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Author SHA1 Message Date
Mikita Wiśniewski 7ab10a8db4 Make flowers buildable_to 2024-09-09 17:22:08 +07:00
139 changed files with 2777 additions and 2495 deletions

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@ -117,6 +117,10 @@ end
-- Array of unique hardness values for each group which affects dig time.
local hardness_values = get_hardness_values_for_groups()
-- Map indexed by hardness values which return the index of that value in
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
--[[local function compute_creativetimes(group)
local creativetimes = {}
@ -182,7 +186,6 @@ local function add_groupcaps(toolname, groupcaps, groupcaps_def, efficiency)
local mult = capsdef.speed or 1
local uses = capsdef.uses
local def = mcl_autogroup.registered_diggroups[g]
assert(def, toolname .. " has unknown diggroup '" .. dump(g) .. "'")
local max_level = def.levels and #def.levels or 1
assert(capsdef.level, toolname .. ' is missing level for ' .. g)
@ -310,13 +313,6 @@ function mcl_autogroup.get_wear(toolname, diggroup)
end
local function overwrite()
-- Refresh, now that all groups are known.
hardness_values = get_hardness_values_for_groups()
-- Map indexed by hardness values which return the index of that value in
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
for nname, ndef in pairs(minetest.registered_nodes) do
local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then
@ -378,5 +374,4 @@ local function overwrite()
end
end
-- Make sure all tools and groups are registered
minetest.register_on_mods_loaded(overwrite)
overwrite()

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@ -1,4 +1,3 @@
name = _mcl_autogroup
depends = mcl_autogroup
author = ryvnf
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times.

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@ -2,33 +2,33 @@
Simple flow functions.
## flowlib.is_touching(realpos, nodepos, radius)
Return true if a sphere of `radius` at `realpos` collide with node at `nodepos`.
Return true if a sphere of <radius> at <realpos> collide with node at <nodepos>.
* realpos: position
* nodepos: position
* radius: number
## flowlib.is_water(pos)
Return true if node at `pos` is water, false otherwise.
Return true if node at <pos> is water, false overwise.
* pos: position
## flowlib.node_is_water(node)
Return true if `node` is water, false otherwise.
Return true if <node> is water, false overwise.
* node: node
## flowlib.is_lava(pos)
Return true if node at `pos` is lava, false otherwise.
Return true if node at <pos> is lava, false overwise.
* pos: position
## flowlib.node_is_lava(node)
Return true if `node` is lava, false otherwise.
Return true if <node> is lava, false overwise.
* node: node
## flowlib.is_liquid(pos)
Return true if node at `pos` is liquid, false otherwise.
Return true if node at <pos> is liquid, false overwise.
* pos: position
## flowlib.node_is_liquid(node)
Return true if `node` is liquid, false otherwise.
Return true if <node> is liquid, false overwise.
* node: node
## flowlib.quick_flow(pos, node)
@ -37,8 +37,8 @@ Return direction where the water is flowing (to be use to push mobs, items...).
* node: node
## flowlib.move_centre(pos, realpos, node, radius)
Return the pos of the nearest not water block near from `pos` in a sphere of `radius` at `realpos`.
WARNING: This function is never used in VL, use at your own risk. The informations described here may be wrong.
Return the pos of the nearest not water block near from <pos> in a sphere of <radius> at <realpos>.
WARNING: This function is never used in mcl2, use at your own risk. The informations described here may be wrong.
* pos: position
* realpos: position, position of the entity
* node: node

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@ -1,8 +1,8 @@
# mcl_autogroup
This mod emulates digging times from MC.
This mod emulate digging times from mc.
## mcl_autogroup.can_harvest(nodename, toolname, player)
Return true if `nodename` can be dig with `toolname` by <player>.
Return true if <nodename> can be dig with <toolname> by <player>.
* nodename: string, valid nodename
* toolname: (optional) string, valid toolname
* player: (optinal) ObjectRef, valid player
@ -14,7 +14,7 @@ WARNING: This function can only be called after mod initialization.
* efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0)
## mcl_autogroup.get_wear(toolname, diggroup)
Return the max wear of `toolname` with `diggroup`
Return the max wear of <toolname> with <diggroup>
WARNING: This function can only be called after mod initialization.
* toolname: string, name of the tool used
* diggroup: string, the name of the diggroup the tool is used on

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@ -1,5 +1,5 @@
# mcl_colors
Mod providing global table containing legacy Minecraft colors to be used in mods.
Mod providing global table containing legacity minecraft colors to be used in mods.
## mcl_colors.*
Colors by upper name, in hex value.

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@ -6,7 +6,7 @@ WARNING: Not using it inside your mods may cause strange bugs (using the native
## Callbacks
To modify the amount of damage dealt by something:
To modify the amount of damage made by something:
```lua
--obj: an ObjectRef

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@ -1,13 +1,9 @@
# mcl_events
## mcl_events
### Registering Events
`mlc_events.register_event("name",def)`
## Registering Events
`mcl_events.register_event("name", def)`
### Event Definition
```
{
#### Event Definition
{
stage = 0,
max_stage = 1,
percent = 100,
@ -26,8 +22,6 @@
cond_complete = function(event) end,
--return true if event finished successfully
}
```
## Debugging
* /event_start `event` -- starts the given event at the current player coordinates
### Debugging
* /event_start <event> -- starts the given event at the current player coordinates

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@ -3,13 +3,13 @@ This mod provide helper functions to create explosions.
## mcl_explosions.explode(pos, strength, info, puncher)
* pos: position, initial position of the explosion
* strength: number, radius of the explosion
* strenght: number, radius of the explosion
* info: table, explosion informations:
* drop_chance: number, if specified becomes the drop chance of all nodes in the explosion (default: 1.0 / strength)
* max_blast_resistance: int, if specified the explosion will treat all non-indestructible nodes as having a blast resistance of no more than this value
* sound: bool, if true, the explosion will play a sound (default: true)
* particles: bool, if true, the explosion will create particles (default: true)
* fire: bool, if true, 1/3 of nodes become fire (default: false)
* fire: bool, if true, 1/3 nodes become fire (default: false)
* griefing: bool, if true, the explosion will destroy nodes (default: true)
* grief_protected: bool, if true, the explosion will also destroy nodes which have been protected (default: false)
* puncher: (optional) entity, will be used as source for damage done by the explosion

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@ -48,20 +48,6 @@ function table.pairs_by_keys(t, f)
return iter
end
-- Removes one element randomly selected from the array section of the table and
-- returns it, or nil if there are no elements in the array section of the table
function table.remove_random_element(table)
local count = #table
if count == 0 then return nil end
local idx = math.random(count)
local res = table[idx]
table[idx] = table[count]
table[count] = nil
count = count - 1
return res
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log(message, module, bypass_default_logger)
@ -1122,34 +1108,3 @@ function mcl_util.to_bool(val)
if not val then return false end
return true
end
if not vector.in_area then
-- backport from minetest 5.8, can be removed when the minimum version is 5.8
vector.in_area = function(pos, min, max)
return (pos.x >= min.x) and (pos.x <= max.x) and
(pos.y >= min.y) and (pos.y <= max.y) and
(pos.z >= min.z) and (pos.z <= max.z)
end
end
-- Traces along a line of nodes vertically to find the next possition that isn't an allowed node
---@param pos The position to start tracing from
---@param dir The direction to trace in. 1 is up, -1 is down, all other values are not allowed.
---@param allowed_nodes A set of node names to trace along.
---@param limit The maximum number of steps to make. Defaults to 16 if nil or missing
---@return Three return values:
--- the position of the next node that isn't allowed or nil if no such node was found,
--- the distance from the start where that node was found,
--- the node table if a node was found
function mcl_util.trace_nodes(pos, dir, allowed_nodes, limit)
if (dir ~= -1) and (dir ~= 1) then return nil, 0, nil end
limit = limit or 16
for i = 1,limit do
pos = vector.offset(pos, 0, dir, 0)
local node = minetest.get_node(pos)
if not allowed_nodes[node.name] then return pos, i, node end
end
return nil, limit, nil
end

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@ -5,21 +5,20 @@ This mod provides utility functions about positions and dimensions.
This function returns:
* true, true: if pos is in deep void (deadly)
* true, false: if the pos is in void (non-deadly)
* false, false: otherwise
* true, false: if the pos is in void (non deadly)
* false, false: owerwise
Params:
* pos: position
## mcl_worlds.y_to_layer(y)
This function is used to calculate the Minetest y layer and dimension of the given y Minecraft layer.
This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
Mainly used for ore generation.
Takes a Y coordinate as input and returns:
* The corresponding Minecraft layer (can be `nil` if void)
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if y is in the void
Takes an Y coordinate as input and returns:
* The corresponding Minecraft layer (can be nil if void)
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if <y> is in the void
If the Y coordinate is not located in any dimension, it will return: nil, "void"
Params:
@ -27,7 +26,7 @@ Params:
* y: int
## mcl_worlds.pos_to_dimension(pos)
This function return the Minecraft dimension of pos ("overworld", "nether" or "end") or "void" if y is in the void.
This function return the Minecraft dimension of <pos> ("overworld", "nether" or "end") or "void" if <y> is in the void.
* pos: position
@ -39,32 +38,31 @@ mc_dimension can be "overworld", "nether", "end" (default: "overworld").
* mc_dimension: string
## mcl_worlds.has_weather(pos)
Returns true if pos can have weather, false otherwise.
Returns true if <pos> can have weather, false owerwise.
Weather can be only in the overworld.
* pos: position
## mcl_worlds.has_dust(pos)
Returns true if pos can have nether dust, false otherwise.
Returns true if <pos> can have nether dust, false owerwise.
Nether dust can be only in the nether.
* pos: position
## mcl_worlds.compass_works(pos)
Returns true if compasses are working at pos, false otherwise.
In MC, you cant use compass in the nether and the end.
Returns true if compasses are working at <pos>, false owerwise.
In mc, you cant use compass in the nether and the end.
* pos: position
## mcl_worlds.compass_works(pos)
Returns true if clock are working at pos, false otherwise.
In MC, you cant use clock in the nether and the end.
Returns true if clock are working at <pos>, false owerwise.
In mc, you cant use clock in the nether and the end.
* pos: position
## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
Register a callback function func(player, dimension).
It will be called whenever a player changes between dimensions.
The void counts as dimension.
@ -77,7 +75,7 @@ The void counts as dimension.
Table containing all function registered with mcl_worlds.register_on_dimension_change()
## mcl_worlds.dimension_change(player, dimension)
Notify this mod of a dimension change of player to dimension
Notify this mod of a dimension change of <player> to <dimension>
* player: player, player who changed the dimension
* dimension: string, new dimension ("overworld", "nether", "end", "void")

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@ -388,7 +388,7 @@ end
local function on_step_work(self, dtime, moveresult)
local function on_step_work (self, dtime)
local pos = self.object:get_pos()
if not pos then return end
@ -402,7 +402,7 @@ local function on_step_work(self, dtime, moveresult)
-- Do we abandon out of here now?
end
if self:falling(pos, moveresult) then return end
if self:falling(pos) then return end
if self:step_damage (dtime, pos) then return end
if self.state == "die" then return end
@ -502,11 +502,11 @@ end
-- main mob function
function mob_class:on_step(dtime, moveresult)
function mob_class:on_step(dtime)
if not DEVELOPMENT then
-- Removed as bundled Lua (5.1 doesn't support xpcall)
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
local status, retVal = pcall(on_step_work, self, dtime, moveresult)
local status, retVal = pcall(on_step_work, self, dtime)
if status then
return retVal
else
@ -521,7 +521,7 @@ function mob_class:on_step(dtime, moveresult)
log_error (dump(retVal), dump(pos), dump(self))
end
else
return on_step_work (self, dtime, moveresult)
return on_step_work (self, dtime)
end
end

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@ -285,7 +285,6 @@ function mob_class:check_breeding()
end
local child = mcl_mobs.spawn_child(pos, parent1.name)
if not child then return end
local ent_c = child:get_luaentity()

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@ -5,7 +5,6 @@ local validate_vector = mcl_util.validate_vector
local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5
local PI_THIRD = math.pi / 3 -- 60 degrees
local PATHFINDING = "gowp"
@ -295,66 +294,86 @@ function mcl_mobs:set_animation(self, anim)
self:set_animation(anim)
end
local function who_are_you_looking_at (self, dtime)
if self.order == "sleep" then
self._locked_object = nil
return
end
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local function who_are_you_looking_at (self, dtime)
local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity)
-- was 10000 - div by 12 for avg entities as outside loop
local stop_look_at_player = math.random() * 833 <= self.curiosity
local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack then
self._locked_object = not self.target_time_lost and self.attack or nil
if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then
if stop_look_at_player then self._locked_object = nil end
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end
elseif not self._locked_object then
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
local pos = self.object:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos, obj:get_pos()) < 4 then
self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and self ~= obj:get_luaentity() and obj:get_luaentity().name == self.name) then
--minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 150/self.curiosity
if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance)
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
if math.random() * 150 <= self.curiosity then
local look_at_player = look_at_player_chance == 1
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos,obj:get_pos()) < 4 then
--minetest.log("Change look to player: ".. self.name)
self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
if look_at_player then
--minetest.log("Change look to mob: ".. self.name)
self._locked_object = obj
break
end
end
end
end
end
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at(self, dtime)
local newr, oldp, oldr = vector.zero(), nil, nil
if self.object.get_bone_override then -- minetest >= 5.9
local ov = self.object:get_bone_override(self.head_swivel)
oldp, oldr = ov.position.vec, ov.rotation.vec
else -- minetest < 5.9
oldp, oldr = self.object:get_bone_position(self.head_swivel)
oldr = vector.apply(oldr, math.rad) -- old API uses radians
end
who_are_you_looking_at (self, dtime)
local locked_object = self._locked_object
if locked_object and (locked_object:is_player() or locked_object:get_luaentity()) and locked_object:get_hp() > 0 then
local final_rotation = vector.zero()
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
local _locked_object_eye_height = 1.5
if locked_object:is_player() then
_locked_object_eye_height = locked_object:get_properties().eye_height
elseif locked_object:get_luaentity() then
_locked_object_eye_height = locked_object:get_luaentity().head_eye_height
if self._locked_object:get_luaentity() then
_locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height
end
if self._locked_object:is_player() then
_locked_object_eye_height = self._locked_object:get_properties().eye_height
end
if _locked_object_eye_height then
local self_rot = self.object:get_rotation()
-- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
@ -362,48 +381,40 @@ function mob_class:check_head_swivel(dtime)
self_rot = self.object:get_attach():get_rotation()
end
local ps = self.object:get_pos()
ps.y = ps.y + self.head_eye_height * .7
local pt = locked_object:get_pos()
pt.y = pt.y + _locked_object_eye_height
local dir = vector.direction(ps, pt)
local mob_yaw = self_rot.y + math.atan2(dir.x, dir.z) + self.head_yaw_offset
local mob_pitch = math.asin(-dir.y) * self.head_pitch_multiplier
local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
if (mob_yaw < -PI_THIRD or mob_yaw > PI_THIRD) and not (self.attack and self.state == "attack" and not self.runaway) then
newr = vector.multiply(oldr, 0.9)
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
final_rotation = vector.multiply(oldr, 0.9)
elseif self.attack and self.state == "attack" and not self.runaway then
if self.head_yaw == "y" then
newr = vector.new(mob_pitch, mob_yaw, 0)
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
elseif self.head_yaw == "z" then
newr = vector.new(mob_pitch, 0, -mob_yaw)
end
else
if self.head_yaw == "y" then
newr = vector.new((mob_pitch-oldr.x)*.3+oldr.x, (mob_yaw-oldr.y)*.3+oldr.y, 0)
elseif self.head_yaw == "z" then
newr = vector.new((mob_pitch-oldr.x)*.3+oldr.x, 0, ((mob_yaw-oldr.y)*.3+oldr.y)*-3)
end
end
end
elseif not locked_object and math.abs(oldr.y) > 0.05 and math.abs(oldr.x) < 0.05 then
newr = vector.multiply(oldr, 0.9)
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
end
-- 0.02 is about 1.14 degrees tolerance, to update less often
local newp = vector.new(0, self.bone_eye_height, self.horizontal_head_height)
if math.abs(oldr.x-newr.x) + math.abs(oldr.y-newr.y) + math.abs(oldr.z-newr.z) < 0.02 and vector.equals(oldp, newp) then return end
if self.object.get_bone_override then -- minetest >= 5.9
self.object:set_bone_override(self.head_swivel, {
position = { vec = newp, absolute = true },
rotation = { vec = newr, absolute = true } })
else -- minetest < 5.9
-- old API uses degrees not radians
self.object:set_bone_position(self.head_swivel, newp, vector.apply(newr, math.deg))
else
if self.head_yaw == "y" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
end
end
end
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
final_rotation = vector.multiply(oldr, 0.9)
else
--final_rotation = vector.new(0,0,0)
end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horizontal_head_height), final_rotation)
end
function mob_class:set_animation_speed()
local v = self.object:get_velocity()
if v then

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@ -141,7 +141,7 @@ function mcl_mobs.register_mob(name, def)
local final_def = {
use_texture_alpha = def.use_texture_alpha,
head_swivel = def.head_swivel or nil, -- bool to activate this function
head_yaw_offset = math.rad(def.head_yaw_offset or 0), -- for wonkey model bones
head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones
head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
@ -528,7 +528,7 @@ end
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, addegg, no_creative)
function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addegg, no_creative)
local grp = {spawn_egg = 1}
@ -539,7 +539,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
local invimg = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")"
if old_spawn_icons then
local mobname = mob_id:gsub("mobs_mc:","")
local mobname = mob:gsub("mobs_mc:","")
local fn = "mobs_mc_spawn_icon_"..mobname..".png"
if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then
invimg = fn
@ -551,7 +551,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
end
-- register old stackable mob egg
minetest.register_craftitem(mob_id, {
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
@ -561,6 +561,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function?
@ -570,12 +571,11 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end
local mob_name = itemstack:get_name()
if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if under.name == "mcl_mobspawners:spawner" then
if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name)
@ -593,6 +593,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
--minetest.log("max light: " .. mob_light_lvl[2])
-- Handle egg conversion
local mob_name = itemstack:get_name()
local convert_to = (minetest.registered_entities[mob_name] or {})._convert_to
if convert_to then mob_name = convert_to end
@ -603,24 +604,19 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
return itemstack
end
if not minetest.registered_entities[mob_name] then
if not minetest.registered_entities[mob] then
return itemstack
end
if minetest.settings:get_bool("only_peaceful_mobs", false)
and minetest.registered_entities[mob_name].type == "monster" then
and minetest.registered_entities[mob].type == "monster" then
minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
return itemstack
end
pos.y = pos.y - 1
local mob = mcl_mobs.spawn(pos, mob_name)
if not mob then
pos.y = pos.y + 1
mob = mcl_mobs.spawn(pos, mob_name)
if not mob then return end
end
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, mob)
local entityname = itemstack:get_name()
minetest.log("action", "Player " ..name.." spawned "..entityname.." at "..minetest.pos_to_string(pos))
local ent = mob:get_luaentity()
@ -651,4 +647,5 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
return itemstack
end,
})
end

View File

@ -927,7 +927,8 @@ end
-- falling and fall damage
-- returns true if mob died
function mob_class:falling(pos, moveresult)
function mob_class:falling(pos)
if self.fly and self.state ~= "die" then
return
end
@ -950,13 +951,7 @@ function mob_class:falling(pos, moveresult)
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed
if moveresult and moveresult.touching_ground then
-- when touching ground, retain a minimal gravity to keep the touching_ground flag
-- but also to not get upwards acceleration with large dtime when on bouncy ground
new_acceleration = vector.new(0, self.fall_speed * 0.01, 0)
else
new_acceleration = vector.new(0, self.fall_speed, 0)
end
else
-- stop accelerating once max fall speed hit
new_acceleration =vector.zero()

View File

@ -10,12 +10,12 @@ local overworld_sky_threshold = tonumber(minetest.settings:get("mcl_mobs_overwor
local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local mt_get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players
local registered_nodes = minetest.registered_nodes
local math_min = math.min
local math_max = math.max
@ -25,7 +25,6 @@ local math_ceil = math.ceil
local math_cos = math.cos
local math_sin = math.sin
local math_sqrt = math.sqrt
local math_abs = math.abs
local vector_distance = vector.distance
local vector_new = vector.new
@ -36,14 +35,18 @@ local table_remove = table.remove
local pairs = pairs
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn", false)
local function mcl_log(message, property)
if property then message = message .. ": " .. dump(property) end
mcl_util.mcl_log(message, "[Mobs spawn]", true)
local function mcl_log (message, property)
if logging then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
if not logging then mcl_log = function() end end
local dbg_spawn_attempts = 0
local dbg_spawn_succ = 0
local dbg_spawn_counts = {}
local remove_far = true
@ -96,6 +99,169 @@ mcl_log("Percentage of hostile spawns are group: " .. hostile_group_percentage_s
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter
-- Please update the list when adding new biomes!
local list_of_all_biomes = {
-- underground:
"FlowerForest_underground",
"JungleEdge_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"MangroveSwamp_underground",
-- ocean:
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
"BirchForest_ocean",
"IcePlains_deep_ocean",
"Jungle_deep_ocean",
"Savanna_ocean",
"MesaPlateauF_ocean",
"ExtremeHillsM_deep_ocean",
"Savanna_deep_ocean",
"SunflowerPlains_ocean",
"Swampland_deep_ocean",
"Swampland_ocean",
"MegaSpruceTaiga_deep_ocean",
"ExtremeHillsM_ocean",
"JungleEdgeM_deep_ocean",
"SunflowerPlains_deep_ocean",
"BirchForest_deep_ocean",
"IcePlainsSpikes_ocean",
"Mesa_ocean",
"StoneBeach_ocean",
"Plains_deep_ocean",
"JungleEdge_deep_ocean",
"SavannaM_deep_ocean",
"Desert_deep_ocean",
"Mesa_deep_ocean",
"ColdTaiga_deep_ocean",
"Plains_ocean",
"MesaPlateauFM_ocean",
"Forest_deep_ocean",
"JungleM_deep_ocean",
"FlowerForest_deep_ocean",
"MushroomIsland_ocean",
"MegaTaiga_ocean",
"StoneBeach_deep_ocean",
"IcePlainsSpikes_deep_ocean",
"ColdTaiga_ocean",
"SavannaM_ocean",
"MesaPlateauF_deep_ocean",
"MesaBryce_deep_ocean",
"ExtremeHills+_deep_ocean",
"ExtremeHills_ocean",
"MushroomIsland_deep_ocean",
"Forest_ocean",
"MegaTaiga_deep_ocean",
"JungleEdge_ocean",
"MesaBryce_ocean",
"MegaSpruceTaiga_ocean",
"ExtremeHills+_ocean",
"Jungle_ocean",
"RoofedForest_deep_ocean",
"IcePlains_ocean",
"FlowerForest_ocean",
"ExtremeHills_deep_ocean",
"MesaPlateauFM_deep_ocean",
"Desert_ocean",
"Taiga_ocean",
"BirchForestM_deep_ocean",
"Taiga_deep_ocean",
"JungleM_ocean",
"MangroveSwamp_ocean",
"MangroveSwamp_deep_ocean",
-- water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
-- beach:
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore",
-- dimension biome:
"Nether",
"BasaltDelta",
"CrimsonForest",
"WarpedForest",
"SoulsandValley",
"End",
-- Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"ExtremeHillsM",
"ExtremeHills+_snowtop",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
}
-- count how many mobs are in an area
local function count_mobs(pos,r,mob_type)
local num = 0
@ -123,7 +289,11 @@ local function count_mobs_total(mob_type)
end
local function count_mobs_add_entry (mobs_list, mob_cat)
mobs_list[mob_cat] = (mobs_list[mob_cat] or 0) + 1
if mobs_list[mob_cat] then
mobs_list[mob_cat] = mobs_list[mob_cat] + 1
else
mobs_list[mob_cat] = 1
end
end
--categorise_by can be name or type or spawn_class
@ -282,7 +452,7 @@ function mcl_mobs:spawn_setup(def)
local dimension = def.dimension or "overworld"
local type_of_spawning = def.type_of_spawning or "ground"
local biomes = def.biomes or nil
local biomes = def.biomes or list_of_all_biomes
local min_light = def.min_light or 0
local max_light = def.max_light or (minetest.LIGHT_MAX + 1)
local chance = def.chance or 1000
@ -449,14 +619,14 @@ local function get_next_mob_spawn_pos(pos)
xoff, yoff, zoff = xoff * dd, yoff * dd, zoff * dd
local goal_pos = vector.offset(pos, xoff, yoff, zoff)
if not (math_abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math_abs(goal_pos.y) <= SPAWN_MAPGEN_LIMIT and math_abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT) then
if not ( math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT ) then
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
return nil
end
-- Calculate upper/lower y limits
local d2 = xoff*xoff + zoff*zoff -- squared distance in x,z plane only
local y1 = math_sqrt(MOB_SPAWN_ZONE_OUTER_SQ - d2) -- absolue value of distance to outer sphere
local y1 = math_sqrt( MOB_SPAWN_ZONE_OUTER_SQ - d2 ) -- absolue value of distance to outer sphere
local y_min, y_max
if d2 >= MOB_SPAWN_ZONE_INNER_SQ then
@ -465,7 +635,7 @@ local function get_next_mob_spawn_pos(pos)
y_max = pos.y + y1
else
-- Inner region, y range spans between inner and outer spheres
local y2 = math_sqrt(MOB_SPAWN_ZONE_INNER_SQ - d2)
local y2 = math_sqrt( MOB_SPAWN_ZONE_INNER_SQ - d2 )
if goal_pos.y > pos.y then
-- Upper hemisphere
y_min = pos.y + y2
@ -510,12 +680,12 @@ end
--a simple helper function for mob_spawn
local function biome_check(biome_list, biome_goal)
if not biome_goal then return false end
for _, data in pairs(biome_list) do
if data == biome_goal then
return true
end
end
return false
end
@ -530,8 +700,8 @@ local function get_water_spawn(p)
end
end
local function has_room(self, pos)
local cb = self.spawnbox or self.collisionbox
local function has_room(self,pos)
local cb = self.collisionbox
local nodes = {}
if self.fly_in then
local t = type(self.fly_in)
@ -542,74 +712,18 @@ local function has_room(self, pos)
end
end
table.insert(nodes,"air")
-- Calculate area to check for room
local cb_height = cb[5] - cb[2]
local p1 = vector.new(
math.round(pos.x + cb[1]),
math.floor(pos.y),
math.round(pos.z + cb[3]))
local p2 = vector.new(
math.round(pos.x + cb[4]),
math.ceil(p1.y + cb_height) - 1,
math.round(pos.z + cb[6]))
-- Check if the entire spawn volume is free
local dx = p2.x - p1.x + 1
local dy = p2.y - p1.y + 1
local dz = p2.z - p1.z + 1
local found_nodes = minetest.find_nodes_in_area(p1,p2,nodes) or 0
local n = #found_nodes
if n == dx * dy * dz then
return true
end
-- If we don't have an implementation of get_node_boxes, we can't check for sub-node space
if not minetest.get_node_boxes then return false end
-- Check if it's possible for a sub-node space check to succeed
local needed_in_bottom_section = dx * ( dy - 1) * dz
if n < needed_in_bottom_section then return false end
-- Make sure the entire volume except for the top level is free before checking the top layer
if dy > 1 then
-- Remove nodes in the top layer from the count
for i = 1,#found_nodes do
if found_nodes[i].y == p2.y then
n = n - 1
end
end
-- If the entire volume except the top layer isn't air (or nodes) then we can't spawn this mob here
if n < needed_in_bottom_section then return false end
end
-- Check the top layer to see if we have enough space to spawn in
local top_layer_height = 1
local processed = {}
for x = p1.x,p2.x do
for z = p1.z,p2.z do
local test_pos = vector.new(x,p2.y,z)
local node = minetest.get_node(test_pos) or { name = "ignore" }
local cache_name = string.format("%s-%d", node.name, node.param2)
if not processed[cache_name] then
-- Calculate node bounding box and select the lowest y value
local boxes = minetest.get_node_boxes("collision_box", test_pos, node)
for i = 1,#boxes do
local box = boxes[i]
local y_test = box[2] + 0.5
if y_test < top_layer_height then top_layer_height = y_test end
local y_test = box[5] + 0.5
if y_test < top_layer_height then top_layer_height = y_test end
end
end
end
end
if top_layer_height + dy - 1 >= cb_height then return true end
-- We don't have room
local x = cb[4] - cb[1]
local y = cb[5] - cb[2]
local z = cb[6] - cb[3]
local r = math.ceil(x * y * z)
local p1 = vector.offset(pos,cb[1],cb[2],cb[3])
local p2 = vector.offset(pos,cb[4],cb[5],cb[6])
local n = #minetest.find_nodes_in_area(p1,p2,nodes) or 0
if r > n then
minetest.log("warning","[mcl_mobs] No room for mob "..self.name.." at "..minetest.pos_to_string(vector.round(pos)))
return false
end
return true
end
mcl_mobs.custom_biomecheck = nil
@ -618,65 +732,76 @@ function mcl_mobs.register_custom_biomecheck(custom_biomecheck)
mcl_mobs.custom_biomecheck = custom_biomecheck
end
local function get_biome_name(pos)
if mcl_mobs.custom_biomecheck then return mcl_mobs.custom_biomecheck(pos) end
if mcl_mobs.custom_biomecheck then
return mcl_mobs.custom_biomecheck (pos)
else
local gotten_biome = minetest.get_biome_data(pos)
return gotten_biome and mt_get_biome_name(gotten_biome.biome)
if not gotten_biome then
return
end
gotten_biome = mt_get_biome_name(gotten_biome.biome)
--minetest.log ("biome: " .. dump(gotten_biome))
return gotten_biome
end
end
local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos)
if spawn_def.dimension ~= dimension then return end -- wrong dimension
-- find ground node below spawn position
local node_name = get_node(pos).name
local node_def = registered_nodes[node_name]
if node_def and not node_def.groups.solid then -- try node one below instead
pos.y = pos.y - 1
node_name = get_node(pos).name
node_def = registered_nodes[node_name]
end
if not node_def or not node_def.groups then return end
-- do not spawn on bedrock
if node_name == "mcl_core:bedrock" then return end
pos.y = pos.y + 1
-- check spawn height
if pos.y < spawn_def.min_height or pos.y > spawn_def.max_height then return end
mcl_log("spawn_check#1 position checks passed")
-- do not spawn ground mobs on leaves
if spawn_def.type_of_spawning == "ground" and (not node_def.groups.solid or node_def.groups.leaves) then return end
-- water mobs only on water
if spawn_def.type_of_spawning == "water" and not node_def.groups.water then return end
-- lava mobs only on lava
if spawn_def.type_of_spawning == "lava" and not node_def.groups.lava then return end
-- farm animals on grass only
if is_farm_animal(spawn_def.name) and not node_def.groups.grass_block then return end
---- More expensive calls:
-- check the biome
if spawn_def.biomes and not biome_check(spawn_def.biomes, get_biome_name(pos)) then return end
-- check if there is enough room
local mob_def = minetest.registered_entities[spawn_def.name]
if not has_room(mob_def,pos) then return end
-- additional checks (slime etc.)
if spawn_def.check_position and not spawn_def.check_position(pos) then return end
if spawn_protected and minetest.is_protected(pos, "") then return end
mcl_log("spawn_check#2 advanced checks passed")
local mob_type = mob_def.type
local gotten_node = get_node(pos).name
if not gotten_node then return end
-- check light thresholds
local biome_name = get_biome_name(pos)
if not biome_name then return end
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
if not is_ground then
pos.y = pos.y - 1
gotten_node = get_node(pos).name
is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
end
pos.y = pos.y + 1
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
if pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, biome_name) then
mcl_log("Spawn level 1 check - Passed")
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water)
and not is_bedrock
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
mcl_log("Spawn level 2 check - Passed")
local gotten_light = get_node_light(pos)
-- old lighting
if not modern_lighting then return gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light end
if modern_lighting then
local my_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(get_node(pos).param1)
local art_light = minetest.get_artificial_light(my_node.param1)
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
end
if mob_def.type == "monster" then
elseif mob_type == "monster" then
if dimension == "nether" then
if art_light <= nether_threshold then
return true
@ -690,20 +815,36 @@ local function spawn_check(pos, spawn_def)
return true
end
end
return false
end
else
-- passive threshold is apparently the same in all dimensions ...
return gotten_light > overworld_passive_threshold
if gotten_light > overworld_passive_threshold then
return true
end
end
else
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
return true
end
end
end
end
return false
end
function mcl_mobs.spawn(pos,id)
if not pos or not id then return false end
local def = minetest.registered_entities[id] or minetest.registered_entities["mobs_mc:"..id] or minetest.registered_entities["extra_mobs:"..id]
if not def or not def.is_mob or (def.can_spawn and not def.can_spawn(pos)) then return false end
if not has_room(def, pos) then return false end
if not def or (def.can_spawn and not def.can_spawn(pos)) or not def.is_mob then
return false
end
if not dbg_spawn_counts[def.name] then
dbg_spawn_counts[def.name] = 1
else
dbg_spawn_counts[def.name] = dbg_spawn_counts[def.name] + 1
end
return minetest.add_entity(pos, def.name)
end
local function spawn_group(p,mob,spawn_on,amount_to_spawn)
local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o
@ -1097,6 +1238,7 @@ end
minetest.register_chatcommand("mobstats",{
privs = { debug = true },
func = function(n,param)
--minetest.chat_send_player(n,dump(dbg_spawn_counts))
local pos = minetest.get_player_by_name(n):get_pos()
minetest.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts)

View File

@ -72,23 +72,17 @@ local axolotl = {
fly = true,
fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
breathes_in_water = true,
jump = false, -- would get them out of the water too often
jump = true,
damage = 2,
reach = 2,
attack_type = "dogfight",
attack_animals = true,
specific_attack = {
"mobs_mc:cod",
"mobs_mc:glow_squid",
"mobs_mc:salmon",
"mobs_mc:tropical_fish",
"mobs_mc:squid",
"mobs_mc:zombie", -- todo: only drowned?
"mobs_mc:baby_zombie",
"mobs_mc:husk",
"mobs_mc:baby_husk",
"mobs_mc:guardian_elder",
"mobs_mc:guardian",
"extra_mobs_cod",
"extra_mobs_glow_squid",
"extra_mobs_salmon",
"extra_mobs_tropical_fish",
"mobs_mc_squid"
},
runaway = true,
}

View File

@ -1,5 +1,5 @@
name = mobs_mc
author = maikerumine
description = Adds Minecraft-like monsters and animals.
depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util, mcl_entity_invs
depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util
optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items, mcl_worlds

View File

@ -103,7 +103,6 @@ local skeleton = {
return true
end,
ignited_by_sunlight = true,
floats = 0,
view_range = 16,
fear_height = 4,
attack_type = "dogshoot",

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@ -94,7 +94,6 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
dogshoot_switch = 1,
dogshoot_count_max =0.5,
fear_height = 4,
floats = 0,
harmed_by_heal = true,
fire_resistant = true,
dealt_effect = {

View File

@ -1,31 +1,112 @@
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local MAPBLOCK_SIZE = 16 -- size for slime chunk logic
local SEED_OFFSET = 362 -- module specific seed
local world_seed = (minetest.get_mapgen_setting("seed") + SEED_OFFSET) % 4294967296
-- slime density, where default N=10 is every 10th chunk
local slime_ratio = tonumber(minetest.settings:get("slime_ratio")) or 10
-- use 3D chunking instead of 2d chunks
local slime_3d_chunks = minetest.settings:get_bool("slime_3d_chunks", false)
-- maximum light level, for slimes in caves only, not magma/swamps
local slime_max_light = (tonumber(minetest.settings:get("slime_max_light")) or minetest.LIGHT_MAX) + 1
-- maximum light level for swamp spawning
local swamp_light_max = 7
-- maximum height to spawn in slime chunks
local slime_chunk_spawn_max = mcl_worlds.layer_to_y(40)
local MAPBLOCK_SIZE = 16
local floor = math.floor
local max = math.max
local seed = minetest.get_mapgen_setting("seed")
local slime_chunk_match
local slime_chunk_spawn_max = mcl_worlds.layer_to_y(40)
local x_modifier
local z_modifier
local function split_by_char (inputstr, sep, limit)
if sep == nil then
sep = "%d"
end
local t = {}
local i = 0
for str in string.gmatch(inputstr, "(["..sep.."])") do
i = i --+ 1
table.insert(t, tonumber(str))
if limit and i >= limit then
break
end
end
return t
end
--Seed: "16002933932875202103" == random seed
--Seed: "1807191622654296300" == cheese
--Seed: "1" = 1
local function process_seed (seed)
--minetest.log("seed: " .. seed)
local split_chars = split_by_char(tostring(seed), nil, 10)
slime_chunk_match = split_chars[1]
x_modifier = split_chars[2]
z_modifier = split_chars[3]
--minetest.log("x_modifier: " .. tostring(x_modifier))
--minetest.log("z_modifier: " .. tostring(z_modifier))
--minetest.log("slime_chunk_match: " .. tostring(slime_chunk_match))
end
local processed = process_seed (seed)
local function convert_to_chunk_value (co_ord, modifier)
local converted = math.floor(math.abs(co_ord) / MAPBLOCK_SIZE)
if modifier then
converted = (converted + modifier)
end
converted = converted % 10
--minetest.log("co_ord: " .. co_ord)
--minetest.log("converted: " .. converted)
return converted
end
assert(convert_to_chunk_value(-16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(31) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(32) == 2, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1600) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0,9) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16,5) == 6, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599,4) == 3, "Incorrect convert_to_chunk_value result")
local function calculate_chunk_value (pos, x_mod, z_mod)
local chunk_val = math.abs(convert_to_chunk_value(pos.x, x_mod) - convert_to_chunk_value(pos.z, z_mod)) % 10
return chunk_val
end
assert(calculate_chunk_value(vector.new(0,0,0)) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 1, 1) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 2, 1) == 1, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(64,0,16)) == (4-1), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(16,0,64)) == (3), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(-160,0,-160)) == 0, "calculate_chunk_value failed")
local function is_slime_chunk(pos)
if not pos then return end -- no position given
if slime_ratio == 0 then return end -- no slime chunks
if slime_ratio <= 1 then return true end -- slime everywhere
local bpos = vector.new(floor(pos.x / MAPBLOCK_SIZE), slime_3d_chunks and floor(pos.y / MAPBLOCK_SIZE) or 0, floor(pos.z / MAPBLOCK_SIZE))
return PcgRandom(minetest.hash_node_position(bpos) + world_seed):next(0,1e9)/1e9 * slime_ratio < 1
if not pos then return end
local chunk_val = calculate_chunk_value (pos, x_modifier, z_modifier)
local slime_chunk = chunk_val == slime_chunk_match
--minetest.log("x: " ..pos.x .. ", z:" .. pos.z)
--minetest.log("seed slime_chunk_match: " .. tostring(slime_chunk_match))
--minetest.log("chunk_val: " .. tostring(chunk_val))
--minetest.log("Is slime chunk: " .. tostring(slime_chunk))
return slime_chunk
end
local check_position = function (pos)
return is_slime_chunk(pos)
end
-- Returns a function that spawns children in a circle around pos.
-- To be used as on_die callback.
-- self: mob reference
@ -35,15 +116,19 @@ end
-- eject_speed: Initial speed of child mob away from "mother" mob
local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
return function(self, pos)
eject_speed = eject_speed or 1
local posadd, newpos, dir
if not eject_speed then
eject_speed = 1
end
local mndef = minetest.registered_nodes[minetest.get_node(pos).name]
local mother_stuck = mndef and mndef.walkable
local angle = math.random() * math.pi * 2
local children = {}
local spawn_count = math.random(2, 4)
for i = 1, spawn_count do
local dir = vector.new(math.cos(angle), 0, math.sin(angle))
local newpos = pos + dir * spawn_distance
dir = vector.new(math.cos(angle), 0, math.sin(angle))
posadd = vector.normalize(dir) * spawn_distance
newpos = pos + posadd
-- If child would end up in a wall, use position of the "mother", unless
-- the "mother" was stuck as well
if not mother_stuck then
@ -53,14 +138,12 @@ local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
eject_speed = eject_speed * 0.5
end
end
local mob = mcl_mobs.spawn(newpos, child_mob)
if mob then
local mob = minetest.add_entity(newpos, child_mob)
if not mother_stuck then
mob:set_velocity(dir * eject_speed)
end
mob:set_yaw(angle - math.pi/2)
table.insert(children, mob)
end
angle = angle + (math.pi*2) / spawn_count
end
-- If mother was murdered, children attack the killer after 1 second
@ -79,12 +162,16 @@ local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
end
end
-- two different rules, underground slime chunks and regular swamp spawning
local swamp_light_max = 7
local function slime_spawn_check(pos, environmental_light, artificial_light, sky_light)
local maxlight = swamp_light_max
if pos.y <= slime_chunk_spawn_max and is_slime_chunk(pos) then
return max(artificial_light, sky_light) <= slime_max_light
maxlight = minetest.LIGHT_MAX + 1
end
return max(artificial_light, sky_light) <= swamp_light_max
return math.max(artificial_light, sky_light) <= maxlight
end
-- Slime
@ -235,13 +322,13 @@ mcl_mobs:spawn_specific(
"ground",
cave_biomes,
0,
slime_max_light,
minetest.LIGHT_MAX+1,
30,
1000,
4,
cave_min,
cave_max,
nil, nil, is_slime_chunk)
nil, nil, check_position)
mcl_mobs:spawn_specific(
"mobs_mc:slime_tiny",
@ -262,13 +349,13 @@ mcl_mobs:spawn_specific(
"ground",
cave_biomes,
0,
slime_max_light,
minetest.LIGHT_MAX+1,
30,
1000,
4,
cave_min,
cave_max,
nil, nil, is_slime_chunk)
nil, nil, check_position)
mcl_mobs:spawn_specific(
"mobs_mc:slime_small",
@ -289,13 +376,13 @@ mcl_mobs:spawn_specific(
"ground",
cave_biomes,
0,
slime_max_light,
minetest.LIGHT_MAX+1,
30,
1000,
4,
cave_min,
cave_max,
nil, nil, is_slime_chunk)
nil, nil, check_position)
mcl_mobs:spawn_specific(
"mobs_mc:slime_big",
@ -472,4 +559,3 @@ mcl_mobs:non_spawn_specific("mobs_mc:magma_cube_big","overworld",0, minetest.LIG
mcl_mobs.register_egg("mobs_mc:slime_big", S("Slime"), "#52a03e", "#7ebf6d")
-- FIXME: add spawn eggs for small and tiny slimes and magma cubes

View File

@ -67,7 +67,6 @@ local spider = {
curiosity = 10,
head_yaw="z",
collisionbox = {-0.7, -0.01, -0.7, 0.7, 0.89, 0.7},
spawnbox = {-1.2, -0.01, -1.2, 1.2, 0.89, 1.2},
visual = "mesh",
mesh = "mobs_mc_spider.b3d",
textures = {

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@ -7,13 +7,12 @@ local S = minetest.get_translator("mobs_mc")
--###################
local function get_texture(self, prev)
local standing_on = minetest.registered_nodes[self.standing_on]
-- TODO: we do not have access to param2 here (color palette index) yet
local function get_texture(self)
local on_name = self.standing_on
local texture
local texture_suff = ""
if standing_on and (standing_on.walkable or standing_on.groups.liquid) then
local tiles = standing_on.tiles
if on_name and on_name ~= "air" then
local tiles = minetest.registered_nodes[on_name].tiles
if tiles then
local tile = tiles[1]
local color
@ -26,7 +25,7 @@ local function get_texture(self, prev)
texture = tile
end
if not color then
color = minetest.colorspec_to_colorstring(standing_on.color)
color = minetest.colorspec_to_colorstring(minetest.registered_nodes[on_name].color)
end
if color then
texture_suff = "^[multiply:" .. color .. "^[hsl:0:0:20"
@ -34,19 +33,14 @@ local function get_texture(self, prev)
end
end
if not texture or texture == "" then
-- try to keep last texture when, e.g., falling
if prev and (not (not self.attack)) == (string.find(prev, "vl_mobs_stalker_overlay_angry.png") ~= nil) then
return prev
end
texture = "vl_stalker_default.png"
else
texture = texture:gsub("([\\^:\\[])", "\\%1") -- escape texture modifiers
texture = "(vl_stalker_default.png^[combine:16x24:0,0=(" .. texture .. "):0,16=(" .. texture .. ")" .. texture_suff .. ")"
end
texture = texture:gsub("([\\^:\\[])","\\%1") -- escape texture modifiers
texture = "([combine:16x24:0,0=(" .. texture .. "):0,16=(" .. texture ..")".. texture_suff
if self.attack then
texture = texture .. "^vl_mobs_stalker_overlay_angry.png"
texture = texture .. ")^vl_mobs_stalker_overlay_angry.png"
else
texture = texture .. "^vl_mobs_stalker_overlay.png"
texture = texture .. ")^vl_mobs_stalker_overlay.png"
end
return texture
end
@ -138,7 +132,7 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end
end
local new_texture = get_texture(self, self._stalker_texture)
local new_texture = get_texture(self)
if self._stalker_texture ~= new_texture then
self.object:set_properties({textures={new_texture, "mobs_mc_empty.png"}})
self._stalker_texture = new_texture

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@ -818,7 +818,7 @@ local function find_closest_bed (self)
if (owned_by and owned_by == self._id) then
mcl_log("Clear as already owned by me.")
bed_meta:set_string("villager", "")
bed_meta:set_string("villager", nil)
owned_by = nil
end
@ -1049,18 +1049,14 @@ local function has_summon_participants(self)
end
local function summon_golem(self)
local pos = self.object:get_pos()
local p1 = vector.offset(pos, -10, -10, -10)
local p2 = vector.offset(pos, 10, 10, 10)
local nn = minetest.find_nodes_in_area_under_air(p1, p2,{"group:solid","group:water"})
while #nn > 0 do
local n = table.remove_random_element(nn)
n.y = n.y + 1
local summon = mcl_mobs.spawn(n, "mobs_mc:iron_golem")
if summon then
vector.offset(self.object:get_pos(),-10,-10,-10)
local nn = minetest.find_nodes_in_area_under_air(vector.offset(self.object:get_pos(),-10,-10,-10),vector.offset(self.object:get_pos(),10,10,10),{"group:solid","group:water"})
table.shuffle(nn)
for _,n in pairs(nn) do
local up = minetest.find_nodes_in_area(vector.offset(n,0,1,0),vector.offset(n,0,3,0),{"air"})
if up and #up >= 3 then
minetest.sound_play("mcl_portals_open_end_portal", {pos=n, gain=0.5, max_hear_distance = 16}, true)
return summon
return minetest.add_entity(vector.offset(n,0,1,0),"mobs_mc:iron_golem")
end
end
end
@ -1283,7 +1279,7 @@ local function validate_jobsite(self)
mcl_log("Jobsite far, so resettle: " .. tostring(resettle))
if resettle then
local m = minetest.get_meta(self._jobsite)
m:set_string("villager", "")
m:set_string("villager", nil)
remove_job (self)
return false
end
@ -1425,7 +1421,7 @@ local function validate_bed(self)
mcl_log("Bed far, so resettle: " .. tostring(resettle))
if resettle then
mcl_log("Resettled. Ditch bed.")
m:set_string("villager", "")
m:set_string("villager", nil)
self._bed = nil
bed_valid = false
return false
@ -1435,7 +1431,7 @@ local function validate_bed(self)
mcl_log("Player owner: " .. owned_by_player)
if owned_by_player ~= "" then
mcl_log("Player owns this. Villager won't take this.")
m:set_string("villager", "")
m:set_string("villager", nil)
self._bed = nil
bed_valid = false
return false
@ -2304,13 +2300,13 @@ mcl_mobs.register_mob("mobs_mc:villager", {
local bed = self._bed
if bed then
local bed_meta = minetest.get_meta(bed)
bed_meta:set_string("villager", "")
bed_meta:set_string("villager", nil)
mcl_log("Died, so bye bye bed")
end
local jobsite = self._jobsite
if jobsite then
local jobsite_meta = minetest.get_meta(jobsite)
jobsite_meta:set_string("villager", "")
jobsite_meta:set_string("villager", nil)
mcl_log("Died, so bye bye jobsite")
end

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@ -55,8 +55,7 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
basepos.y = basepos.y + 1
for i=1, r do
local spawnpos = vector.add(basepos, minetest.yaw_to_dir(pr:next(0,360)))
local vex = mcl_mobs.spawn(spawnpos, "mobs_mc:vex")
if vex then
local vex = minetest.add_entity(spawnpos, "mobs_mc:vex")
local ent = vex:get_luaentity()
-- Mark vexes as summoned and start their life clock (they take damage it reaches 0)
@ -65,7 +64,6 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
table.insert(spawned_vexes[self],ent)
end
end
end,
passive = false,
drops = {

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@ -134,7 +134,6 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
end,
sunlight_damage = 2,
ignited_by_sunlight = true,
floats = 0,
view_range = 16,
fear_height = 4,
harmed_by_heal = true,

View File

@ -96,7 +96,6 @@ local zombie = {
},
ignited_by_sunlight = true,
sunlight_damage = 2,
floats = 0,
view_range = 16,
attack_type = "dogfight",
harmed_by_heal = true,

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@ -19,6 +19,7 @@ local set_node = minetest.set_node
local sound_play = minetest.sound_play
local add_particlespawner = minetest.add_particlespawner
local after = minetest.after
local add_entity = minetest.add_entity
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_item_group = minetest.get_item_group
@ -164,7 +165,7 @@ function lightning.strike_func(pos, pos2, objects)
-- Events caused by the lightning strike: Fire, damage, mob transformations, rare skeleton spawn
pos2.y = pos2.y + 1
pos2.y = pos2.y + 1/2
local skeleton_lightning = false
if rng:next(1,100) <= 3 then
skeleton_lightning = true
@ -173,14 +174,14 @@ function lightning.strike_func(pos, pos2, objects)
if get_node(pos2).name == "air" then
-- Low chance for a lightning to spawn skeleton horse + skeletons
if skeleton_lightning then
mcl_mobs.spawn(pos2, "mobs_mc:skeleton_horse")
add_entity(pos2, "mobs_mc:skeleton_horse")
local angle, posadd
angle = math.random() * math.pi * 2
for i=1,3 do
posadd = { x=math.cos(angle),y=0,z=math.sin(angle) }
posadd = vector.normalize(posadd)
local mob = mcl_mobs.spawn(vector.add(pos2, posadd), "mobs_mc:skeleton")
local mob = add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
if mob then
mob:set_yaw(angle-math.pi/2)
end

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@ -1,4 +1,4 @@
name = mcl_void_damage
author = Wuzzy
description = Deal damage to entities stuck in the deep void
depends = mcl_worlds, mcl_spawn
depends = mcl_worlds

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@ -60,7 +60,6 @@ end
-- set skybox based on time (uses skycolor api)
function mcl_weather.rain.set_sky_box()
if mcl_weather.state == "rain" then
if mcl_weather.skycolor.current_layer_name() ~= "weather-pack-rain-sky" then
mcl_weather.skycolor.add_layer(
"weather-pack-rain-sky",
{{r=0, g=0, b=0},
@ -68,7 +67,6 @@ function mcl_weather.rain.set_sky_box()
{r=135, g=135, b=151},
{r=85, g=86, b=98},
{r=0, g=0, b=0}})
end
mcl_weather.skycolor.active = true
for _, player in pairs(get_connected_players()) do
player:set_clouds({color="#5D5D5FE8"})
@ -157,7 +155,6 @@ function mcl_weather.rain.clear()
mcl_weather.rain.remove_sound(player)
mcl_weather.rain.remove_player(player)
mcl_weather.remove_spawners_player(player)
player:set_clouds({color="#FFF0EF"})
end
end

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@ -2,7 +2,6 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local NIGHT_VISION_RATIO = 0.45
local DEBUG = false
-- Settings
local minimum_update_interval = { 250e3 }
@ -191,8 +190,8 @@ end
function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
-- Clamp current_val to valid range
current_val = math.max(minval, current_val)
current_val = math.min(maxval, current_val)
current_val = math.min(minval, current_val)
current_val = math.max(maxval, current_val)
-- Rescale current_val from a number between minval and maxval to a number between 1 and #colors
local scaled_value = (current_val - minval) / (maxval - minval) * (#colors - 1) + 1.0
@ -200,7 +199,7 @@ function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
-- Get the first color's values
local index1 = math.floor(scaled_value)
local color1 = colors[index1]
local frac1 = 1.0 - (scaled_value - index1)
local frac1 = scaled_value - index1
-- Get the second color's values
local index2 = math.min(index1 + 1, #colors) -- clamp to maximum color index (will occur if index1 == #colors)
@ -208,32 +207,11 @@ function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
local color2 = colors[index2]
-- Interpolate between color1 and color2
local res = {
return {
r = math.floor(frac1 * color1.r + frac2 * color2.r),
g = math.floor(frac1 * color1.g + frac2 * color2.g),
b = math.floor(frac1 * color1.b + frac2 * color2.b),
}
if DEBUG then
minetest.log(dump({
minval = minval,
maxval = maxval,
current_val = current_val,
colors = colors,
res = res,
scaled_value = scaled_value,
frac1 = frac1,
index1 = index1,
color1 = color1,
frac2 = frac2,
index2 = index2,
color2 = color2,
}))
end
return res
end
-- Simple getter. Either returns user given players list or get all connected players if none provided

View File

@ -40,21 +40,18 @@ function dimension_handlers.overworld(player, sky_data)
end
-- Use overworld defaults
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
sky_data.sky = {
type = "regular",
sky_color = {
day_sky = day_color or "#7BA4FF",
day_horizon = day_color or "#C0D8FF",
dawn_sky = dawn_color or "7BA4FF",
dawn_horizon = dawn_color or "#C0D8FF",
night_sky = night_color or "000000",
night_horizon = night_color or "4A6790",
fog_sun_tint = "#ff5f33",
fog_moon_tint = nil,
fog_tint_type = "custom",
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
},
clouds = true,
}
@ -78,15 +75,18 @@ function dimension_handlers.overworld(player, sky_data)
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0)
table.update(sky_data.sky.sky_color,{
day_sky = day_color or "#7BA4FF",
day_horizon = day_color or "#C0D8FF",
dawn_sky = dawn_color or "7BA4FF",
dawn_horizon = dawn_color or "#C0D8FF",
night_sky = night_color or "000000",
night_horizon = night_color or "4A6790",
fog_tint_type = "default",
})
sky_data.sky = {
type = "regular",
sky_color = {
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
},
clouds = true,
}
sky_data.sun = {visible = false, sunrise_visible = false}
sky_data.moon = {visible = false}
sky_data.stars = {visible = false}
@ -164,8 +164,7 @@ function dimension_handlers.nether(player, sky_data)
end
function dimension_handlers.void(player, sky_data)
sky_data.sky = {
type = "plain",
sky_data.sky = { type = "plain",
base_color = "#000000",
clouds = false,
}

View File

@ -75,7 +75,6 @@ function mcl_weather.has_snow(pos)
end
function mcl_weather.snow.set_sky_box()
if mcl_weather.skycolor.current_layer_name() ~= "weather-pack-snow-sky" then
mcl_weather.skycolor.add_layer(
"weather-pack-snow-sky",
{{r=0, g=0, b=0},
@ -83,7 +82,6 @@ function mcl_weather.snow.set_sky_box()
{r=135, g=135, b=135},
{r=85, g=86, b=86},
{r=0, g=0, b=0}})
end
mcl_weather.skycolor.active = true
for _, player in pairs(get_connected_players()) do
player:set_clouds({color="#ADADADE8"})

View File

@ -23,7 +23,6 @@ minetest.register_globalstep(function(dtime)
mcl_weather.rain.make_weather()
if mcl_weather.thunder.init_done == false then
if mcl_weather.skycolor.current_layer_name() ~= "weather-pack-thunder-sky" then
mcl_weather.skycolor.add_layer("weather-pack-thunder-sky", {
{r=0, g=0, b=0},
{r=40, g=40, b=40},
@ -31,7 +30,6 @@ minetest.register_globalstep(function(dtime)
{r=40, g=40, b=40},
{r=0, g=0, b=0},
})
end
mcl_weather.skycolor.active = true
for _, player in pairs(get_connected_players()) do
player:set_clouds({color="#3D3D3FE8"})

View File

@ -1,4 +1,4 @@
name = mcl_death_messages
author = 4Evergreen4
description = Shows messages in chat when a player dies.
depends = mcl_colors, mcl_damage
depends = mcl_colors

View File

@ -1,10 +1,8 @@
## mcl_info
An API to make custom entries in the VL debug hud.
An api to make custom entries in the mcl2 debug hud.
### mcl_info.register_debug_field(name,defintion)
Debug field defintion example:
```
{
level = 3,
--show with debug level 3 and upwards
@ -15,7 +13,6 @@ Debug field defintion example:
-- It should output a string and determines
-- the content of the debug field.
}
```
### mcl_info.registered_debug_fields
Table the debug definitions are stored in. Do not modify this directly. If you need to overwrite a field just set it again with mcl_info.register_debug_field().

View File

@ -32,5 +32,4 @@ mcl_inventory.register_survival_inventory_tab({
-- Returns true by default
access = function(player)
end,
})
```

View File

@ -418,18 +418,6 @@ minetest.register_on_joinplayer(function(player)
end
end)
---@param player mt.PlayerObjectRef
local function is_touch_enabled(playername)
-- Minetest < 5.7.0 support
if not minetest.get_player_window_information then
return false
end
local window = minetest.get_player_window_information(playername)
-- Always return a boolean (not nil) to avoid false-negatives when
-- comparing to a boolean later.
return window and window.touch_controls or false
end
---@param player mt.PlayerObjectRef
function mcl_inventory.set_creative_formspec(player)
local playername = player:get_player_name()
@ -578,10 +566,8 @@ function mcl_inventory.set_creative_formspec(player)
bg_img = "crafting_creative_inactive" .. button_bg_postfix[this_tab] .. ".png"
end
return table.concat({
"style[" .. this_tab .. ";border=false;bgimg=;bgimg_pressed=]",
"style[" .. this_tab .. "_outer;border=false;bgimg=" .. bg_img ..
";bgimg_pressed=" .. bg_img .. "]",
"button[" .. offset[this_tab] .. ";1.5,1.44;" .. this_tab .. "_outer;]",
"style[" .. this_tab .. ";border=false;bgimg=;bgimg_pressed=;noclip=true]",
"image[" .. offset[this_tab] .. ";1.5,1.44;" .. bg_img .. "]",
"item_image_button[" .. boffset[this_tab] .. ";1,1;" .. tab_icon[this_tab] .. ";" .. this_tab .. ";]",
})
end
@ -591,21 +577,11 @@ function mcl_inventory.set_creative_formspec(player)
caption = "label[0.375,0.375;" .. F(C(mcl_formspec.label_color, filtername[name])) .. "]"
end
local touch_enabled = is_touch_enabled(playername)
players[playername].last_touch_enabled = touch_enabled
local formspec = table.concat({
"formspec_version[6]",
-- Original formspec height was 8.75, increased to include tab buttons.
-- This avoids tab buttons going off-screen with high scaling values.
"size[13,11.43]",
-- Use as much space as possible on mobile - the tab buttons are a lot
-- of padding already.
touch_enabled and "padding[-0.015,-0.015]" or "",
"size[13,8.75]",
"no_prepend[]", mcl_vars.gui_nonbg, mcl_vars.gui_bg_color,
"background9[0,1.34;13,8.75;mcl_base_textures_background9.png;;7]",
"container[0,1.34]",
"style_type[image;noclip=true]",
-- Hotbar
mcl_formspec.get_itemslot_bg_v4(0.375, 7.375, 9, 1),
@ -662,7 +638,6 @@ function mcl_inventory.set_creative_formspec(player)
"set_focus[search;true]",
})
end
formspec = formspec .. "container_end[]"
if pagenum then formspec = formspec .. "p" .. tostring(pagenum) end
player:set_inventory_formspec(formspec)
end
@ -680,54 +655,54 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.blocks or fields.blocks_outer then
if fields.blocks then
if players[name].page == "blocks" then return end
set_inv_page("blocks", player)
page = "blocks"
elseif fields.deco or fields.deco_outer then
elseif fields.deco then
if players[name].page == "deco" then return end
set_inv_page("deco", player)
page = "deco"
elseif fields.redstone or fields.redstone_outer then
elseif fields.redstone then
if players[name].page == "redstone" then return end
set_inv_page("redstone", player)
page = "redstone"
elseif fields.rail or fields.rail_outer then
elseif fields.rail then
if players[name].page == "rail" then return end
set_inv_page("rail", player)
page = "rail"
elseif fields.misc or fields.misc_outer then
elseif fields.misc then
if players[name].page == "misc" then return end
set_inv_page("misc", player)
page = "misc"
elseif fields.nix or fields.nix_outer then
elseif fields.nix then
set_inv_page("all", player)
page = "nix"
elseif fields.food or fields.food_outer then
elseif fields.food then
if players[name].page == "food" then return end
set_inv_page("food", player)
page = "food"
elseif fields.tools or fields.tools_outer then
elseif fields.tools then
if players[name].page == "tools" then return end
set_inv_page("tools", player)
page = "tools"
elseif fields.combat or fields.combat_outer then
elseif fields.combat then
if players[name].page == "combat" then return end
set_inv_page("combat", player)
page = "combat"
elseif fields.mobs or fields.mobs_outer then
elseif fields.mobs then
if players[name].page == "mobs" then return end
set_inv_page("mobs", player)
page = "mobs"
elseif fields.brew or fields.brew_outer then
elseif fields.brew then
if players[name].page == "brew" then return end
set_inv_page("brew", player)
page = "brew"
elseif fields.matr or fields.matr_outer then
elseif fields.matr then
if players[name].page == "matr" then return end
set_inv_page("matr", player)
page = "matr"
elseif fields.inv or fields.inv_outer then
elseif fields.inv then
if players[name].page == "inv" then return end
page = "inv"
elseif fields.search == "" and not fields.creative_next and not fields.creative_prev then
@ -843,19 +818,3 @@ minetest.register_on_player_inventory_action(function(player, action, inventory,
player:get_inventory():set_stack("main", inventory_info.index, stack)
end
end)
-- This is necessary because get_player_window_information may return nil in
-- on_joinplayer.
-- (Also, Minetest plans to add support for toggling touchscreen mode in-game.)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if minetest.is_creative_enabled(name) then
local touch_enabled = is_touch_enabled(name)
if touch_enabled ~= players[name].last_touch_enabled then
mcl_inventory.set_creative_formspec(player)
end
end
end
end)

View File

@ -8,7 +8,7 @@ Show a hud message of `type` to player `player` with `data` as params.
The element will stay for the per-player param `stay` or `data.stay` (in gametick which is 1/20 second).
Here is a usage example:
Here is a usage exemple:
```lua
--show a title in the HUD with minecraft color "gold"
@ -35,7 +35,7 @@ Basicaly run `mcl_title.remove(player, type)` for every type.
## mcl_title.params_set(player, params)
Allow mods to set `stay` and upcoming `fadeIn`/`fadeOut` params.
Allow mods to set `stay` and upcomming `fadeIn`/`fadeOut` params.
```lua
mcl_title.params_set(player, {stay = 600}) --elements with no 'data.stay' field will stay during 30s (600/20)
@ -43,7 +43,7 @@ mcl_title.params_set(player, {stay = 600}) --elements with no 'data.stay' field
## mcl_title.params_get(player)
Get `stay` and upcoming `fadeIn` and `fadeOut` params of a player as a table.
Get `stay` and upcomming `fadeIn` and `fadeOut` params of a player as a table.
```lua
mcl_title.params_get(player)

View File

@ -1,4 +1,4 @@
name = mcl_title
description = Add an API to add in HUD title
depends = mcl_colors, mcl_util
depends = mcl_colors
author = AFCMS

View File

@ -1,3 +1,3 @@
name = mesecons_button
depends = mesecons, mesecons_mvps
depends = mesecons
optional_depends = doc

View File

@ -119,7 +119,7 @@ mcl_armor.register_set({
end,
},
--this is used to generate automaticaly armor crafts based on each element type following the regular minecraft pattern
--this is used to generate automaticaly armor crafts based on each element type folowing the regular minecraft pattern
--if set to nil no craft will be added
craft_material = "mcl_mobitems:leather",

View File

@ -5,6 +5,9 @@
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
local DOUBLE_DROP_CHANCE = 8
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
local BAMBOO_PLANK = BAMBOO .. "_plank"
@ -13,7 +16,7 @@ local BAMBOO_PLANK = BAMBOO .. "_plank"
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local node_sound = mcl_sounds.node_sound_wood_defaults()
local pr = PseudoRandom((os.time() + 15766) * 12)
local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
local on_rotate
if minetest.get_modpath("screwdriver") then
@ -28,16 +31,38 @@ local bamboo_def = {
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, dig_by_piston = 1, plant = 1, non_mycelium_plant = 1, flammable = 3},
sounds = node_sound,
drop = BAMBOO,
drop = {
max_items = 1,
-- From the API:
-- max_items: Maximum number of item lists to drop.
-- The entries in 'items' are processed in order. For each:
-- Item filtering is applied, chance of drop is applied, if both are
-- successful the entire item list is dropped.
-- Entry processing continues until the number of dropped item lists
-- equals 'max_items'.
-- Therefore, entries should progress from low to high drop chance.
items = {
-- Examples:
{
-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
-- Default rarity is '1'.
rarity = DOUBLE_DROP_CHANCE,
items = {BAMBOO .. " 2"},
},
{
-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
-- Default rarity is '1'.
rarity = 1,
items = {BAMBOO},
},
},
},
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 1,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
return mcl_bamboo.grow_bamboo(pos, true)
end,
node_box = {
type = "fixed",
fixed = {
@ -61,6 +86,7 @@ local bamboo_def = {
on_rotate = on_rotate,
on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing then
return itemstack
end
@ -215,6 +241,9 @@ local bamboo_def = {
if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
minetest.add_item(new_pos, istack)
end
minetest.add_item(new_pos, istack)
end
end,
@ -224,12 +253,10 @@ minetest.register_node(BAMBOO, bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, dig_by_piston = 1, plant = 1, non_mycelium_plant = 1, flammable = 3}
bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
-- bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
bamboo_top.drawtype = "plantlike"
bamboo_top.paramtype2 = "meshoptions"
bamboo_top.param2 = 2
bamboo_top.waving = 2
bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
--bamboo_top.paramtype2 = "meshoptions"
--bamboo_top.param2 = 2
-- bamboo_top.waving = 2
bamboo_top.special_tiles = {{name = "mcl_bamboo_endcap.png"}}
bamboo_top.nodebox = nil
bamboo_top.selection_box = nil

View File

@ -9,6 +9,8 @@ local SIDE_SCAFFOLDING = false
local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
-- ---------------------------------------------------------------------------
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"

View File

@ -44,10 +44,6 @@ mcl_bamboo.bamboo_index = {
"mcl_bamboo:bamboo_2",
"mcl_bamboo:bamboo_3",
}
mcl_bamboo.bamboo_set = {}
for _,key in pairs(mcl_bamboo.bamboo_index) do
mcl_bamboo.bamboo_set[key] = true
end
function mcl_bamboo.is_bamboo(node_name)
local index = table.indexof(mcl_bamboo.bamboo_index, node_name)
@ -78,7 +74,7 @@ function mcl_bamboo.break_orphaned(pos)
local node_name = node_below.name
-- short circuit checks.
if node_name == "ignore" or mcl_bamboo.is_dirt(node_name) or mcl_bamboo.is_bamboo(node_name) or mcl_bamboo.is_bamboo(minetest.get_node(pos).name) == false then
if mcl_bamboo.is_dirt(node_name) or mcl_bamboo.is_bamboo(node_name) or mcl_bamboo.is_bamboo(minetest.get_node(pos).name) == false then
return
end
@ -98,84 +94,172 @@ end
--]]
function mcl_bamboo.grow_bamboo(pos, bonemeal_applied)
local log = mcl_bamboo.mcl_log
local node_above = minetest.get_node(vector.offset(pos, 0, 1, 0))
log("Grow bamboo called; bonemeal: " .. tostring(bonemeal_applied))
mcl_bamboo.mcl_log("Grow bamboo called; bonemeal: " .. tostring(bonemeal_applied))
if not bonemeal_applied then
-- Only allow natural growth at the top of the bamboo
if mcl_bamboo.is_bamboo(node_above.name) ~= false then return false end
-- Don't perform natual growth in low light
if minetest.get_node_light(pos) < 8 then return false end
if not bonemeal_applied and mcl_bamboo.is_bamboo(node_above.name) ~= false then
return false -- short circuit this function if we're trying to grow (std) the bamboo and it's not the top shoot.
end
-- Determine the location of soil
local soil_pos
soil_pos,a,b = mcl_util.trace_nodes(pos, -1, mcl_bamboo.bamboo_set, BAMBOO_MAX_HEIGHT - 1)
-- No soil found, return false so that bonemeal isn't used
if not soil_pos then return false end
log("Grow bamboo; soil found. ")
-- Find the first bamboo shoot and retrieve data about it
local first_shoot = vector.offset(soil_pos, 0, 1, 0)
local first_shoot_meta = minetest.get_meta(first_shoot)
-- Get or initialize bamboo height
local height = (first_shoot_meta and first_shoot_meta:get_int("height", -1)) or -1
if height == -1 then
height = rand(BAM_MAX_HEIGHT_STPCHK + 1, BAM_MAX_HEIGHT_TOP + 1)
first_shoot_meta:set_int("height", height)
end
log("Grow bamboo; height: " .. height)
-- Locate the bamboo tip
local bamboo_tip,actual_height,bamboo_tip_node = mcl_util.trace_nodes(first_shoot, 1, mcl_bamboo.bamboo_set, height - 1)
log("Current height: "..tostring(actual_height))
-- Short circuit growth if the bamboo is already finished growing
if not bamboo_tip or not actual_height or actual_height >= height then
log("Bamboo is already as large as it can grow")
if minetest.get_node_light(pos) < 8 then
return false
end
-- Now that we are actually going to add nodes, initialize some more information
local first_shoot_node_name = minetest.get_node(first_shoot).name
-- variables used in more than one spot.
local first_shoot
local chk_pos
local soil_pos
local node_name = ""
local dist = 0
local node_below
-- -------------------
-- If applying bonemeal, randomly grow two segments instead of one
local grow_amount = 1
mcl_bamboo.mcl_log("Grow bamboo; checking for soil: ")
-- the soil node below the bamboo.
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
soil_pos = chk_pos
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if soil_pos == nil then
return false -- returning false means don't use up the bonemeal.
end
mcl_bamboo.mcl_log("Grow bamboo; soil found. ")
local grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE) -- because yeah, not truly random, or even a good prng.
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
local init_height = rand(BAM_MAX_HEIGHT_STPCHK + 1, BAM_MAX_HEIGHT_TOP + 1)
mcl_bamboo.mcl_log("Grow bamboo; random height: " .. init_height)
node_name = ""
-- update: add randomized max height to first node's meta data.
first_shoot = vector.offset(soil_pos, 0, 1, 0)
local meta = minetest.get_meta(first_shoot)
node_below = minetest.get_node(first_shoot).name
mcl_bamboo.mcl_log("Grow bamboo; checking height meta ")
-- check the meta data for the first node, to see how high to make the stalk.
if not meta then
-- if no metadata, set the metadata!!!
meta:set_int("height", init_height)
end
local height = meta:get_int("height", -1)
mcl_bamboo.mcl_log("Grow bamboo; meta-height: " .. height)
if height <= 10 then
height = init_height
meta:set_int("height", init_height)
end
mcl_bamboo.mcl_log("Grow bamboo; height: " .. height)
-- Bonemeal: Grows the bamboo by 1-2 stems. (per the minecraft wiki.)
if bonemeal_applied then
local rng = PcgRandom(minetest.hash_node_position(pos) + minetest.get_us_time())
if rng:next(1, GROW_DOUBLE_CHANGE) == 1 then
grow_amount = 2
-- handle applying bonemeal.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- find the top node of bamboo.
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if mcl_bamboo.is_bamboo(node_name) == false or node_name == BAMBOO_ENDCAP_NAME then
break
end
end
log("Growing up to "..grow_amount.." segments")
-- Perform bamboo growth
for i = 1,grow_amount do
-- Check for air to grow into
local bamboo_tip_node = minetest.get_node(bamboo_tip)
if not bamboo_tip_node or bamboo_tip_node.name ~= "air" then
-- Something is blocking growth, stop and signal that use bonemeal has been used if at least on segment has grown
return i ~= 1
end
if actual_height + 1 == height then
-- This is the end cap
minetest.set_node(bamboo_tip, { name = BAMBOO_ENDCAP_NAME })
return true
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
if node_name == BAMBOO_ENDCAP_NAME then
-- prevent overgrowth
return false
end
-- check to see if we have a full stalk of bamboo.
if dist >= height - 1 then
if dist == height - 1 then
-- equals top of the stalk before the cap
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(vector.offset(chk_pos, 0, 1, 0), { name = BAMBOO_ENDCAP_NAME })
return true -- returning true means use up the bonemeal.
else
-- This isn't the end cap, add a bamboo segment
minetest.set_node(bamboo_tip, { name = first_shoot_node_name })
actual_height = actual_height + 1
return false
end
else
-- okay, we're higher than the end cap, fail out.
return false -- returning false means don't use up the bonemeal.
end
end
bamboo_tip = vector.offset(bamboo_tip, 0, 1, 0)
-- and now, the meat of the section... add bamboo to the stalk.
-- at this point, we should be lower than the generated maximum height. ~ about height -2 or lower.
if dist <= height - 2 then
if node_name == "air" then
-- here we can check to see if we can do up to 2 bamboo shoots onto the stalk
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, { name = node_below })
-- handle growing a second node.
if grow_amount == 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, { name = node_below })
end
end
return true -- exit out with a success. We've added 1-2 nodes, per the wiki.
end
end
end
return true
-- Non-Bonemeal growth.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- Find the topmost node above the stalk, and check it for "air"
chk_pos = vector.offset(pos, 0, py, 0)
node_below = minetest.get_node(pos).name
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if node_name ~= "air" and mcl_bamboo.is_bamboo(node_name) == false then
break
end
-- stop growing check. ie, handle endcap placement.
if dist >= height - 1 then
local above_node_name = minetest.get_node(vector.offset(chk_pos, 0, 1, 0)).name
if node_name == "air" and above_node_name == "air" then
if height - 1 == dist then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(chk_pos, { name = BAMBOO_ENDCAP_NAME })
end
end
break
end
-- handle regular node placement.
-- find the air node above the top shoot. place a node. And then, if short enough,
-- check for second node placement.
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, { name = node_below })
-- handle growing a second node. (1 in 32 chance.)
if grow_amount == 2 and dist <= height - 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, { name = node_below })
end
end
break
end
end
end
-- Add Groups function, courtesy of Warr1024.

View File

@ -7,6 +7,8 @@
-- LOCALS
local modname = minetest.get_current_modname()
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
mcl_bamboo = {}

View File

@ -5,6 +5,8 @@
--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- Craftings

View File

@ -2,4 +2,4 @@ name = mcl_beds
author = BlockMen
description =
depends = playerphysics
optional_depends = mcl_sounds, mcl_worlds, mcl_wool, mcl_dye, mcl_explosions, mcl_weather, mcl_spawn, doc, mesecons, mesecons_mvps
optional_depends = mcl_sounds, mcl_worlds, mcl_wool, mcl_dye, mcl_explosions, mcl_weather, mcl_spawn, doc, mesecons

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@ -1,76 +0,0 @@
# Bone meal API
Bonemealing callbacks and particle functions.
## _on_bone_meal(itemstack, placer, pointed_thing)
The bone meal API provides a callback definition that nodes can use to
register a handler that is executed when a bone meal item is used on it.
Nodes that wish to use the bone meal API should in their node registration
define a callback handler named `_on_bone_meal`.
Note that by registering the callback handler, the node declares that bone
meal can be used on it and as a result, when the user is not in creative
mode, the used bone meal is spent and taken from the itemstack passed to
the `on_place()` handler of the bone meal item used regardless of whether
the bone meal had an effect on the node and regardless of the result of
the callback handler.
It is for all intents and purposes up to the callback defined in the node to
decide how to handle the specific effect that bone meal has on that node.
The `_on_bone_meal` callback handler is a
`function(itemstack, placer, pointed_thing)`
Its arguments are:
* `itemstack`: the stack of bonem eal being applied
* `placer`: ObjectRef of the player who aplied the bone meal, can be nil!
* `pointed_thing`: exact pointing location (see Minetest API), where the
bone meal is applied
The return value of the handler function indicates if the bonemealing had
its intended effect. If `true`, 'bone meal particles' are spawned at the
position of the bonemealed node.
The `on_place` code in the bone meal item will spawn bone meal particles and
decrease the bone meal itemstack if the handler returned `true` and the
`placer` is not in creative mode.
## mcl_bone_meal.add_bone_meal_particle(pos, def)
Spawns standard or custom bone meal particles.
* `pos`: position, is ignored if you define def.minpos and def.maxpos
* `def`: (optional) particle definition; see minetest.add_particlespawner()
for more details.
## mcl_bone_meal.use_bone_meal(itemstack, placer, pointed_thing)
For use in on_rightclick handlers that need support bone meal processing in addition
to other behaviors. Before calling, verify that the player is wielding bone meal.
* `itemstack`: The stack of bone meal being used
* `placer`: ObjectRef of the player who aplied the bone meal, can be nil!
* `pointed_thing`: exact pointing location (see Minetest API), where the
bone meal is applied
Returns itemstack with one bone meal consumed if not in creative mode.
# Legacy API
The bone meal API also provides a legacy compatibility function. This
function is not meant to be continued and callers should migrate to the
newer bonemealing API.
## mcl_bone_meal.register_on_bone_meal_apply(function(pointed_thing, placer))
Called when the bone meal is applied anywhere.
* `pointed_thing`: exact pointing location (see Minetest API), where the
bone meal is applied
* `placer`: ObjectRef of the player who aplied the bone meal, can be nil!
This function is deprecated and will be removed at some time in the future.
Bone meal is not consumed unless the provided function returns true.
## mcl_dye.add_bone_meal_particle(pos, def)
## mcl_dye.register_on_bone_meal_apply(function(pointed_thing, user))
These shims in mcl_dye that point to corresponding legacy compatibility
functions in mcl_bone_meal remain for legacy callers that have not yet been
updated to the new API. These shims will be removed at some time in the
future.

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@ -1,156 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
local longdesc = S(
"Bone meal is a white dye and also useful as a fertilizer to " ..
"speed up the growth of many plants."
)
local usagehelp = S(
"Rightclick a sheep to turn its wool white. Rightclick a plant " ..
"to speed up its growth. Note that not all plants can be " ..
"fertilized like this. When you rightclick a grass block, tall " ..
"grass and flowers will grow all over the place."
)
mcl_bone_meal = {}
-- Bone meal particle API:
--- Spawns bone meal particles.
-- pos: where the particles spawn
-- def: particle spawner parameters, see minetest.add_particlespawner() for
-- details on these parameters.
--
function mcl_bone_meal.add_bone_meal_particle(pos, def)
def = def or {}
minetest.add_particlespawner({
amount = def.amount or 10,
time = def.time or 0.1,
minpos = def.minpos or vector.subtract(pos, 0.5),
maxpos = def.maxpos or vector.add(pos, 0.5),
minvel = def.minvel or vector.new(-0.01, 0.01, -0.01),
maxvel = def.maxvel or vector.new(0.01, 0.01, 0.01),
minacc = def.minacc or vector.new(0, 0, 0),
maxacc = def.maxacc or vector.new(0, 0, 0),
minexptime = def.minexptime or 1,
maxexptime = def.maxexptime or 4,
minsize = def.minsize or 0.7,
maxsize = def.maxsize or 2.4,
texture = "mcl_particles_bonemeal.png^[colorize:#00EE00:125",
glow = def.glow or 1,
})
end
-- Begin legacy bone meal API.
--
-- Compatibility code for legacy users of the old bone meal API.
-- This code will be removed at some time in the future.
--
mcl_bone_meal.bone_meal_callbacks = {}
-- Shims for the old API are still available in mcl_dye and defer to
-- the real functions in mcl_bone_meal.
--
function mcl_bone_meal.register_on_bone_meal_apply(func)
minetest.log("warning", "register_on_bone_meal_apply(func) is deprecated. Read mcl_bone_meal/API.md!")
local lines = string.split(debug.traceback(),"\n")
for _,line in ipairs(lines) do
minetest.log("warning",line)
end
table.insert(mcl_bone_meal.bone_meal_callbacks, func)
end
-- Legacy registered users of the old API are handled through this function.
--
local function legacy_apply_bone_meal(pointed_thing, placer)
-- Legacy API support
local callbacks = mcl_bone_meal.bone_meal_callbacks
for i = 1,#callbacks do
if callbacks[i](pointed_thing, placer) then
return true
end
end
return false
end
-- End legacy bone meal API
function mcl_bone_meal.use_bone_meal(itemstack, placer, pointed_thing)
local positions = {pointed_thing.under, pointed_thing.above}
for i = 1,2 do
local pos = positions[i]
-- Check protection
if mcl_util.check_area_protection(pos, pointed_thing.above, placer) then return false end
local node = minetest.get_node(pos)
local ndef = minetest.registered_nodes[node.name]
local success = false
local consume
-- If the pointed node can be bonemealed, let it handle the processing.
if ndef and ndef._on_bone_meal then
success = ndef._on_bone_meal(itemstack, placer, {under = pos, above = vector.offset(pos, 0, 1, 0)})
consume = true
else
-- Otherwise try the legacy API.
success = legacy_apply_bone_meal(pointed_thing, placer)
consume = success
end
-- Take the item
if consume then
-- Particle effects
mcl_bone_meal.add_bone_meal_particle(pos)
if not placer or not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack
end
if success then return itemstack end
end
return itemstack
end
minetest.register_craftitem("mcl_bone_meal:bone_meal", {
description = S("Bone Meal"),
_tt_help = S("Speeds up plant growth"),
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
inventory_image = "mcl_bone_meal.png",
groups = {craftitem=1},
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local node = minetest.get_node(pos)
local ndef = minetest.registered_nodes[node.name]
-- Use pointed node's on_rightclick function first, if present.
if placer and not placer:get_player_control().sneak then
if ndef and ndef.on_rightclick then
local new_stack = mcl_util.call_on_rightclick(itemstack, placer, pointed_thing)
if new_stack and new_stack ~= itemstack then return new_stack end
end
end
return mcl_bone_meal.use_bone_meal(itemstack, placer, pointed_thing)
end,
_on_dispense = function(itemstack, pos, droppos, dropnode, dropdir)
local pointed_thing
if dropnode.name == "air" then
pointed_thing = {above = droppos, under = vector.offset(droppos, 0, -1 ,0)}
else
pointed_thing = {above = pos, under = droppos}
end
return mcl_bone_meal.use_bone_meal(itemstack, nil, pointed_thing)
end,
_dispense_into_walkable = true
})
minetest.register_craft({
output = "mcl_bone_meal:bone_meal 3",
recipe = {{"mcl_mobitems:bone"}},
})

View File

@ -1,5 +0,0 @@
# textdomain: mcl_bone_meal
Bone Meal=Knochenmehl
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Knochenmehl ist ein weißer Farbstoff und auch nützlich als Dünger, um das Wachstum vieler Pflanzen zu beschleunigen.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Rechtsklicken Sie auf ein Schaf, um die Wolle weiß einzufärben. Rechtsklicken Sie auf eine Pflanze, um ihr Wachstum zu beschleunigen. Beachten Sie, dass nicht alle Pflanzen darauf ansprechen. Benutzen Sie es auf einem Grasblock, wächst viel hohes Gras und vielleicht auch ein paar Blumen.
Speeds up plant growth=Beschleunigt Pflanzenwachstum

View File

@ -1,5 +0,0 @@
# textdomain: mcl_bone_meal
Bone Meal=Harina de hueso
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La harina de hueso es un tinte blanco y también es útil como fertilizante para acelerar el crecimiento de muchas plantas.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=RHaga clic derecho en una oveja para volver su lana blanca. Haga clic derecho en una planta para acelerar su crecimiento. Tenga en cuenta que no todas las plantas pueden ser fertilizadas de esta manera. Cuando haces clic derecho en un bloque de hierba, crecerán hierba alta y flores por todo el lugar.
Speeds up plant growth=Acelera el crecimiento de las plantas

View File

@ -1,5 +0,0 @@
# textdomain: mcl_bone_meal
Bone Meal=Farine d'Os
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La farine d'os est une teinture blanche et est également utile comme engrais pour accélérer la croissance de nombreuses plantes.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Cliquez avec le bouton droit sur un mouton pour blanchir sa laine. Cliquez avec le bouton droit sur une plante pour accélérer sa croissance. Cependant, toutes les plantes ne peuvent pas être fertilisées de cette manière. Lorsque vous cliquez avec le bouton droit sur un bloc d'herbe, les hautes herbes et les fleurs poussent autour.
Speeds up plant growth=Accélère la croissance des plantes

View File

@ -1,5 +0,0 @@
# textdomain: mcl_bone_meal
Bone Meal=Mączka kostna
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Mączka kostna to biała farba i przydatny nawóz, który przyspiesza rośnięcie wielu roślin.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Kliknij prawym na owcę, aby wybielić jej wełnę. Kliknij prawym na roślinę aby przyspieszyć jej wzrost. Zważ, że nie na wszystkie rośliny to tak działa. Gdy klikniesz prawym na blok trawy, wysoka trawa wyrośnie wokół.
Speeds up plant growth=Przyspiesza wzrost roślin

View File

@ -1,5 +0,0 @@
# textdomain: mcl_bone_meal
Bone Meal=Костная мука
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Костная мука является белым красителем. Она также полезна в качестве удобрения, чтобы увеличить скорость роста многих растений.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Кликните правой по овце, чтобы сделать её шерсть белой. Кликните правой по растению, чтобы ускорить его рост. Имейте в виду, что не все растения можно удобрять таким способом. Если вы кликнете по травяному блоку, то на этом месте вырастет высокая трава и цветы.
Speeds up plant growth=Ускоряет рост растений

View File

@ -1,5 +0,0 @@
# textdomain: mcl_bone_meal
Bone Meal=骨粉
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=骨粉是一種白色染料,也可作為肥料,加速許多植物的生長。
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=右鍵點擊一隻羊,使其羊毛變白。右鍵點擊一株植物以加快其生長速度。注意,不是所有的植物都能像這樣施肥。當你右鍵點擊一個草方時,高高的草和花會到處生長。
Speeds up plant growth=加速植物生長

View File

@ -1,5 +0,0 @@
# textdomain: mcl_bone_meal
Bone Meal=
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=
Speeds up plant growth=

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@ -1,3 +0,0 @@
name = mcl_bone_meal
description = Bone meal can be used as a fertilizer and as a dye.
author = kabou, teknomunk

View File

@ -257,10 +257,10 @@ function ARROW_ENTITY.on_step(self, dtime)
mcl_burning.set_on_fire(obj, 5)
end
if not self._in_player and not self._blocked then
mcl_util.deal_damage(obj, self._damage, {type = "arrow", source = self._shooter, direct = self.object})
if self._extra_hit_func then
self._extra_hit_func(obj)
end
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, self.object:get_velocity())
if obj:is_player() then
if not mcl_shields.is_blocking(obj) then
local placement

View File

@ -168,8 +168,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,bow=1,cannot_block=1,enchantability=1},
touch_interaction = "short_dig_long_place",
groups = {weapon=1,weapon_ranged=1,bow=1,enchantability=1},
_mcl_uses = 385,
})
@ -217,7 +216,7 @@ for level=0, 2 do
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, cannot_block=1, enchantability=1},
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
-- Trick to disable digging as well
on_use = function() return end,
on_drop = function(itemstack, dropper, pos)
@ -236,7 +235,6 @@ for level=0, 2 do
on_place = function(itemstack)
return itemstack
end,
touch_interaction = "short_dig_long_place",
_mcl_uses = 385,
})
end

View File

@ -158,8 +158,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1},
touch_interaction = "short_dig_long_place",
groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1},
_mcl_uses = 326,
})
@ -194,8 +193,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1,not_in_creative_inventory=1},
touch_interaction = "short_dig_long_place",
groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1,not_in_creative_inventory=1},
_mcl_uses = 326,
})
@ -240,7 +238,7 @@ for level=0, 2 do
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, cannot_block=1, bow=1, enchantability=1},
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
-- Trick to disable digging as well
on_use = function() return end,
on_drop = function(itemstack, dropper, pos)
@ -259,7 +257,6 @@ for level=0, 2 do
on_place = function(itemstack)
return itemstack
end,
touch_interaction = "short_dig_long_place",
_mcl_uses = 385,
})
end

View File

@ -1,28 +1,25 @@
# mcl_buckets
Adds an API to register buckets to VL
Add an API to register buckets to mcl
## mcl_buckets.register_liquid(def)
Register a new liquid.
Accepts the following parameters:
* `source_place`: a string or a function
* `string`: name of the node to place
* `function(pos)`: will return name of the node to place with pos being the placement position
* `source_take`: table of liquid source node names to take
* `bucketname`: itemstring of the new bucket item
* `inventory_image`: texture of the new bucket item (ignored if itemname == nil)
* `name`: user-visible bucket description
* `longdesc`: long explanatory description (for help)
* `usagehelp`: short usage explanation (for help)
* `tt_help`: very short tooltip help
* `extra_check(pos, placer)`: (optional) additional check before liquid placement (return 2 booleans: (1) whether to place the liquid source and (2) whether to empty the bucket)
* `groups`: optional list of item groups
Register a new liquid
Accept folowing params:
* source_place: a string or function.
* string: name of the node to place
* function(pos): will returns name of the node to place with pos being the placement position
* source_take: table of liquid source node names to take
* bucketname: itemstring of the new bucket item
* inventory_image: texture of the new bucket item (ignored if itemname == nil)
* name: user-visible bucket description
* longdesc: long explanatory description (for help)
* usagehelp: short usage explanation (for help)
* tt_help: very short tooltip help
* extra_check(pos, placer): (optional) function(pos)
* groups: optional list of item groups
**Usage example:**
**Usage exemple:**
```lua
mcl_buckets.register_liquid({
bucketname = "dummy:bucket_dummy",
@ -42,7 +39,7 @@ mcl_buckets.register_liquid({
tt_help = S("Places a dummy liquid source"),
extra_check = function(pos, placer)
--pos = pos where the liquid should be placed
--placer who tried to place the bucket (can be nil)
--placer people who tried to place the bucket (can be nil)
--no liquid node will be placed
--the bucket will not be emptied

View File

@ -39,9 +39,9 @@ local function drop_items(pos, node, oldmeta)
if food_entity:get_luaentity().name == "mcl_campfires:food_entity" then
food_entity:remove()
for i = 1, 4 do
meta:set_string("food_x_"..tostring(i), "")
meta:set_string("food_y_"..tostring(i), "")
meta:set_string("food_z_"..tostring(i), "")
meta:set_string("food_x_"..tostring(i), nil)
meta:set_string("food_y_"..tostring(i), nil)
meta:set_string("food_z_"..tostring(i), nil)
end
end
end
@ -135,9 +135,9 @@ function mcl_campfires.cook_item(pos, elapsed)
if cooked then
if food_entity then
food_entity:remove() -- Remove visual food entity
meta:set_string("food_x_"..tostring(i), "")
meta:set_string("food_y_"..tostring(i), "")
meta:set_string("food_z_"..tostring(i), "")
meta:set_string("food_x_"..tostring(i), nil)
meta:set_string("food_y_"..tostring(i), nil)
meta:set_string("food_z_"..tostring(i), nil)
minetest.add_item(pos, cooked.item) -- Drop Cooked Item
-- Throw some Experience Points because why not?
-- Food is cooked, xp is deserved for using this unique cooking method. Take that Minecraft ;)

View File

@ -5,9 +5,9 @@ animations are achieved by giving each chest node an entity, as Minetest (as of
5.8.1) doesn't support giving nodes animated meshes, only static ones.
Because of that, a lot of parameters passed through the exposed functions are
related to nodes and entities.
be related to nodes and entities.
Please refer to the [Minetest documentation](http://api.minetest.net/) and code
Please refer to [Minetest documentation](http://api.minetest.net/) and the code
comments in `api.lua`.

View File

@ -79,7 +79,7 @@ minetest.register_lbm({
local node_name = node.name
node.name = node_name .. "_small"
minetest.swap_node(pos, node)
mcl_chests.select_and_spawn_entity(pos, node)
select_and_spawn_entity(pos, node)
if node_name == "mcl_chests:trapped_chest_on" then
minetest.log("action", "[mcl_chests] Disabled active trapped chest on load: " .. minetest.pos_to_string(pos))
mcl_chests.chest_update_after_close(pos)

View File

@ -2,34 +2,29 @@ local S = minetest.get_translator(minetest.get_current_modname())
mcl_cocoas = {}
--- Place a cocoa pod.
-- Attempt to place a cocoa pod on a jungle tree. Checks if attachment
-- point is a jungle tree and sets the correct orientation of the stem.
--
function mcl_cocoas.place(itemstack, placer, pt, plantname)
-- Place cocoa
local function cocoa_place(itemstack, placer, pt, plantname)
-- check if pointing at a node
if not pt or pt.type ~= "node" then
return
end
local node = minetest.get_node(pt.under)
local under = minetest.get_node(pt.under)
-- return if any of the nodes are not registered
local def = minetest.registered_nodes[node.name]
if not def then
if not minetest.registered_nodes[under.name] then
return
end
-- Am I right-clicking on something that has a custom on_rightclick set?
if placer and not placer:get_player_control().sneak then
if def and def.on_rightclick then
local new_stack = mcl_util.call_on_rightclick(itemstack, placer, pt)
if new_stack and new_stack ~= itemstack then return new_stack end
if minetest.registered_nodes[under.name] and minetest.registered_nodes[under.name].on_rightclick then
return minetest.registered_nodes[under.name].on_rightclick(pt.under, under, placer, itemstack) or itemstack
end
end
-- Check if pointing at jungle tree
if node.name ~= "mcl_core:jungletree"
if under.name ~= "mcl_core:jungletree"
or minetest.get_node(pt.above).name ~= "air" then
return
end
@ -44,7 +39,9 @@ function mcl_cocoas.place(itemstack, placer, pt, plantname)
-- Add the node, set facedir and remove 1 item from the itemstack
minetest.set_node(pt.above, {name = plantname, param2 = minetest.dir_to_facedir(clickdir)})
minetest.sound_play("default_place_node", {pos = pt.above, gain = 1.0}, true)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
@ -52,119 +49,111 @@ function mcl_cocoas.place(itemstack, placer, pt, plantname)
return itemstack
end
--- Grows cocoa pod one size larger.
-- Attempts to grow a cocoa at pos, returns true when grown, returns false
-- if there's no cocoa or it is already at full size.
--
-- Attempts to grow a cocoa at pos, returns true when grown, returns false if there's no cocoa
-- or it is already at full size
function mcl_cocoas.grow(pos)
local node = minetest.get_node(pos)
if node.name == "mcl_cocoas:cocoa_1" then
minetest.set_node(pos, {name = "mcl_cocoas:cocoa_2", param2 = node.param2})
elseif node.name == "mcl_cocoas:cocoa_2" then
minetest.set_node(pos, {name = "mcl_cocoas:cocoa_3", param2 = node.param2})
else
return false
end
return true
end
return false
end
-- only caller was mcl_dye, consider converting these into local functions.
local cocoa_place = mcl_cocoas.place
local cocoa_grow = mcl_cocoas.grow
-- Cocoa pod variant definitions.
--[[ TODO: Use a mesh for cocoas for perfect texture compability. ]]
local podinfo = {
{ desc = S("Premature Cocoa Pod"),
longdesc = S("Cocoa pods grow on the side of jungle trees in 3 stages."),
tiles = {
"mcl_cocoas_cocoa_stage_0.png",
},
n_box = {-0.125, -0.0625, 0.1875, 0.125, 0.25, 0.4375},
s_box = {-0.125, -0.0625, 0.1875, 0.125, 0.5, 0.5 },
},
{ desc = S("Medium Cocoa Pod"),
tiles = {
"mcl_cocoas_cocoa_stage_1.png",
},
n_box = {-0.1875, -0.1875, 0.0625, 0.1875, 0.25, 0.4375},
s_box = {-0.1875, -0.1875, 0.0625, 0.1875, 0.5, 0.5 },
},
{ desc = S("Mature Cocoa Pod"),
longdesc = S("A mature cocoa pod grew on a jungle tree to its full size and it is ready to be harvested for cocoa beans. It won't grow any further."),
tiles = {
"mcl_cocoas_cocoa_stage_2.png",
},
n_box = {-0.25, -0.3125, -0.0625, 0.25, 0.25, 0.4375},
s_box = {-0.25, -0.3125, -0.0625, 0.25, 0.5, 0.5 },
},
}
for i = 1, 3 do
local def = {
description = podinfo[i].desc,
-- Cocoa definition
-- 1st stage
local crop_def = {
description = S("Premature Cocoa Pod"),
_doc_items_create_entry = true,
_doc_items_longdesc = podinfo[i].longdesc,
_doc_items_longdesc = S("Cocoa pods grow on the side of jungle trees in 3 stages."),
drawtype = "mesh",
mesh = "mcl_cocoas_cocoa_stage_0.obj",
tiles = {"mcl_cocoas_cocoa_stage_0.png"},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "clip" or true,
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
drawtype = "nodebox",
tiles = podinfo[i].tiles,
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
podinfo[i].n_box, -- Pod
-- FIXME: This has a thickness of 0. Is this OK in Minetest?
{ 0, 0.25, 0.25, 0, 0.5, 0.5 }, }, -- Stem
},
walkable = true,
drop = "mcl_cocoas:cocoa_beans",
collision_box = {
type = "fixed",
fixed = podinfo[i].n_box
fixed = {
{-0.125, -0.0625, 0.1875, 0.125, 0.25, 0.4375}, -- Pod
},
},
selection_box = {
type = "fixed",
fixed = podinfo[i].s_box
fixed = {
{-0.125, -0.0625, 0.1875, 0.125, 0.5, 0.5}, -- Pod
},
},
groups = {
handy = 1, axey = 1, attached_node_facedir = 1,
dig_by_water = 1, destroy_by_lava_flow = 1, dig_by_piston = 1,
cocoa = i, not_in_creative_inventory = 1,
handy = 1, axey = 1,
dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1,
attached_node_facedir=1,
not_in_creative_inventory=1,
cocoa=1
},
sunlight_propagates = true,
walkable = true,
drop = "mcl_cocoas:cocoa_beans",
sounds = mcl_sounds.node_sound_wood_defaults(),
on_rotate = false,
_mcl_blast_resistance = 3,
_mcl_hardness = 0.2,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
return cocoa_grow(pos)
end,
}
}
if i == 2 then
def._doc_items_longdesc = nil
def._doc_items_create_entry = false
end
if i == 3 then
def.drop = "mcl_cocoas:cocoa_beans 3"
def._on_bone_mealing = nil
end
-- 2nd stage
minetest.register_node("mcl_cocoas:cocoa_1", table.copy(crop_def))
minetest.register_node("mcl_cocoas:cocoa_" .. i, table.copy(def))
end
crop_def.description = S("Medium Cocoa Pod")
crop_def._doc_items_create_entry = false
crop_def.groups.cocoa = 2
crop_def.mesh = "mcl_cocoas_cocoa_stage_1.obj"
crop_def.tiles = {"mcl_cocoas_cocoa_stage_1.png"}
crop_def.collision_box = {
type = "fixed",
fixed = {
{-0.1875, -0.1875, 0.0625, 0.1875, 0.25, 0.4375}, -- Pod
},
}
crop_def.selection_box = {
type = "fixed",
fixed = {
{-0.1875, -0.1875, 0.0625, 0.1875, 0.5, 0.5},
},
}
minetest.register_node("mcl_cocoas:cocoa_2", table.copy(crop_def))
-- Final stage
crop_def.description = S("Mature Cocoa Pod")
crop_def._doc_items_longdesc = S("A mature cocoa pod grew on a jungle tree to its full size and it is ready to be harvested for cocoa beans. It won't grow any further.")
crop_def._doc_items_create_entry = true
crop_def.groups.cocoa = 3
crop_def.mesh = "mcl_cocoas_cocoa_stage_2.obj"
crop_def.tiles = {"mcl_cocoas_cocoa_stage_2.png"}
crop_def.collision_box = {
type = "fixed",
fixed = {
{-0.25, -0.3125, -0.0625, 0.25, 0.25, 0.4375}, -- Pod
},
}
crop_def.selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.3125, -0.0625, 0.25, 0.5, 0.5},
},
}
crop_def.drop = "mcl_cocoas:cocoa_beans 3"
minetest.register_node("mcl_cocoas:cocoa_3", table.copy(crop_def))
minetest.register_craftitem("mcl_cocoas:cocoa_beans", {
inventory_image = "mcl_cocoa_beans.png",
_tt_help = S("Grows at the side of jungle trees"),
_doc_items_longdesc = S("Cocoa beans can be used to plant cocoa, bake cookies or cract brown dye."),
_doc_items_usagehelp = S("Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa."),
description = S("Cocoa Beans"),
stack_max = 64,
groups = {
craftitem = 1, compostability = 65,
},
_tt_help = S("Grows at the side of jungle trees"),
_doc_items_longdesc = S("Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye."),
_doc_items_usagehelp = S("Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa."),
inventory_image = "mcl_cocoas_cocoa_beans.png",
groups = {craftitem = 1, compostability = 65},
on_place = function(itemstack, placer, pointed_thing)
return cocoa_place(itemstack, placer, pointed_thing, "mcl_cocoas:cocoa_1")
end,

View File

@ -2,7 +2,7 @@
Cocoa Beans=Kakaobohnen
Grows at the side of jungle trees=Wächst an der Seite von Dschungelbäumen
Cocoa beans can be used to plant cocoa pods, bake chocolate cookies or craft brown dye.=Kakaobohnen können benutzt werden, um Kakao anzupflanzen, Kekse zu backen oder braune Farbstoffe herzustellen.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Rechtsklicken Sie auf ein Schaf, um die Wolle braun einzufärben. Rechtsklicken Sie an die Seite eines Dschungelbaumstamms (Dschungelholz), um eine junge Kakaoschote zu pflanzen.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Rechtsklicken Sie an die Seite eines Dschungelbaumstamms (Dschungelholz), um eine junge Kakaoschote zu pflanzen.
Premature Cocoa Pod=Junge Kakaoschote
Cocoa pods grow on the side of jungle trees in 3 stages.=Kakaoschoten wachsen an der Seite von Dschungelbäumen in 3 Stufen.
Medium Cocoa Pod=Mittelgroße Kakaoschote

View File

@ -2,7 +2,7 @@
Cocoa Beans=Granos de cacao
Grows at the side of jungle trees=Crece al lado de los árboles de la jungla
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Los granos de cacao se pueden usar para plantar cacao, hornear galletas o hacer tintes marrones.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Haga clic derecho en una oveja para convertir su lana en marrón. Haga clic derecho en el costado del tronco de un árbol de la jungla para plantar un cacao joven.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Haga clic derecho en el costado del tronco de un árbol de la jungla para plantar un cacao joven.
Premature Cocoa Pod=Vaina de cacao prematura
Cocoa pods grow on the side of jungle trees in 3 stages.=Las vainas de cacao crecen al lado de los árboles de jungla en 3 etapas.
Medium Cocoa Pod=Vaina de cacao mediana

View File

@ -2,7 +2,7 @@
Cocoa Beans=Fèves de Cacao
Grows at the side of jungle trees=Pousse à côté des arbres de la jungle
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Les fèves de cacao peuvent être utilisées pour planter du cacao, faire des biscuits ou fabriquer de la teinture brune.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Faites un clic droit sur un mouton pour brunir sa laine. Clic droit sur le côté d'un tronc d'arbre de la jungle (Bois Acajou) pour planter un jeune cacao.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Clic droit sur le côté d'un tronc d'arbre de la jungle (Bois Acajou) pour planter un jeune cacaoyer.
Premature Cocoa Pod=Gousse de cacao prématurée
Cocoa pods grow on the side of jungle trees in 3 stages.=Les cabosses de cacao poussent sur le côté des arbres d'Acajou en 3 étapes.
Medium Cocoa Pod=Gousse de cacao moyenne

View File

@ -2,7 +2,7 @@
Cocoa Beans=Ziarna kakaowe
Grows at the side of jungle trees=Rośnie na boku tropikalnych drzew
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Ziarna kakaowe mogą być używane do sadzenia kakao, pieczenia ciasteczek lub robienia brązowego barwnika.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Naciśnij prawym aby zafarbować wełnę owcy na brązowo. Naciśnij prawym na boku tropikalnego pnia (Tropikalne drewno) aby zasadzić młode kakao.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Naciśnij prawym na boku tropikalnego pnia (Tropikalne drewno) aby zasadzić młode kakao.
Premature Cocoa Pod=Niedojrzała roślina kakao
Cocoa pods grow on the side of jungle trees in 3 stages.=Roślina kakao rośnie na bokach tropikalnych drzew w 3 etapach
Medium Cocoa Pod=Średnio-dojrzała roślina kakao

View File

@ -2,7 +2,7 @@
Cocoa Beans=Какао-бобы
Grows at the side of jungle trees=Растут на стволах тропических деревьев
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Какао-бобы можно использовать для посадки какао, выпечки печенья или изготовления коричневого красителя.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Кликните правой по овце, чтобы сделать её шерсть коричневой. Кликните правой по боковой части ствола тропического дерева, чтобы посадить молодое какао.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Кликните правой по боковой части ствола тропического дерева, чтобы посадить молодое какао.
Premature Cocoa Pod=Молодой стручок какао
Cocoa pods grow on the side of jungle trees in 3 stages.=Стручки какао растут на деревьях джунглей в 3 этапа.
Medium Cocoa Pod=Средний стручок какао

View File

@ -2,7 +2,7 @@
Cocoa Beans=可可豆
Grows at the side of jungle trees=在叢林木側生長
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=可可豆可用於種植可可、烘烤餅乾或製作棕色染料。
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=右鍵點擊一隻羊,使其羊毛變成褐色。右鍵點擊叢林木的一側,可以種植一個可可。
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=右鍵點擊叢林木的一側,可以種植一個可可。
Premature Cocoa Pod=成長中的可可豆莢第1階段
Cocoa pods grow on the side of jungle trees in 3 stages.=可可莢果分3個階段生長在叢林樹的側面。
Medium Cocoa Pod=成長中的可可豆莢第2階段

View File

@ -2,7 +2,7 @@
Cocoa Beans=
Grows at the side of jungle trees=
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=
Premature Cocoa Pod=
Cocoa pods grow on the side of jungle trees in 3 stages.=
Medium Cocoa Pod=

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@ -1,4 +1,4 @@
name = mcl_cocoas
description = Cocoa pods which grow at jungle trees. Does not include cocoa beans.
depends = mcl_sounds, mcl_core, mcl_util
depends = mcl_sounds, mcl_core
optional_depends = doc

View File

@ -11,7 +11,7 @@ local composter_description = S(
"Composter"
)
local composter_longdesc = S(
"Composters can convert various organic items into bone meal."
"Composters can convert various organic items into bonemeal."
)
local composter_usagehelp = S(
"Use organic items on the composter to fill it with layers of compost. " ..
@ -48,41 +48,6 @@ local vector_offset = vector.offset
local is_protected = minetest.is_protected
local record_protection_violation = minetest.record_protection_violation
--- Math and node swap during compost progression
---@param pos Vector Position of the node
---@param node node
---@param chance integer Value of "compostability" group of inserted item
local function composter_progress_chance(pos, node, chance)
-- calculate leveling up chance
local rand = math.random(0,100)
if chance >= rand then
-- get current compost level
local level = registered_nodes[node.name]["_mcl_compost_level"]
-- spawn green particles above new layer
mcl_bone_meal.add_bone_meal_particle(vector_offset(pos, 0, level/8, 0))
-- update composter block
if level < 7 then
level = level + 1
else
level = "ready"
end
swap_node(pos, {name = "mcl_composters:composter_" .. level})
minetest.sound_play({name="default_grass_footstep", gain=0.4}, {
pos = pos,
gain= 0.4,
max_hear_distance = 16,
}, true)
-- a full composter becomes ready for harvest after one second
-- the block will get updated by the node timer callback set in node reg def
if level == 7 then
local timer = get_node_timer(pos)
if not timer:is_started() then
timer:start(1)
end
end
end
end
--- Fill the composter when rightclicked.
--
-- `on_rightclick` handler for composter blocks of all fill levels except
@ -121,6 +86,41 @@ local function composter_add_item(pos, node, player, itemstack, pointed_thing)
return itemstack
end
--- Math and node swap during compost progression
---@param pos Vector Position of the node
---@param node node
---@param chance integer Value of "compostability" group of inserted item
function composter_progress_chance(pos, node, chance)
-- calculate leveling up chance
local rand = math.random(0,100)
if chance >= rand then
-- get current compost level
local level = registered_nodes[node.name]["_mcl_compost_level"]
-- spawn green particles above new layer
mcl_dye.add_bone_meal_particle(vector_offset(pos, 0, level/8, 0))
-- update composter block
if level < 7 then
level = level + 1
else
level = "ready"
end
swap_node(pos, {name = "mcl_composters:composter_" .. level})
minetest.sound_play({name="default_grass_footstep", gain=0.4}, {
pos = pos,
gain= 0.4,
max_hear_distance = 16,
}, true)
-- a full composter becomes ready for harvest after one second
-- the block will get updated by the node timer callback set in node reg def
if level == 7 then
local timer = get_node_timer(pos)
if not timer:is_started() then
timer:start(1)
end
end
end
end
--- Update a full composter block to ready for harvesting.
--
-- `on_timer` handler. The timer is set in function 'composter_add_item'
@ -203,7 +203,7 @@ end
--
minetest.register_node("mcl_composters:composter", {
description = composter_description,
_tt_help = S("Converts organic items into bone meal"),
_tt_help = S("Converts organic items into bonemeal"),
_doc_items_longdesc = composter_longdesc,
_doc_items_usagehelp = composter_usagehelp,
paramtype = "light",

View File

@ -4,4 +4,4 @@ Composters can convert various organic items into bonemeal.=Les composteurs peuv
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter.=Utiliser des objets organiques sur le composteur pour le remplir de couches de compost. Chaque fois qu'un objet est mis dans le composteur, il y a une chance d'ajouter une nouvelle couche de compost au composteur. Certains objets ont une plus grande chance que d'autres d'ajouter une couche supplémentaire. Après l'avoir rempli de 7 couches de compost, le composteur est plein. Après un délai d'approximativement une seconde, le composteur est prêt et on peut récupérer la farine d'os. Cliquer droit le composteur permet de récupérer la farine d'os et de vider le composteur.
filled=rempli
ready for harvest=prêt pour la récolte
Converts organic items into bone meal=Convertit les objets organiques en farine d'os.
Converts organic items into bonemeal=Convertit les objets organiques en farine d'os.

View File

@ -4,4 +4,4 @@ Composters can convert various organic items into bonemeal.=コンポスター
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter."=コンポスターに有機物を入れて、堆肥の層を作りましょう。コンポスターに有機物を入れるたびに、次の堆肥の層が追加されるチャンスが起きます。 追加される確率がより高くなっているアイテムもいくつかあります。 7層分の堆肥が充填されると、コンポスターは満杯となります。その約1秒後に、骨粉を取り出せる準備が完了します。右クリックして骨粉を取り出すと、コンポスターは空になります。
filled=充足
ready for harvest=収穫可能
Converts organic items into bone meal=有機物を骨粉に変える
Converts organic items into bonemeal=有機物を骨粉に変える

View File

@ -4,4 +4,4 @@ Composters can convert various organic items into bonemeal.=Компостер
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter.=Используйте органические предметы на компостере, чтобы заполнить его слоями перегноя. Каждый раз когда в компостер попадает предмет, есть шанс что в компостере появится новый слой перегноя. Некоторые предметы имеют больший шанс на появление нового слоя. После заполнения 7 слоями перегноя, компостер можно опустошить, забрав из него костную муку. После задержки в одну секунду компостер будет готов и костная мука будет извлечена из него. Правым кликом по компостеру чтобы забрать костную муку.
filled=заполнен
ready for harvest=готов к сбору
Converts organic items into bone meal=Перерабатывает органику в костную муку
Converts organic items into bonemeal=Перерабатывает органику в костную муку

View File

@ -1,7 +1,7 @@
# textdomain: mcl_composters
Composter=
Composters can convert various organic items into bone meal.=
Composters can convert various organic items into bonemeal.=
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter.=
filled=
ready for harvest=
Converts organic items into bone meal=
Converts organic items into bonemeal=

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@ -1,5 +1,5 @@
name = mcl_composters
author = kabou
description = Composters can convert various organic items into bonemeal.
depends = mcl_core, mcl_sounds, mcl_bone_meal, mcl_hoppers
depends = mcl_core, mcl_sounds, mcl_dye, mcl_hoppers
optional_depends = doc

File diff suppressed because it is too large Load Diff

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@ -280,14 +280,6 @@ function mcl_core.register_sapling(subname, description, longdesc, tt_help, text
nn == "mcl_core:podzol" or nn == "mcl_core:podzol_snow" or
nn == "mcl_core:dirt" or nn == "mcl_core:mycelium" or nn == "mcl_core:coarse_dirt"
end),
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local n = minetest.get_node(pos)
-- Saplings: 45% chance to advance growth stage
if math.random(1,100) <= 45 then
return mcl_core.grow_sapling(pos, n)
end
end,
node_placement_prediction = "",
_mcl_blast_resistance = 0,
_mcl_hardness = 0,

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@ -5,8 +5,6 @@ local modpath = minetest.get_modpath(modname)
-- by debiankaios
-- adapted for mcl2 by cora
local MAXIMUM_VINE_HEIGHT = 25
local wood_slab_groups = {handy = 1, axey = 1, material_wood = 1, wood_slab = 1}
local wood_stair_groups = {handy = 1, axey = 1, material_wood = 1, wood_stairs = 1}
@ -18,36 +16,21 @@ function generate_crimson_tree(pos)
minetest.place_schematic(pos,modpath.."/schematics/crimson_fungus_1.mts","random",nil,false,"place_center_x,place_center_z")
end
function grow_vines(pos, moreontop, vine, dir)
-- Sanity checks
function grow_vines(pos, moreontop ,vine, dir)
if dir == nil then dir = 1 end
if not moreontop or moreontop < 1 then return false end
local allowed_nodes = {}
allowed_nodes[vine] = true
-- Find the root, tip and calculate height
local root,_,root_node = mcl_util.trace_nodes(pos, -dir, allowed_nodes, MAXIMUM_VINE_HEIGHT)
if not root then return false end
local tip,height,tip_node = mcl_util.trace_nodes(vector.offset(root, 0, dir, 0), dir, allowed_nodes, MAXIMUM_VINE_HEIGHT)
if not tip then return false end
local res = false
for i = 1,moreontop do
-- Check if we can grow into this position
if height >= MAXIMUM_VINE_HEIGHT then return res end
if tip_node.name ~= "air" then return res end
-- Update world map data
minetest.set_node(tip, {name = vine})
-- Move to the next position and flag that growth has occured
tip = vector.offset(tip, 0, dir, 0)
tip_node = minetest.get_node(tip)
height = height + 1
res = true
local n
repeat
pos = vector.offset(pos,0,dir,0)
n = minetest.get_node(pos)
if n.name == "air" then
for i=0,math.max(moreontop,1) do
if minetest.get_node(pos).name == "air" then
minetest.set_node(vector.offset(pos,0,i*dir,0),{name=vine})
end
return res
end
break
end
until n.name ~= "air" and n.name ~= vine
end
local nether_plants = {
@ -100,20 +83,17 @@ minetest.register_node("mcl_crimson:warped_fungus", {
light_source = 1,
sounds = mcl_sounds.node_sound_leaves_defaults(),
node_placement_prediction = "",
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local nodepos = minetest.get_node(vector.offset(pos, 0, -1, 0))
on_rightclick = function(pos, node, pointed_thing, player, itemstack)
if pointed_thing:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
local nodepos = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if nodepos.name == "mcl_crimson:warped_nylium" or nodepos.name == "mcl_nether:netherrack" then
local random = math.random(1, 5)
if random == 1 then
minetest.remove_node(pos)
generate_warped_tree(pos)
return true
end
end
return false
end
end,
_mcl_blast_resistance = 0,
})
@ -122,12 +102,6 @@ mcl_flowerpots.register_potted_flower("mcl_crimson:warped_fungus", {
name = "warped_fungus",
desc = S("Warped Fungus"),
image = "mcl_crimson_warped_fungus.png",
_on_bone_meal = function(itemstack, placer, pointed_thing)
local n = has_nylium_neighbor(pointed_thing.under)
if n then
minetest.set_node(pointed_thing.under,n)
end
end,
})
minetest.register_node("mcl_crimson:twisting_vines", {
@ -147,9 +121,6 @@ minetest.register_node("mcl_crimson:twisting_vines", {
fixed = { -3/16, -0.5, -3/16, 3/16, 0.5, 3/16 },
},
node_placement_prediction = "",
_on_bone_meal = function(itemstack, placer, pointed_thing)
return grow_vines(pointed_thing.under, math.random(1, 3),"mcl_crimson:twisting_vines")
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local pn = clicker:get_player_name()
if clicker:is_player() and minetest.is_protected(vector.offset(pos,0,1,0), pn or "") then
@ -170,28 +141,26 @@ minetest.register_node("mcl_crimson:twisting_vines", {
end
elseif clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
return mcl_bone_meal.use_bone_meal(itemstack, clicker, {under=pos, above=pos})
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
grow_vines(pos, math.random(1, 3),"mcl_crimson:twisting_vines")
end
return itemstack
end,
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local unode = minetest.get_node(under)
local unode_def = minetest.registered_nodes[unode.name]
local above = pointed_thing.above
local anode = minetest.get_node(above)
local anode_def = minetest.registered_nodes[anode.name]
local unode = minetest.get_node(under)
if under.y < above.y then
minetest.set_node(above, {name = "mcl_crimson:twisting_vines"})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
elseif unode_def and unode_def.on_rightclick then
return unode_def.on_rightclick(under, unode, placer, itemstack, pointed_thing)
elseif anode_def and anode_def.on_rightclick then
return unode_def.on_rightclick(above, anode, placer, itemstack, pointed_thing)
else
if unode.name == "mcl_crimson:twisting_vines" then
return minetest.registered_nodes[unode.name].on_rightclick(under, unode, placer, itemstack, pointed_thing)
end
end
return itemstack
end,
@ -199,7 +168,7 @@ minetest.register_node("mcl_crimson:twisting_vines", {
local above = vector.offset(pos,0,1,0)
local abovenode = minetest.get_node(above)
minetest.node_dig(pos, node, digger)
if abovenode.name == node.name then
if abovenode.name == node.name and (not mcl_core.check_vines_supported(above, abovenode)) then
minetest.registered_nodes[node.name].on_dig(above, node, digger)
end
end,
@ -242,9 +211,6 @@ minetest.register_node("mcl_crimson:weeping_vines", {
fixed = { -3/16, -0.5, -3/16, 3/16, 0.5, 3/16 },
},
node_placement_prediction = "",
_on_bone_meal = function(itemstack, placer, pointed_thing)
return grow_vines(pointed_thing.under, math.random(1, 3),"mcl_crimson:weeping_vines", -1)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local pn = clicker:get_player_name()
if clicker:is_player() and minetest.is_protected(vector.offset(pos,0,1,0), pn or "") then
@ -265,28 +231,26 @@ minetest.register_node("mcl_crimson:weeping_vines", {
end
elseif clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
return mcl_bone_meal.use_bone_meal(itemstack, clicker, {under=pos, above=pos})
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
grow_vines(pos, math.random(1, 3),"mcl_crimson:weeping_vines", -1)
end
return itemstack
end,
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local unode = minetest.get_node(under)
local unode_def = minetest.registered_nodes[unode.name]
local above = pointed_thing.above
local anode = minetest.get_node(above)
local anode_def = minetest.registered_nodes[anode.name]
local unode = minetest.get_node(under)
if under.y > above.y then
minetest.set_node(above, {name = "mcl_crimson:weeping_vines"})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
elseif unode_def and unode_def.on_rightclick then
return unode_def.on_rightclick(under, unode, placer, itemstack, pointed_thing)
elseif anode_def and anode_def.on_rightclick then
return unode_def.on_rightclick(above, anode, placer, itemstack, pointed_thing)
else
if unode.name == "mcl_crimson:weeping_vines" then
return minetest.registered_nodes[unode.name].on_rightclick(under, unode, placer, itemstack, pointed_thing)
end
end
return itemstack
end,
@ -294,7 +258,7 @@ minetest.register_node("mcl_crimson:weeping_vines", {
local below = vector.offset(pos,0,-1,0)
local belownode = minetest.get_node(below)
minetest.node_dig(pos, node, digger)
if belownode.name == node.name then
if belownode.name == node.name and (not mcl_core.check_vines_supported(below, belownode)) then
minetest.registered_nodes[node.name].on_dig(below, node, digger)
end
end,
@ -429,11 +393,6 @@ minetest.register_node("mcl_crimson:warped_nylium", {
_mcl_hardness = 0.4,
_mcl_blast_resistance = 0.4,
_mcl_silk_touch_drop = true,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local node = minetest.get_node(pointed_thing.under)
spread_nether_plants(pointed_thing.under,node)
return true
end,
})
--Stem bark, stripped stem and bark
@ -566,21 +525,17 @@ minetest.register_node("mcl_crimson:crimson_fungus", {
fixed = { -3/16, -0.5, -3/16, 3/16, -2/16, 3/16 },
},
node_placement_prediction = "",
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
on_rightclick = function(pos, node, pointed_thing, player)
if pointed_thing:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
local nodepos = minetest.get_node(vector.offset(pos, 0, -1, 0))
if nodepos.name == "mcl_crimson:crimson_nylium" or nodepos.name == "mcl_nether:netherrack" then
local random = math.random(1, 5)
if random == 1 then
minetest.remove_node(pos)
generate_crimson_tree(pos)
return true
end
end
-- Failed to spread nylium
return false
end
end,
_mcl_blast_resistance = 0,
})
@ -727,11 +682,6 @@ minetest.register_node("mcl_crimson:crimson_nylium", {
_mcl_hardness = 0.4,
_mcl_blast_resistance = 0.4,
_mcl_silk_touch_drop = true,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local node = minetest.get_node(pointed_thing.under)
spread_nether_plants(pointed_thing.under,node)
return true
end,
})
minetest.register_craft({
@ -773,6 +723,19 @@ minetest.register_craft({
mcl_stairs.register_stair("crimson_hyphae_wood", "mcl_crimson:crimson_hyphae_wood", wood_stair_groups, false, S("Crimson Stair"))
mcl_stairs.register_slab("crimson_hyphae_wood", "mcl_crimson:crimson_hyphae_wood", wood_slab_groups, false, S("Crimson Slab"))
mcl_dye.register_on_bone_meal_apply(function(pt,user)
if not pt.type == "node" then return end
local node = minetest.get_node(pt.under)
if node.name == "mcl_nether:netherrack" then
local n = has_nylium_neighbor(pt.under)
if n then
minetest.set_node(pt.under,n)
end
elseif node.name == "mcl_crimson:warped_nylium" or node.name == "mcl_crimson:crimson_nylium" then
spread_nether_plants(pt.under,node)
end
end)
minetest.register_abm({
label = "Turn Crimson Nylium and Warped Nylium below solid block into Netherrack",
nodenames = {"mcl_crimson:crimson_nylium","mcl_crimson:warped_nylium"},

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@ -1,3 +1,3 @@
name = mcl_crimson
author = debiankaios, Exhale
depends = mcl_core, mcl_fences, mcl_stairs, mobs_mc, mcl_util, mcl_dye, mcl_flowerpots, mcl_doors
depends = mcl_core, mcl_stairs, mobs_mc, mcl_util, mcl_dye, mcl_flowerpots

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@ -111,7 +111,7 @@ for _, p in pairs(deepslate_ores) do
end
if copper_mod then
register_deepslate_ore("Copper", "mcl_copper:raw_copper", "mcl_copper:copper_ingot", 3, 4)
register_deepslate_ore("Copper", "mcl_copper:raw_copper", "mcl_copper:copper_ingot", 4, 4)
end
local redstone_timer = 68.28

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@ -25,7 +25,7 @@ end
-- Registers a door
-- name: The name of the door
-- def: a table with the following fields:
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups

14
mods/ITEMS/mcl_dye/API.md Normal file
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@ -0,0 +1,14 @@
# mcl_dye
# Bone meal API
Callback and particle functions.
## mcl_dye.add_bone_meal_particle(pos, def)
Spawns standard or custom bone meal particles.
* `pos`: position, is ignored if you define def.minpos and def.maxpos
* `def`: (optional) particle definition
## mcl_dye.register_on_bone_meal_apply(function(pointed_thing, user))
Called when the bone meal is applied anywhere.
* `pointed_thing`: exact pointing location (see Minetest API), where the bone meal is applied
* `user`: ObjectRef of the player who aplied the bone meal, can be nil!

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@ -15,6 +15,7 @@ mcl_dye = {}
local S = minetest.get_translator(minetest.get_current_modname())
local math = math
local string = string
-- Base color groups:
@ -114,23 +115,328 @@ for _, row in pairs(dyes) do
})
end
-- Legacy support for things now in mcl_bone_meal.
-- These shims will at some time in the future be removed.
-- Bone meal code to be moved into its own mod.
--
function mcl_dye.add_bone_meal_particle(pos, def)
minetest.log("warning", "mcl_dye.add_bone_meal_particles() is deprecated. Read mcl_bone_meal/API.md!")
local lines = string.split(debug.traceback(),"\n")
for _,line in ipairs(lines) do
minetest.log("warning",line)
if not def then
def = {}
end
mcl_bone_meal.add_bone_meal_particle(pos, def)
minetest.add_particlespawner({
amount = def.amount or 10,
time = def.time or 0.1,
minpos = def.minpos or vector.subtract(pos, 0.5),
maxpos = def.maxpos or vector.add(pos, 0.5),
minvel = def.minvel or vector.new(-0.01, 0.01, -0.01),
maxvel = def.maxvel or vector.new(0.01, 0.01, 0.01),
minacc = def.minacc or vector.new(0, 0, 0),
maxacc = def.maxacc or vector.new(0, 0, 0),
minexptime = def.minexptime or 1,
maxexptime = def.maxexptime or 4,
minsize = def.minsize or 0.7,
maxsize = def.maxsize or 2.4,
texture = "mcl_particles_bonemeal.png^[colorize:#00EE00:125", -- TODO: real MC color
glow = def.glow or 1,
})
end
mcl_dye.bone_meal_callbacks = {}
function mcl_dye.register_on_bone_meal_apply(func)
minetest.log("warning", "mcl_dye.register_on_bone_meal_apply() is deprecated. Read mcl_bone_meal/API.md!")
mcl_bone_meal.register_on_bone_meal_apply(func)
table.insert(mcl_dye.bone_meal_callbacks, func)
end
local function apply_bone_meal(pointed_thing, user)
-- Bone meal currently spawns all flowers found in the plains.
local flowers_table_plains = {
"mcl_flowers:dandelion",
"mcl_flowers:dandelion",
"mcl_flowers:poppy",
"mcl_flowers:oxeye_daisy",
"mcl_flowers:tulip_orange",
"mcl_flowers:tulip_red",
"mcl_flowers:tulip_white",
"mcl_flowers:tulip_pink",
"mcl_flowers:azure_bluet",
}
local flowers_table_simple = {
"mcl_flowers:dandelion",
"mcl_flowers:poppy",
}
local flowers_table_swampland = {
"mcl_flowers:blue_orchid",
}
local flowers_table_flower_forest = {
"mcl_flowers:dandelion",
"mcl_flowers:poppy",
"mcl_flowers:oxeye_daisy",
"mcl_flowers:tulip_orange",
"mcl_flowers:tulip_red",
"mcl_flowers:tulip_white",
"mcl_flowers:tulip_pink",
"mcl_flowers:azure_bluet",
"mcl_flowers:allium",
}
local pos = pointed_thing.under
local n = minetest.get_node(pos)
if n.name == "" then return false end
if mcl_util.check_area_protection(pos, pointed_thing.above, user) then
return false
end
for _, func in pairs(mcl_dye.bone_meal_callbacks) do
if func(pointed_thing, user) then
return true
end
end
if minetest.get_item_group(n.name, "sapling") >= 1 then
mcl_dye.add_bone_meal_particle(pos)
-- Saplings: 45% chance to advance growth stage
if math.random(1, 100) <= 45 then
if n.name == "mcl_cherry_blossom:cherrysapling" then
return mcl_cherry_blossom.generate_cherry_tree(pos) -- If cherry blossom sapling, run that callback instead.
else
return mcl_core.grow_sapling(pos, n)
end
end
elseif minetest.get_item_group(n.name, "mushroom") == 1 then
mcl_dye.add_bone_meal_particle(pos)
-- Try to grow huge mushroom
-- Must be on a dirt-type block
local below = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if below.name ~= "mcl_core:mycelium" and below.name ~= "mcl_core:dirt" and minetest.get_item_group(below.name, "grass_block") ~= 1 and below.name ~= "mcl_core:coarse_dirt" and below.name ~= "mcl_core:podzol" then
return false
end
-- Select schematic
local schematic, offset, height
if n.name == "mcl_mushrooms:mushroom_brown" then
schematic = minetest.get_modpath("mcl_mushrooms").."/schematics/mcl_mushrooms_huge_brown.mts"
offset = { x = -3, y = -1, z = -3 }
height = 8
elseif n.name == "mcl_mushrooms:mushroom_red" then
schematic = minetest.get_modpath("mcl_mushrooms").."/schematics/mcl_mushrooms_huge_red.mts"
offset = { x = -2, y = -1, z = -2 }
height = 8
else
return false
end
-- 40% chance
if math.random(1, 100) <= 40 then
-- Check space requirements
for i=1,3 do
local cpos = vector.add(pos, {x=0, y=i, z=0})
if minetest.get_node(cpos).name ~= "air" then
return false
end
end
local yoff = 3
local minp, maxp = {x=pos.x-3, y=pos.y+yoff, z=pos.z-3}, {x=pos.x+3, y=pos.y+yoff+(height-3), z=pos.z+3}
local diff = vector.subtract(maxp, minp)
diff = vector.add(diff, {x=1,y=1,z=1})
local totalnodes = diff.x * diff.y * diff.z
local goodnodes = minetest.find_nodes_in_area(minp, maxp, {"air", "group:leaves"})
if #goodnodes < totalnodes then
return false
end
-- Place the huge mushroom
minetest.remove_node(pos)
local place_pos = vector.add(pos, offset)
local ok = minetest.place_schematic(place_pos, schematic, 0, nil, false)
return ok ~= nil
end
return false
-- Wheat, Potato, Carrot, Pumpkin Stem, Melon Stem: Advance by 2-5 stages
elseif string.find(n.name, "mcl_farming:wheat_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_wheat", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:potato_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_potato", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:carrot_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_carrot", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:pumpkin_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_pumpkin_stem", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:melontige_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_melon_stem", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:beetroot_") then
mcl_dye.add_bone_meal_particle(pos)
-- Beetroot: 75% chance to advance to next stage
if math.random(1, 100) <= 75 then
return mcl_farming:grow_plant("plant_beetroot", pos, n, 1, true)
end
elseif string.find(n.name, "mcl_farming:sweet_berry_bush_") then
mcl_dye.add_bone_meal_particle(pos)
if n.name == "mcl_farming:sweet_berry_bush_3" then
return minetest.add_item(vector.offset(pos,math.random()-0.5,math.random()-0.5,math.random()-0.5),"mcl_farming:sweet_berry")
else
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 0, true)
end
elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
mcl_dye.add_bone_meal_particle(pos)
-- Cocoa: Advance by 1 stage
mcl_cocoas.grow(pos)
return true
elseif minetest.get_item_group(n.name, "grass_block") == 1 then
-- Grass Block: Generate tall grass and random flowers all over the place
for i = -7, 7 do
for j = -7, 7 do
for y = -1, 1 do
pos = vector.offset(pointed_thing.above, i, y, j)
n = minetest.get_node(pos)
local n2 = minetest.get_node(vector.offset(pos, 0, -1, 0))
if n.name ~= "" and n.name == "air" and (minetest.get_item_group(n2.name, "grass_block_no_snow") == 1) then
-- Randomly generate flowers, tall grass or nothing
if math.random(1, 100) <= 90 / ((math.abs(i) + math.abs(j)) / 2)then
-- 90% tall grass, 10% flower
mcl_dye.add_bone_meal_particle(pos, {amount = 4})
if math.random(1,100) <= 90 then
local col = n2.param2
minetest.add_node(pos, {name="mcl_flowers:tallgrass", param2=col})
else
local flowers_table
if mg_name == "v6" then
flowers_table = flowers_table_plains
else
local biome = minetest.get_biome_name(minetest.get_biome_data(pos).biome)
if biome == "Swampland" or biome == "Swampland_shore" or biome == "Swampland_ocean" or biome == "Swampland_deep_ocean" or biome == "Swampland_underground" then
flowers_table = flowers_table_swampland
elseif biome == "FlowerForest" or biome == "FlowerForest_beach" or biome == "FlowerForest_ocean" or biome == "FlowerForest_deep_ocean" or biome == "FlowerForest_underground" then
flowers_table = flowers_table_flower_forest
elseif biome == "Plains" or biome == "Plains_beach" or biome == "Plains_ocean" or biome == "Plains_deep_ocean" or biome == "Plains_underground" or biome == "SunflowerPlains" or biome == "SunflowerPlains_ocean" or biome == "SunflowerPlains_deep_ocean" or biome == "SunflowerPlains_underground" then
flowers_table = flowers_table_plains
else
flowers_table = flowers_table_simple
end
end
minetest.add_node(pos, {name=flowers_table[math.random(1, #flowers_table)]})
end
end
end
end
end
end
return true
-- Double flowers: Drop corresponding item
elseif n.name == "mcl_flowers:rose_bush" or n.name == "mcl_flowers:rose_bush_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:rose_bush")
return true
elseif n.name == "mcl_flowers:peony" or n.name == "mcl_flowers:peony_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:peony")
return true
elseif n.name == "mcl_flowers:lilac" or n.name == "mcl_flowers:lilac_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:lilac")
return true
elseif n.name == "mcl_flowers:sunflower" or n.name == "mcl_flowers:sunflower_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:sunflower")
return true
elseif n.name == "mcl_flowers:tallgrass" then
mcl_dye.add_bone_meal_particle(pos)
-- Tall Grass: Grow into double tallgrass
local toppos = { x=pos.x, y=pos.y+1, z=pos.z }
local topnode = minetest.get_node(toppos)
if minetest.registered_nodes[topnode.name].buildable_to then
minetest.set_node(pos, { name = "mcl_flowers:double_grass", param2 = n.param2 })
minetest.set_node(toppos, { name = "mcl_flowers:double_grass_top", param2 = n.param2 })
return true
end
--[[
Here for when Bonemeal becomes an api, there's code if needed for handling applying to bamboo.
-- Handle applying bonemeal to bamboo.
elseif mcl_bamboo.is_bamboo(n.name) then
local success = mcl_bamboo.grow_bamboo(pos, true)
if success then
mcl_dye.add_bone_meal_particle(pos)
end
return success
--]]
elseif n.name == "mcl_flowers:fern" then
mcl_dye.add_bone_meal_particle(pos)
-- Fern: Grow into large fern
local toppos = { x=pos.x, y=pos.y+1, z=pos.z }
local topnode = minetest.get_node(toppos)
if minetest.registered_nodes[topnode.name].buildable_to then
minetest.set_node(pos, { name = "mcl_flowers:double_fern", param2 = n.param2 })
minetest.set_node(toppos, { name = "mcl_flowers:double_fern_top", param2 = n.param2 })
return true
end
end
return false
end
mcl_dye.apply_bone_meal = apply_bone_meal
-- Bone meal item registration.
--
-- To be moved into its own mod.
--
minetest.register_craftitem(":mcl_bone_meal:bone_meal", {
inventory_image = "mcl_bone_meal_bone_meal.png",
description = S("Bone Meal"),
_tt_help = S("Speeds up plant growth"),
_doc_items_longdesc = S("Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants."),
_doc_items_usagehelp = S("Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place."),
stack_max = 64,
on_place = function(itemstack, user, pointed_thing)
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if user and not user:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, user, itemstack) or itemstack
end
end
-- Use the bone meal on the ground
if (apply_bone_meal(pointed_thing, user) and (not minetest.is_creative_enabled(user:get_player_name()))) then
itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
-- Apply bone meal, if possible
local pointed_thing
if dropnode.name == "air" then
pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } }
else
pointed_thing = { above = pos, under = droppos }
end
local success = apply_bone_meal(pointed_thing, nil)
if success then
stack:take_item()
end
return stack
end,
_dispense_into_walkable = true
})
minetest.register_craft({
output = "mcl_bone_meal:bone_meal 3",
recipe = {{"mcl_mobitems:bone"}},
})
-- Dye creation recipes.
--
minetest.register_craft({
@ -303,16 +609,19 @@ minetest.register_craft({
output = "mcl_dye:magenta 2",
recipe = {"mcl_dye:violet", "mcl_dye:pink"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_dye:pink 2",
recipe = {"mcl_dye:red", "mcl_dye:white"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_dye:cyan 2",
recipe = {"mcl_dye:blue", "mcl_dye:dark_green"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_dye:violet 2",

View File

@ -17,3 +17,11 @@ Magenta Dye=Magenta Farbstoff
Pink Dye=Rosa Farbstoff
This item is a dye which is used for dyeing and crafting.=Dieser Gegenstand ist ein Farbstoff, der zum Einfärben und in der Herstellung benutzt werden kann.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Rechtsklicken Sie auf ein Schaf, um seine Wolle zu färben. Andere Dinge werden mit der Fertigung eingefärbt.
Bone Meal=Knochenmehl
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Knochenmehl ist ein weißer Farbstoff und auch nützlich als Dünger, um das Wachstum vieler Pflanzen zu beschleunigen.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Rechtsklicken Sie auf ein Schaf, um die Wolle weiß einzufärben. Rechtsklicken Sie auf eine Pflanze, um ihr Wachstum zu beschleunigen. Beachten Sie, dass nicht alle Pflanzen darauf ansprechen. Benutzen Sie es auf einem Grasblock, wächst viel hohes Gras und vielleicht auch ein paar Blumen.
Cocoa beans are a brown dye and can be used to plant cocoas.=Kakaobohnen sind ein brauner Farbstoff und werden benutzt, um Kakao anzupflanzen.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Rechtsklicken Sie auf ein Schaf, um die Wolle braun einzufärben. Rechtsklicken Sie an die Seite eines Dschungelbaumstamms (Dschungelholz), um eine junge Kakaoschote zu pflanzen.
Cocoa Beans=Kakaobohnen
Grows at the side of jungle trees=Wächst an der Seite von Dschungelbäumen
Speeds up plant growth=Beschleunigt Pflanzenwachstum

View File

@ -17,3 +17,9 @@ Magenta Dye=Tinte magenta
Pink Dye=Tinte rosado
This item is a dye which is used for dyeing and crafting.=Este artículo es un tinte que se utiliza para teñir y elaborar.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Haga clic derecho sobre una oveja para teñir su lana. Otras cosas pueden ser teñidas mediante la elaboración.
Bone Meal=Harina de hueso
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La harina de hueso es un tinte blanco y también es útil como fertilizante para acelerar el crecimiento de muchas plantas.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=RHaga clic derecho en una oveja para volver su lana blanca. Haga clic derecho en una planta para acelerar su crecimiento. Tenga en cuenta que no todas las plantas pueden ser fertilizadas de esta manera. Cuando haces clic derecho en un bloque de hierba, crecerán hierba alta y flores por todo el lugar.
Cocoa beans are a brown dye and can be used to plant cocoas.=Los granos de cacao son un tinte marrón y se pueden usar para plantar cacao.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Haga clic derecho en una oveja para convertir su lana en marrón. Haga clic derecho en el costado del tronco de un árbol de jungla para plantar un cacao joven.
Cocoa Beans=Granos de cacao

View File

@ -17,3 +17,11 @@ Magenta Dye=Teinture Magenta
Pink Dye=Teinture Rose
This item is a dye which is used for dyeing and crafting.=Cet objet est un colorant utilisé pour la teinture et l'artisanat.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Clic droit sur un mouton pour teindre sa laine. D'autres choses sont teintes par l'artisanat.
Bone Meal=Farine d'Os
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La farine d'os est une teinture blanche et également utile comme engrais pour accélérer la croissance de nombreuses plantes.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Cliquez avec le bouton droit sur un mouton pour blanchir sa laine. Cliquez avec le bouton droit sur une plante pour accélérer sa croissance. Notez que toutes les plantes ne peuvent pas être fertilisées comme ça. Lorsque vous cliquez avec le bouton droit sur un bloc d'herbe, les hautes herbes et les fleurs poussent partout.
Cocoa beans are a brown dye and can be used to plant cocoas.=Les fèves de cacao ont une teinture brune et peuvent être utilisées pour planter du cacao.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Faites un clic droit sur un mouton pour brunir sa laine. Clic droit sur le côté d'un tronc d'arbre de la jungle (Bois Acajou) pour planter un jeune cacao.
Cocoa Beans=Fèves de Cacao
Grows at the side of jungle trees=Pousse à côté des arbres de la jungle
Speeds up plant growth=Accélère la croissance des plantes

View File

@ -17,3 +17,11 @@ Magenta Dye=Karmazynowa farba
Pink Dye=Różowa farba
This item is a dye which is used for dyeing and crafting.=Ten przedmiot to farba wykorzystywana to farbowania i wytwarzania.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Kliknij prawym na owcę aby zafarbować jej wełnę. Inne rzeczy mogą być zafarbowane przy wytwarzaniu.
Bone Meal=Mączka kostna
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Mączka kostna to biała farba i przydatny nawóz, który przyspiesza rośnięcie wielu roślin.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Kliknij prawym na owcę, aby wybielić jej wełnę. Kliknij prawym na roślinę aby przyspieszyć jej wzrost. Zważ, że nie na wszystkie rośliny to tak działa. Gdy klikniesz prawym na blok trawy, wysoka trawa wyrośnie wokół.
Cocoa beans are a brown dye and can be used to plant cocoas.=Ziarna kakaowe mogą być wykorzystane do sadzenia kakao.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Naciśnij prawym aby zafarbować wełnę owcy na brązowo. Naciśnij prawym na boku tropikalnego pnia (Tropikalne drewno) aby zasadzić młode kakao.
Cocoa Beans=Ziarna kakaowe
Grows at the side of jungle trees=Rośnie na boku tropikalnych drzew
Speeds up plant growth=Przyspiesza wzrost roślin

View File

@ -22,3 +22,6 @@ Bone meal is a white dye and also useful as a fertilizer to speed up the growth
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Кликните правой по овце, чтобы сделать её шерсть белой. Кликните правой по растению, чтобы ускорить его рост. Имейте в виду, что не все растения можно удобрять таким способом. Если вы кликнете по травяному блоку, то на этом месте вырастет высокая трава и цветы.
Cocoa beans are a brown dye and can be used to plant cocoas.=Какао-бобы являются коричневым красителем. Их также можно использовать, чтобы посадить какао.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Кликните правой по овце, чтобы сделать её шерсть коричневой. Кликните правой по боковой части ствола тропического дерева, чтобы посадить молодое какао.
Cocoa Beans=Какао-бобы
Grows at the side of jungle trees=Растут на стволах тропических деревьев
Speeds up plant growth=Ускоряет рост растений

View File

@ -17,3 +17,9 @@ Magenta Dye=洋紅色染料
Pink Dye=粉紅色染料
This item is a dye which is used for dyeing and crafting.=這個物品是一種用於染色和合成的染料。
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=右鍵單擊綿羊以染它的毛。其他東西是通過合成染色的。
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=骨粉是一種白色染料,也可作為肥料,加速許多植物的生長。
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=右鍵點擊一隻羊,使其羊毛變白。右鍵點擊一株植物以加快其生長速度。注意,不是所有的植物都能像這樣施肥。當你右鍵點擊一個草方時,高高的草和花會到處生長。
Cocoa beans are a brown dye and can be used to plant cocoas.=可可豆是一種棕色染料,也可用於種植可可。
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=右鍵點擊一隻羊,使其羊毛變成褐色。右鍵點擊叢林木的一側,可以種植一個可可。
Grows at the side of jungle trees=在叢林木側生長
Speeds up plant growth=加速植物生長

View File

@ -17,3 +17,11 @@ Magenta Dye=
Pink Dye=
This item is a dye which is used for dyeing and crafting.=
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=
Bone Meal=
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=
Cocoa beans are a brown dye and can be used to plant cocoas.=
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=
Cocoa Beans=
Grows at the side of jungle trees=
Speeds up plant growth=

View File

@ -1,3 +1,2 @@
name = mcl_dye
description = Adds color to your world!
depends = mcl_bone_meal, mcl_cocoas
depends = mcl_core, mcl_flowers, mcl_mobitems, mcl_cocoas

View File

@ -691,7 +691,7 @@ mcl_enchanting.enchantments.soul_speed = {
disallow = {non_combat_armor = true},
incompatible = {frost_walker = true},
weight = 2,
description = S("Increases walking speed on soul sand and soul soil."),
description = S("Increases walking speed on soul sand."),
curse = false,
on_enchant = function() end,
requires_tool = false,

View File

@ -68,7 +68,7 @@ Mined blocks drop themselves.=Abgebaute Blöcke werfen sich selbst ab.
Smite=Qual
Increases damage to undead mobs.=Erhöht Schaden für untote Mobs.
Soul Speed=Schnelle Seele
Increases walking speed on soul sand and soul soil.=Erhöht Gehgeschwindigkeit auf Seelensand.
Increases walking speed on soul sand.=Erhöht Gehgeschwindigkeit auf Seelensand.
Sweeping Edge=Schwungklinge
Increases sweeping attack damage.=Erhöht Schwungangriffsschaden.
Thorns=Dornen

View File

@ -36,7 +36,7 @@ Increases mob loot.=Incrementa el botín de los enemigos.
Increases rate of good loot (enchanting books, etc.)=Incrementa la probabilidad de encontrar tesoros.
Increases sweeping attack damage.=Incrementa el daño de efecto area.
Increases underwater movement speed.=Incrementa la velocidad de nado bajo el agua.
Increases walking speed on soul sand and soul soil.=Incrementa la velocidad al caminar sobre arena de Almas.
Increases walking speed on soul sand.=Incrementa la velocidad al caminar sobre arena de Almas.
Infinity=Infinidad
Item destroyed on death.=El objeto se destruye tras tu muerte.
Knockback=Empuje

View File

@ -36,7 +36,7 @@ Increases mob loot.=Augmente le butin des mobs.
Increases rate of good loot (enchanting books, etc.)=Augmente le taux de bon butin (livres enchanteurs, etc.)
Increases sweeping attack damage.=Augmente les dégâts de l'épée
Increases underwater movement speed.=Augmente la vitesse de déplacement sous l'eau.
Increases walking speed on soul sand and soul soil.=Augmente la vitesse de marche sur le sable des âmes.
Increases walking speed on soul sand.=Augmente la vitesse de marche sur le sable des âmes.
Infinity=Infinité
Item destroyed on death.=Objet détruit à la mort.
Knockback=Recul

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