dfcaverns_visit_all_caverns"},
	difficulty = 3,
})

local stone_background = "([combine:32x32:0,0=" .. df_dependencies.texture_cobble .. ":0,16=" .. df_dependencies.texture_cobble
	.. ":16,0=" .. df_dependencies.texture_cobble .. ":16,16=" .. df_dependencies.texture_cobble .. ")"

awards.register_achievement("dfcaverns_visit_chasm", {
	title = S("Discover a Deep Chasm"),
	description = S("Discover a gigantic underground natural chasm."),
	icon = stone_background .. "^dfcaverns_awards_cavern_chasmx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_pit", {
	title = S("Discover a Deep Sinkhole"),
	description = S("Discover a deep natural sinkhole."),
	icon = stone_background .. "^dfcaverns_awards_cavern_pitx32.png^dfcaverns_awards_foregroundx32.png",
	_dfcaverns_achievements = {"dfcaverns_visit_all_caverns"},
	difficulty = 1,
})

awards.register_achievement("dfcaverns_visit_all_upper_biomes", {
	title = S("Discover All Fungal Cavern Types"),
	description = S("Discover examples of all of the fungal cavern biomes."),
	icon = "dfcaverns_awards_backgroundx32.png^"..df_dependencies.texture_mapping_kit.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 1 / df_achievements.get_child_achievement_count("dfcaverns_visit_all_upper_biomes"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_visit_all_upper_biomes",
		target=df_achievements.get_child_achievement_count("dfcaverns_visit_all_upper_biomes"),
	},
})

awards.register_achievement("dfcaverns_visit_all_middle_biomes", {
	title = S("Discover All Overworld Cavern Types"),
	description = S("Discover all of the major types of cavern environments between the Sunless Sea and the foundations of the world."),
	icon = "dfcaverns_awards_backgroundx32.png^"..df_dependencies.texture_mapping_kit.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 2 / df_achievements.get_child_achievement_count("dfcaverns_visit_all_middle_biomes"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_visit_all_middle_biomes",
		target=df_achievements.get_child_achievement_count("dfcaverns_visit_all_middle_biomes"),
	},
})

awards.register_achievement("dfcaverns_visit_all_primordial_biomes", {
	title = S("Discover all Primordial Cavern Types"),
	description = S("Discover all of the major types of cavern below the foundations of the world."),
	icon = "dfcaverns_awards_backgroundx32.png^"..df_dependencies.texture_mapping_kit.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 3 / df_achievements.get_child_achievement_count("dfcaverns_visit_all_primordial_biomes"),
	secret = true,
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_visit_all_primordial_biomes",
		target=df_achievements.get_child_achievement_count("dfcaverns_visit_all_primordial_biomes"),
	},
})

awards.register_achievement("dfcaverns_visit_all_caverns", {
	title = S("Discover All Underground Cavern Types"),
	description = S("Discover all major kinds of giant cavern environment."),
	icon = "dfcaverns_awards_backgroundx32.png^"..df_dependencies.texture_mapping_kit.."^dfcaverns_awards_foregroundx32.png",
	difficulty = 4 / df_achievements.get_child_achievement_count("dfcaverns_visit_all_caverns"),
	trigger = {
		type="dfcaverns_achievements",
		achievement_name="dfcaverns_visit_all_caverns",
		target=df_achievements.get_child_achievement_count("dfcaverns_visit_all_caverns"),
	},
})

-- other places

awards.register_achievement("dfcaverns_visit_glowing_pit", {
	title = S("Discover a Glowing Pit"),
	description = S("Discover a glowing pit in the slade foundations of the world."),
	icon ="dfcaverns_pit_plasma_static.png^dfcaverns_awards_foregroundx32.png",
	difficulty = 2,
	secret = true,
})


code:
df_ambience = {}

local pplus = minetest.get_modpath("playerplus")
local S = minetest.get_translator(minetest.get_current_modname())

local modpath =  minetest.get_modpath(minetest.get_current_modname())

local radius = 6
local registered_sets = {}
local set_nodes = {}
local muted_players = {}

local ensure_set_node = function(node_name)
	for _, existing_node in pairs(set_nodes) do
		if node_name == existing_node then
			return
		end
	end
	table.insert(set_nodes, node_name)
end

df_ambience.add_set = function(def)
	assert(def)
	assert(def.sounds)
	if def.nodes then
		for _, node_name in pairs(def.nodes) do
			ensure_set_node(node_name)
		end
	end
	def.frequency = def.frequency or 0.05
	table.insert(registered_sets, def)
end

local timer = 0
local random = math.random

local get_player_data = function(player, name)
	-- get head level node at player position
	local pos = player:get_pos()
	if not pos then return end
	local prop = player:get_properties()
	local eyeh = prop.eye_height or 1.47 -- eye level with fallback

	pos.y = pos.y + eyeh
	local nod_head = pplus and name and playerplus[name]
			and playerplus[name].nod_head or minetest.get_node(pos).name
	pos.y = pos.y - eyeh

	-- get all set nodes around player
	local ps, cn = minetest.find_nodes_in_area(
		{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
		{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)

	return {
		pos = pos,
		head_node = nod_head,
		biome = df_caverns.get_biome(pos),
		totals = cn
	}
end

local check_nodes = function(totals, nodes)
	for _, node in pairs(nodes) do
		if (totals[node] or 0) > 1 then
			return true
		end
	end
	return false
end

-- selects sound set
local get_ambience = function(player, name)
	local player_data
	-- loop through sets in order and choose first that meets its conditions
	for _, set in ipairs(registered_sets) do
		if random() < set.frequency then
			local check_passed
			local sound_check = set.sound_check
			local set_nodes = set.nodes
			if sound_check or set_nodes then
				player_data = player_data or get_player_data(player, name)
			end
			if ((not set_nodes) or check_nodes(player_data.totals, set_nodes)) and
				((not sound_check) or sound_check(player_data)) then
				return set
			end
		end
	end
end

minetest.register_globalstep(function(dtime)
	-- one second timer
	timer = timer + dtime
	if timer < 1 then return end
	timer = 0

	local player_name
	local number
	local ambience

	-- loop through players
	for _, player in pairs(minetest.get_connected_players()) do
		player_name = player:get_player_name()
		if not muted_players[player_name] then
			local set = get_ambience(player, player_name)
			if set then
				-- choose random sound from set
				number = random(#set.sounds)
				ambience = set.sounds[number]

				-- play sound
				minetest.sound_play(ambience.name, {
					to_player = player_name,
					gain = ambience.gain or 0.3,
					pitch = ambience.pitch or 1.0,
				}, true)
			end
		end
	end
end)

minetest.register_chatcommand("mute_df_ambience", {
	params = "",
	description = S("Mutes or unmutes ambient sounds in deep caverns"),
	func = function(name, param)
		local message
		if muted_players[name] then
			message = S("Unmuted")
			muted_players[name] = nil
		else
			message = S("Muted, no new sounds will start playing once current sounds finish")
			muted_players[name] = true
		end
		return true, message
	end
})

dofile(modpath.."/soundsets.lua")


code:
# textdomain: df_ambience

### init.lua ###

Muted, no new sounds will start playing once current sounds finish=

Mutes or unmutes ambient sounds in deep caverns=
Unmuted=


code:
name = df_ambience
description = Ambient wildlife sounds for DFCaverns
depends = df_caverns, df_dependencies
optional_depends = chasms, playerplus, df_underworld_items