Compare commits

..

1 Commits

Author SHA1 Message Date
AFCMS 6bef350be4 baisc glass support 2021-06-19 00:58:05 +02:00
186 changed files with 2475 additions and 6362 deletions

View File

@ -1,128 +0,0 @@
# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our
community a harassment-free experience for everyone, regardless of age, body
size, visible or invisible disability, ethnicity, sex characteristics, gender
identity and expression, level of experience, education, socio-economic status,
nationality, personal appearance, race, religion, or sexual identity
and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming,
diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our
community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes,
and learning from the experience
* Focusing on what is best not just for us as individuals, but for the
overall community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or
advances of any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email
address, without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of
acceptable behavior and will take appropriate and fair corrective action in
response to any behavior that they deem inappropriate, threatening, offensive,
or harmful.
Community leaders have the right and responsibility to remove, edit, or reject
comments, commits, code, wiki edits, issues, and other contributions that are
not aligned to this Code of Conduct, and will communicate reasons for moderation
decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when
an individual is officially representing the community in public spaces.
Examples of representing our community include using an official e-mail address,
posting via an official social media account, or acting as an appointed
representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
eliasfleckenstein@web.de.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the
reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining
the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed
unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing
clarity around the nature of the violation and an explanation of why the
behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series
of actions.
**Consequence**: A warning with consequences for continued behavior. No
interaction with the people involved, including unsolicited interaction with
those enforcing the Code of Conduct, for a specified period of time. This
includes avoiding interactions in community spaces as well as external channels
like social media. Violating these terms may lead to a temporary or
permanent ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including
sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public
communication with the community for a specified period of time. No public or
private interaction with the people involved, including unsolicited interaction
with those enforcing the Code of Conduct, is allowed during this period.
Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community
standards, including sustained inappropriate behavior, harassment of an
individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within
the community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
version 2.0, available at
https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
Community Impact Guidelines were inspired by [Mozilla's code of conduct
enforcement ladder](https://github.com/mozilla/diversity).
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see the FAQ at
https://www.contributor-covenant.org/faq. Translations are available at
https://www.contributor-covenant.org/translations.

View File

@ -1,414 +1,105 @@
# Contributing to MineClone2
So you want to contribute to MineClone2?
# Contributing to MineClone 2
So you want to contribute to MineClone 2?
Wow, thank you! :-)
MineClone2 is maintained by Nicu and Fleckenstein. If you have any
problems or questions, contact us (See Links section below).
But first, some things to note:
You can help with MineClone2's development in many different ways,
whether you're a programmer or not.
MineClone 2's development target is to make a free software clone of Minecraft,
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
## MineClone2's development target is to...
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, most of **Minecraft Java
Edition 1.12.2** features are already implemented and polishing existing
features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
MineClone 2 is maintained by three persons. Namely, kay27, EliasFleckenstein and jordan4ibanez. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #mineclone2
channel on irc.freenode.net. And finally, you can send e-mails to
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
## Links
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
* [Discord](https://discord.gg/xE4z8EEpDC)
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
* [IRC](https://web.libera.chat/#mineclone2)
* [Matrix](https://app.element.io/#/room/#mc2:matrix.org)
* [Reddit](https://www.reddit.com/r/MineClone2/)
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
* [OpenCollective](https://opencollective.com/mineclone2)
By sending us patches or asking us to include your changes in this game,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
## Using git
MineClone2 is developed using the version control system
[git](https://git-scm.com/). If you want to contribute code to the
project, it is **highly recommended** that you learn the git basics.
For non-programmers and people who do not plan to contribute code to
MineClone2, git is not required. However, git is a tool that will be
referenced frequently because of its usefulness. As such, it is valuable
in learning how git works and its terminology. It can also help you
keeping your game updated, and easily test pull requests.
## The suggested workflow
We don't **dictate** your workflow, but in order to work with us in an efficient
way, you can follow these suggestions:
## How you can help as a non-programmer
For small and medium changes:
As someone who does not know how to write programs in Lua or does not
know how to use the Minetest API, you can still help us out a lot. For
example, by opening an issue in the
[Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
you can report a bug or request a feature.
### Rules about both bugs and feature requests
* Stay polite towards the developers and anyone else involved in the
discussion.
* Choose a descriptive title (e.g. not just "crash", "bug" or "question"
).
* Please write in plain, understandable English. It will be easier to
communicate.
* Please start the issue title with a capital letter.
* Always check the currently opened issues before creating a new one.
Don't report bugs that have already been reported or request features
that already have been requested.
* If you know about Minetest's inner workings, please think about
whether the bug / the feature that you are reporting / requesting is
actually an issue with Minetest itself, and if it is, head to the
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
instead.
* If you need any help regarding creating a Mesehub account or opening
an issue, feel free to ask on the Discord / Matrix server or the IRC
channel.
### Reporting bugs
* A bug is an unintended behavior or, in the worst case, a crash.
However, it is not a bug if you believe something is missing in the
game. In this case, please read "Requesting features"
* If you report a crash, always include the error message. If you play
in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you
are a server admin, you can find error messages in the log file of the
server.
* Tell us which MineClone2 and Minetest versions you are using.
* Tell us how to reproduce the problem: What you were doing to trigger
the bug, e.g. before the crash happened or what causes the faulty
behavior.
### Requesting features
* Ensure the requested feature fulfills our development targets and
goals.
* Begging or excessive attention seeking does not help us in the
slightest, and may very well disrupt MineClone2 development. It's better
to put that energy into helping or researching the feature in question.
After all, we're just volunteers working on our spare time.
* Ensure the requested feature has not been implemented in MineClone2
latest or development versions.
### Testing code
If you want to help us with speeding up MineClone2 development and
making the game more stable, a great way to do that is by testing out
new features from contributors. For most new things that get into the
game, a pull request is created. A pull request is essentially a
programmer saying "Look, I modified the game, please apply my changes
to the upstream version of the game". However, every programmer makes
mistakes sometimes, some of which are hard to spot. You can help by
downloading this modified version of the game and trying it out - then
tell us if the code works as expected without any issues. Ideally, you
would report issues will pull requests similar to when you were
reporting bugs that are the mainline (See Reporting bugs section). You
can find currently open pull requests here:
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
requests that start with a `WIP:` are not done yet, and therefore might
not work, so it's not very useful to try them out yet.
### Contributing assets
Due to license problems, MineClone2 unfortunately cannot use
Minecraft's assets, therefore we are always looking for asset
contributions. To contribute assets, it can be useful to learn git
basics and read the section for Programmers of this document, however
this is not required. It's also a good idea to join the Discord server
(or alternatively IRC or Matrix).
#### Textures
For textures we use the Pixel Perfection texture pack. This is mostly
enough; however in some cases - e.g. for newer Minecraft features, it's
useful to have texture artists around. If you want to make such
contributions, join our Discord server. Demands for textures will be
communicated there.
#### Sounds
MineClone2 currently does not have a consistent way to handle sounds.
The sounds in the game come from different sources, like the SnowZone
resource pack or minetest_game. Unfortunately, MineClone2 does not play
a sound in every situation you would get one in Minecraft. Any help with
sounds is greatly appreciated, however if you add new sounds you should
probably work together with a programmer, to write the code to actually
play these sounds in game.
#### 3D Models
Most of the 3D Models in MineClone2 come from
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
Similar to the textures, we need people that can make 3D Models with
Blender on demand. Many of the models have to be patched, some new
animations have to be added etc.
#### Crediting
Asset contributions will be credited in their own respective sections in
CREDITS.md. If you have commited the results yourself, you will also be
credited in the Contributors section.
### Contributing Translations
#### Workflow
To add/update support for your language to MineClone2, you should take
the steps documented in the section for Programmers, add/update the
translation files of the mods that you want to update. You can add
support for all mods, just some of them or only one mod; you can update
the translation file entirely or only partly; basically any effort is
valued. If your changes are small, you can also send them to developers
via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
#### Things to note
You can use the script at `tools/check_translate_files.py` to compare
the translation files for the language you are working on with the
template files, to see what is missing and what is out of date with
the template file. However, template files are often incomplete and/or
out of date, sometimes they don't match the code. You can update the
translation files if that is required, you can also modify the code in
your translation PR if it's related to translation. You can also work on
multiple languages at the same time in one PR.
#### Crediting
Translation contributions will be credited in their own in CREDITS.md.
If you have commited the results yourself, you will also be credited in
the Contributors section.
### Profiling
If you own a server, a great way to help us improve MineClone2's code
is by giving us profiler results. Profiler results give us detailed
information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster.
#### Using Minetest's profiler
Minetest has a built in profiler. Simply set `profiler.load = true` in
your configuration file and restart the server. After running the server
for some time, just run `/profiler save` in chat - then you will find a
file in the world directory containing the results. Open a new issue and
upload the file. You can name the issue "<Server name> profiler
results".
### Let us know your opinion
It is always encouraged to actively contribute to issue discussions on
MeseHub, let us know what you think about a topic and help us make
decisions. Also, note that a lot of discussion takes place on the
Discord server, so it's definitely worth checking it out.
### Funding
You can help pay for our infrastructure (Mesehub) by donating to our
OpenCollective link (See Links section).
### Crediting
If you opened or have contributed to an issue, you receive the
`Community` role on our Discord (after asking for it).
OpenCollective Funders are credited in their own section in
`CREDITS.md` and receive a special role "Funder" on our discord (unless
they have made their donation Incognito).
## How you can help as a programmer
(Almost) all the MineClone2 development is done using pull requests.
### Recommended workflow
* Fork the repository (in case you have not already)
* Fork the repository
* Do your change in a new branch
* Create a pull request to get your changes merged into master
* Keep your pull request up to date by regularly merging upstream. It is
imperative that conflicts are resolved prior to merging the pull
request.
* After the pull request got merged, you can delete the branch
### Discuss first
If you feel like a problem needs to fixed or you want to make a new
feature, you could start writing the code right away and notifying us
when you're done, but it never hurts to discuss things first. If there
is no issue on the topic, open one. If there is an issue, tell us that
you'd like to take care of it, to avoid duplicate work.
For small changes, sending us a patch is also good.
### Don't hesitate to ask for help
We appreciate any contributing effort to MineClone2. If you are a
relatively new programmer, you can reach us on Discord, Matrix or IRC
for questions about git, Lua, Minetest API, MineClone2 codebase or
anything related to MineClone2. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with MineClone2
better, or assist you use development tools.
For big changes: Same as above, but consider notifying us first to avoid
duplicate work and possible tears of rejection. ;-)
### Maintain your own code, even if already got merged
Sometimes, your code may cause crashes or bugs - we try to avoid such
scenarios by testing every time before merging it, but if your merged
work causes problems, we ask you fix the issues as soon as possible.
For trusted people, we might give them direct commit access to this
repository. In this case, you obviously don't need to fork, but you still
need to show your contributions align with the project goals. We still
reserve the right to revert everything that we don't like.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
### Changing Gameplay
Pull Requests that change gameplay have to be properly researched and
need to state their sources. These PRs also need Fleckenstein's approval
before they are merged.
You can use these sources:
If your code causes bugs and crashes, it is your responsibility to fix them as soon as possible.
* Minecraft code (Name the source file and line, however DONT post any
proprietary code). You can use
[MCP](https://minecraft.fandom.com/wiki/Programs_and_editors/Mod_Coder_Pack)
to decompile Minecraft or look at
[Minestorm](https://github.com/Minestom/Minestom) code.
* Testing things inside of Minecraft (Attach screenshots / video footage
of the results)
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
We mostly use plain merging rather than rebasing or squash merging.
### Stick to our guidelines
Your commit names should be relatively descriptive, e.g. when saying "Fix #issueid", the commit message should also contain the title of the issue.
#### Git Guidelines
* We use merge rather than rebase or squash merge
* We don't use git submodules.
* Your commit names should be relatively descriptive, e.g. when saying
"Fix #issueid", the commit message should also contain the title of the
issue.
* Try to keep your commits as atomic as possible (advise, but completely
optional)
Contributors will be credited in `CREDITS.md`.
#### Code Guidelines
* Each mod must provide `mod.conf`.
* Mod names are snake case, and newly added mods start with `mcl_`, e.g.
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
does not support capital letters in mod names.
* To export functions, store them inside a global table named like the
mod, e.g.
## Code Style
```lua
mcl_example = {}
function mcl_example.do_something()
-- ...
end
Each mod must provide `mod.conf`.
Each mod which add API functions should store functions inside a global table named like the mod.
Public functions should not use self references but rather just access the table directly.
Functions should be defined in this way:
```
function mcl_xyz.stuff(param) end
```
Insteed of this way:
```
mcl_xyz.stuff = function(param) end
```
Indentation must be unified, more likely with tabs.
Time sensitive mods should make a local copy of most used API functions to improve performances.
```
local vector = vector
local get_node = minetest.get_node
```
* Public functions should not use self references but rather just access
the table directly, e.g.
```lua
-- bad
function mcl_example:do_something()
end
## Features > 1.12
-- good
function mcl_example.do_something()
end
```
If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.
* Use modern Minetest API, e.g. no usage of `minetest.env`
* Tabs should be used for indent, spaces for alignment, e.g.
## What we accept
```lua
* Every MC features up to version 1.12 JE.
* Every already finished and working good features from versions above (only when making a MineClone5 PR / Contribution).
* Except features which couldn't be done easily and bugfree because of Minetest engine limitations. Eg. we CAN extend world boundaries by playing with map chunks, just teleporting player onto next layer after 31000 , but it would cost too much (time, code, bugs, performance, stability, etc).
* Some features, approved by the rest of the community, I mean maybe some voting and really missing any negative feedback.
-- use tabs for indent
## What we reject
for i = 1, 10 do
if i % 3 == 0 then
print(i)
end
end
* Any features which cause critical bugs, sending them to rework/fix or trying to fix immediately.
* Some small portions of big entirely missing features which just definitely break gamplay balance give nothing useful
* Controversial features, which some people support while others do not should be discussed well, with publishing forum announcements, at least during the week. In case if there are still doubts - send them into the mod.
-- use tabs for indent and spaces to align things
## Reporting bugs
Report all bugs and missing Minecraft features here:
some_table = {
{"a string", 5},
{"a very much longer string", 10},
}
```
<https://git.minetest.land/MineClone2/MineClone2/issues>
* Use double quotes for strings, e.g. `"asdf"` rather than `'asdf'`
* Use snake_case rather than CamelCase, e.g. `my_function` rather than
`MyFunction`
* Don't declare functions as an assignment, e.g.
## Direct discussion
We have an IRC channel! Join us on #mineclone2 in freenode.net.
```lua
-- bad
local some_local_func = function()
-- ...
end
<ircs://irc.freenode.net:6697/#mineclone2>
my_mod.some_func = function()
-- ...
end
-- good
local function some_local_func()
-- ...
end
function my_mod.some_func()
-- ...
end
```
### Developer status
Active and trusted contributors are often granted write access to the
MineClone2 repository.
#### Developer responsibilities
- You should not push things directly to
MineClone2 master - rather, do your work on a branch on your private
repository, then create a pull request. This way other people can review
your changes and make sure they work before they get merged.
- Merge PRs only when they have recieved the necessary feedback and have
been tested by at least two different people (including the author of
the pull request), to avoid crashes or the introduction of new bugs.
- You may also be assigned to issues or pull
requests as a developer. In this case it is your responsibility to fix
the issue / review and merge the pull request when it is ready. You can
also unassign yourself from the issue / PR if you have no time or don't
want to take care of it for some other reason. After all, everyone is a
volunteer and we can't expect you to do work that you are not interested
in. **The important thing is that you make sure to inform us if you
won't take care of something that has been assigned to you.**
- Please assign yourself to something that you want to work on to avoid
duplicate work.
- As a developer, it should be easy to reach you about your work. You
should be in at least one of the public MineClone2 discussion rooms -
preferrably Discord, but if you really don't like Discord, Matrix
or IRC are fine too.
### Maintainer status
Maintainers carry the main responsibility for the project.
#### Maintainer responsibilities
- Making sure issues are addressed and pull requests are reviewed and
merged, by assigning either themselves or Developers to issues / PRs
- Making releases
- Making sure guidelines are kept
- Making project decisions based on community feedback
- Granting/revoking developer access
- Enforcing the code of conduct (See CODE_OF_CONDUCT.md)
- Moderating official community spaces (See Links section)
- Resolving conflicts and problems within the community
#### Current maintainers
* Fleckenstein - responsible for gameplay review, publishing releases,
technical guidelines and issue/PR delegation
* Nicu - responsible for community related issues
#### Release process
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
from `CREDITS.md` and commit the result (if anything changed)
## Creating releases
* Launch MineClone2 to make sure it still runs
* Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the
version number
* Push to repository (don't forget `--tags`!)
* Update ContentDB
(https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Update first post in forum thread
(https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* Use `git tag <version number>` to tag the latest commit with the version number
* Push to repo (don't forget `--tags`!)
* Update ContentDB (https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Update first post in forum thread (https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* Post release announcement and changelog in forums
### Licensing
By asking us to include your changes in this game, you agree that they
fall under the terms of the GPLv3, which basically means they will
become part of a free/libre software.
### Crediting
Contributors, Developers and Maintainers will be credited in
`CREDITS.md`. If you make your first time contribution, please add
yourself to this file. There are also Discord roles for Contributors,
Developers and Maintainers.

View File

@ -8,8 +8,8 @@
## Maintainers
* Fleckenstein
* Nicu
* kay27
* jordan4ibanez
## Developers
* bzoss
@ -19,11 +19,10 @@
* iliekprogrammar
* MysticTempest
* Rootyjr
* Nicu
* aligator
* Code-Sploit
* NO11
* cora
* jordan4ibanez
## Contributors
* Laurent Rocher
@ -49,25 +48,8 @@
* dBeans
* nickolas360
* yutyo
* Tianyang Zhang
* ztianyang
* j45
* Marcin Serwin
* erlehmann
* E
* Benjamin Schötz
* Doloment
* Sydney Gems
* talamh
* Emily2255
* Emojigit
* FinishedFragment
* sfan5
* Blue Blancmange
* Jared Moody
* SmallJoker
* Sven792
* aldum
* Dieter44
## MineClone5
* kay27
@ -92,6 +74,7 @@
* Rochambeau
* rubenwardy
* stu
* jordan4ibanez
* 4aiman
* Kahrl
* Krock
@ -120,7 +103,6 @@
* xMrVizzy
* yutyo
* NO11
* kay27
## Translations
* Wuzzy
@ -128,11 +110,6 @@
* wuniversales
* kay27
* pitchum
* todoporlalibertad
* Marcin Serwin
## Funders
* 40W
## Special thanks
* celeron55 for creating Minetest

View File

@ -149,7 +149,7 @@ These groups are used mostly for informational purposes
* `trapdoor=2`: Open trapdoor
* `glass=1`: Glass (full cubes only)
* `rail=1`: Rail
* `music_record`: Item is Music Disc
* `music_record`: Music Disc (rating is track ID)
* `tnt=1`: Block is TNT
* `boat=1`: Boat
* `minecart=1`: Minecart

View File

@ -1,4 +1,6 @@
# MineClone2
# (Currently in feature freeze)
# MineClone 2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
@ -69,40 +71,36 @@ an explanation.
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone2 in development versions of Minetest.
There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone2 (if you haven't already), move this directory into the
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Useful links
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
## Reporting bugs
Please report all bugs and missing Minecraft features here:
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Target
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, most of **Minecraft Java
Edition 1.12.2** features are already implemented and polishing existing
features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Chatting with the community
Join our discord server at:
<https://discord.gg/xE4z8EEpDC>
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
* MineClone2 also includes Optifine features supported by the Minetest
* In general, Minecraft is aimed to be cloned as good as possible
* Cloning the gameplay has highest priority
* MineClone 2 will use different assets, but with a similar style
* Limitations found in Minetest will be documented in the course of development
* Features of later Minecraft versions are collected in the mineclone5 branch
## Using features from newer versions of Minecraft
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions.
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5
## Completion status
This game is currently in **beta** stage.
@ -189,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest)
* Different easter eggs
… and finally, MineClone2 is free software (“free” as in “freedom”)!
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Other readme files

View File

@ -207,10 +207,6 @@ end
function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename]
if not ndef then
return false
end
if minetest.get_item_group(nodename, "dig_immediate") >= 2 then
return true
end

Binary file not shown.

Before

Width:  |  Height:  |  Size: 148 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 154 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 155 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 165 B

View File

@ -1,27 +1,5 @@
mcl_util = {}
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
t[k] = v
end
end
return t
end
-- Updates nil values in t using values from to*.
function table.update_nil(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
if t[k] == nil then
t[k] = v
end
end
end
return t
end
-- Based on minetest.rotate_and_place
--[[
@ -560,12 +538,3 @@ function mcl_util.get_object_name(object)
return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name
end
end
function mcl_util.replace_mob(obj, mob)
local rot = obj:get_yaw()
local pos = obj:get_pos()
obj:remove()
obj = minetest.add_entity(pos, mob)
obj:set_yaw(rot)
return obj
end

View File

@ -12,7 +12,7 @@ Params:
* pos: position
## mcl_worlds.y_to_layer(y)
## mcl_worlds.y_to_layer(y)
This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
Mainly used for ore generation.
Takes an Y coordinate as input and returns:
@ -78,4 +78,4 @@ Table containing all function registered with mcl_worlds.register_on_dimension_c
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")
* dimension: string, new dimension ("overworld", "nether", "end", "void")

View File

@ -38,32 +38,18 @@ function image:encode_header()
self.data = self.data
.. string.char(0) -- image id
.. string.char(0) -- color map type
.. string.char(10) -- image type (RLE RGB = 10)
.. string.char(2) -- image type (uncompressed true-color image = 2)
self:encode_colormap_spec() -- color map specification
self:encode_image_spec() -- image specification
end
function image:encode_data()
local current_pixel = ''
local previous_pixel = ''
local count = 1
local packets = {}
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
current_pixel = string.char(pixel[3], pixel[2], pixel[1])
if current_pixel ~= previous_pixel or count == 128 then
packets[#packets +1] = rle_packet
count = 1
previous_pixel = current_pixel
else
count = count + 1
end
rle_packet = string.char(128 + count - 1) .. current_pixel
self.data = self.data
.. string.char(pixel[3], pixel[2], pixel[1])
end
end
packets[#packets +1] = rle_packet
self.data = self.data .. table.concat(packets)
end
function image:encode_footer()

View File

@ -0,0 +1,114 @@
--Dripping Water Mod
--by kddekadenz
local math = math
-- License of code, textures & sounds: CC0
--Drop entities
--water
local water_tex = "default_water_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_water", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.025,-0.05,-0.025,0.025,-0.01,0.025},
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {water_tex, water_tex, water_tex, water_tex, water_tex, water_tex},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
--lava
local lava_tex = "default_lava_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_lava", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.025,-0.05,-0.025,0.025,-0.01,0.025},
glow = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {lava_tex, lava_tex, lava_tex, lava_tex, lava_tex, lava_tex},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k == 1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
--Create drop
minetest.register_abm({
label = "Create water drops",
nodenames = {"group:opaque", "group:leaves"},
neighbors = {"group:water"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
end
end,
})
--Create lava drop
minetest.register_abm({
label = "Create lava drops",
nodenames = {"group:opaque"},
neighbors = {"group:lava"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
end
end,
})

View File

@ -1,4 +1,4 @@
name = mcl_dripping
name = drippingwater
author = kddekadenz
description = Drops are generated rarely under solid nodes
depends = mcl_core

View File

@ -1,12 +1,12 @@
Dripping Mod
Dripping Water Mod
by kddekadenz
modified for MineClone 2 by Wuzzy and NO11
modified for MineClone 2 by Wuzzy
Installing instructions:
1. Copy the mcl_dripping mod folder into games/gamemode/mods
1. Copy the drippingwater mod folder into games/gamemode/mods
2. Start game and enjoy :)

View File

@ -84,7 +84,7 @@ local function attach_object(self, obj)
end
end, name)
obj:set_look_horizontal(yaw)
mcl_title.set(obj, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
mcl_tmp_message.message(obj, S("Sneak to dismount"))
else
obj:get_luaentity()._old_visual_size = visual_size
end
@ -115,7 +115,7 @@ local boat = {
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "mcl_boats_boat.b3d",
textures = {"mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png"},
textures = {"mcl_boats_texture_oak_boat.png"},
visual_size = boat_visual_size,
hp_max = boat_max_hp,
damage_texture_modifier = "^[colorize:white:0",
@ -148,11 +148,6 @@ function boat.on_activate(self, staticdata, dtime_s)
self._v = data.v
self._last_v = self._v
self._itemstring = data.itemstring
while #data.textures < 5 do
table.insert(data.textures, data.textures[1])
end
self.object:set_properties({textures = data.textures})
end
end
@ -342,8 +337,7 @@ function boat.on_step(self, dtime, moveresult)
self.object:get_velocity().y)
else
p.y = p.y + 1
local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
if is_water(p) or is_obsidian_boat then
if is_water(p) then
-- Inside water: Slowly sink
local y = self.object:get_velocity().y
y = y - 0.01
@ -383,13 +377,13 @@ end
-- Register one entity for all boat types
minetest.register_entity("mcl_boats:boat", boat)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat") }
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat") }
local craftstuffs = {}
if minetest.get_modpath("mcl_core") then
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian" }
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood" }
end
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak", "obsidian" }
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak" }
for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]
@ -440,9 +434,8 @@ for b=1, #boat_ids do
pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
end
local boat = minetest.add_entity(pos, "mcl_boats:boat")
local texture = "mcl_boats_texture_"..images[b].."_boat.png"
boat:get_luaentity()._itemstring = itemstring
boat:set_properties({textures = { texture, texture, texture, texture, texture }})
boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }})
boat:set_yaw(placer:get_look_horizontal())
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()

View File

@ -6,7 +6,6 @@ Boats are used to travel on the surface of water.=Les bateaux sont utilisés pou
Dark Oak Boat=Bateau en Chêne Noir
Jungle Boat=Bateau en Acajou
Oak Boat=Bateau en Chêne
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Cliquez de nouveau avec le bouton droit sur le bateau pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Spruce Boat=Bateau en Sapin
Water vehicle=Véhicule aquatique
Sneak to dismount=
Water vehicle=Véhicule aquatique

View File

@ -1,7 +1,7 @@
name = mcl_boats
author = PilzAdam
description = Adds drivable boats.
depends = mcl_player, flowlib, mcl_title
depends = mcl_player, flowlib
optional_depends = mcl_core, doc_identifier

Binary file not shown.

Before

Width:  |  Height:  |  Size: 264 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 535 B

View File

@ -67,9 +67,14 @@ function mcl_burning.set_on_fire(obj, burn_time)
end
if not storage.burn_time or burn_time >= storage.burn_time then
if obj:is_player() then
mcl_burning.channels[obj]:send_all(tostring(mcl_burning.animation_frames))
mcl_burning.channels[obj]:send_all("start")
if obj:is_player() and not storage.fire_hud_id then
storage.fire_hud_id = obj:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -100, y = -100},
text = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. 1,
z_index = 1000,
})
end
storage.burn_time = burn_time
storage.fire_damage_timer = 0
@ -90,6 +95,7 @@ function mcl_burning.set_on_fire(obj, burn_time)
fire_entity:set_properties({visual_size = size})
fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0})
local fire_luaentity = fire_entity:get_luaentity()
fire_luaentity:update_frame(obj, storage)
for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
local other_luaentity = other:get_luaentity()
@ -105,7 +111,9 @@ function mcl_burning.extinguish(obj)
if mcl_burning.is_burning(obj) then
local storage = mcl_burning.get_storage(obj)
if obj:is_player() then
mcl_burning.channels[obj]:send_all("stop")
if storage.fire_hud_id then
obj:hud_remove(storage.fire_hud_id)
end
mcl_burning.storage[obj] = {}
else
storage.burn_time = nil
@ -135,4 +143,4 @@ function mcl_burning.tick(obj, dtime, storage)
end
end
end
end
end

View File

@ -7,7 +7,6 @@ local get_item_group = minetest.get_item_group
mcl_burning = {
storage = {},
channels = {},
animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
}
@ -44,22 +43,23 @@ minetest.register_on_respawnplayer(function(player)
mcl_burning.extinguish(player)
end)
function mcl_burning.init_player(player)
local meta = player:get_meta()
-- NOTE: mcl_burning:data may be "return nil" (which deserialize into nil) for reasons unknown.
if meta:get_string("mcl_burning:data"):find("return nil", 1, true) then
minetest.log("warning", "[mcl_burning] 'mcl_burning:data' player meta field is invalid! Please report this bug")
end
mcl_burning.storage[player] = meta:contains("mcl_burning:data") and minetest.deserialize(meta:get_string("mcl_burning:data")) or {}
mcl_burning.channels[player] = minetest.mod_channel_join("mcl_burning:" .. player:get_player_name())
end
minetest.register_on_joinplayer(function(player)
mcl_burning.init_player(player)
local storage
local burn_data = player:get_meta():get_string("mcl_burning:data")
if burn_data == "" then
storage = {}
else
storage = minetest.deserialize(burn_data)
end
mcl_burning.storage[player] = storage
end)
minetest.register_on_leaveplayer(function(player)
player:get_meta():set_string("mcl_burning:data", minetest.serialize(mcl_burning.storage[player]))
local storage = mcl_burning.storage[player]
storage.fire_hud_id = nil
player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage))
mcl_burning.storage[player] = nil
end)
@ -68,28 +68,27 @@ minetest.register_entity("mcl_burning:fire", {
initial_properties = {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "upright_sprite",
textures = {
name = "mcl_burning_entity_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1.0,
},
},
spritediv = {x = 1, y = mcl_burning.animation_frames},
visual = "cube",
pointable = false,
glow = -1,
backface_culling = false,
},
animation_frame = 0,
animation_timer = 0,
on_activate = function(self)
self.object:set_sprite({x = 0, y = 0}, mcl_burning.animation_frames, 1.0 / mcl_burning.animation_frames)
end,
on_step = function(self)
if not self:sanity_check() then
on_step = function(self, dtime)
local parent, storage = self:sanity_check()
if parent then
self.animation_timer = self.animation_timer + dtime
if self.animation_timer >= 0.1 then
self.animation_timer = 0
self.animation_frame = self.animation_frame + 1
if self.animation_frame > mcl_burning.animation_frames - 1 then
self.animation_frame = 0
end
self:update_frame(parent, storage)
end
else
self.object:remove()
end
end,
@ -97,15 +96,23 @@ minetest.register_entity("mcl_burning:fire", {
local parent = self.object:get_attach()
if not parent then
return false
return
end
local storage = mcl_burning.get_storage(parent)
if not storage or not storage.burn_time then
return false
return
end
return true
return parent, storage
end,
update_frame = function(self, parent, storage)
local frame_overlay = "^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. self.animation_frame
local fire_texture = "mcl_burning_entity_flame_animated.png" .. frame_overlay
self.object:set_properties({textures = {"blank.png", "blank.png", fire_texture, fire_texture, fire_texture, fire_texture}})
if parent:is_player() then
parent:hud_change(storage.fire_hud_id, "text", "mcl_burning_hud_flame_animated.png" .. frame_overlay)
end
end,
})

View File

@ -1,66 +0,0 @@
-- Dripping Water Mod
-- by kddekadenz
local math = math
-- License of code, textures & sounds: CC0
local function register_drop(liquid, glow, sound, nodes)
minetest.register_entity("mcl_dripping:drop_" .. liquid, {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.01, 0.01, -0.01, 0.01, 0.01, 0.01},
glow = glow,
pointable = false,
visual = "sprite",
visual_size = {x = 0.1, y = 0.1},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
static_save = false,
_dropped = false,
on_activate = function(self)
self.object:set_properties({
textures = {"[combine:2x2:" .. -math.random(1, 16) .. "," .. -math.random(1, 16) .. "=default_" .. liquid .. "_source_animated.png"}
})
end,
on_step = function(self, dtime)
local k = math.random(1, 222)
local ownpos = self.object:get_pos()
if k == 1 then
self.object:set_acceleration(vector.new(0, -5, 0))
end
if minetest.get_node(vector.offset(ownpos, 0, 0.5, 0)).name == "air" then
self.object:set_acceleration(vector.new(0, -5, 0))
end
if minetest.get_node(vector.offset(ownpos, 0, -0.1, 0)).name ~= "air" then
local ent = self.object:get_luaentity()
if not ent._dropped then
ent._dropped = true
minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
if k < 3 then
self.object:remove()
end
end
end,
})
minetest.register_abm({
label = "Create drops",
nodenames = nodes,
neighbors = {"group:" .. liquid},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node(vector.offset(pos, 0, 1, 0)).name, liquid) ~= 0
and minetest.get_node(vector.offset(pos, 0, -1, 0)).name == "air" then
local x, z = math.random(-45, 45) / 100, math.random(-45, 45) / 100
minetest.add_entity(vector.offset(pos, x, -0.520, z), "mcl_dripping:drop_" .. liquid)
end
end,
})
end
register_drop("water", 1, "", {"group:opaque", "group:leaves"})
register_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"})

View File

@ -19,10 +19,7 @@ local function deal_falling_damage(self, dtime)
end
self._hit = self._hit or {}
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
local entity = obj:get_luaentity()
if entity and entity.name == "__builtin:item" then
obj:remove()
elseif mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
if mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
self._hit[obj] = true
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2

View File

@ -290,10 +290,10 @@ function minetest.handle_node_drops(pos, drops, digger)
end
end
if digger and mcl_experience.throw_xp and not silk_touch_drop then
if digger and mcl_experience.throw_experience and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount)
mcl_experience.throw_experience(pos, experience_amount)
end
end
@ -480,7 +480,7 @@ minetest.register_entity(":__builtin:item", {
end,
get_staticdata = function(self)
local data = minetest.serialize({
return minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age,
@ -488,39 +488,6 @@ minetest.register_entity(":__builtin:item", {
_flowing = self._flowing,
_removed = self._removed,
})
-- sfan5 guessed that the biggest serializable item
-- entity would have a size of 65530 bytes. This has
-- been experimentally verified to be still too large.
--
-- anon5 has calculated that the biggest serializable
-- item entity has a size of exactly 65487 bytes:
--
-- 1. serializeString16 can handle max. 65535 bytes.
-- 2. The following engine metadata is always saved:
-- • 1 byte (version)
-- • 2 byte (length prefix)
-- • 14 byte “__builtin:item”
-- • 4 byte (length prefix)
-- • 2 byte (health)
-- • 3 × 4 byte = 12 byte (position)
-- • 4 byte (yaw)
-- • 1 byte (version 2)
-- • 2 × 4 byte = 8 byte (pitch and roll)
-- 3. This leaves 65487 bytes for the serialization.
if #data > 65487 then -- would crash the engine
local stack = ItemStack(self.itemstring)
stack:get_meta():from_table(nil)
self.itemstring = stack:to_string()
minetest.log(
"warning",
"Overlong item entity metadata removed: “" ..
self.itemstring ..
"” had serialized length of " ..
#data
)
return self:get_staticdata()
end
return data
end,
on_activate = function(self, staticdata, dtime_s)
@ -608,7 +575,7 @@ minetest.register_entity(":__builtin:item", {
return true
end,
on_step = function(self, dtime, moveresult)
on_step = function(self, dtime)
if self._removed then
self.object:set_properties({
physical = false
@ -675,18 +642,6 @@ minetest.register_entity(":__builtin:item", {
end
end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
-- Push item out when stuck inside solid opaque node
if def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir

View File

@ -198,20 +198,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
else
self._last_float_check = self._last_float_check + dtime
end
local pos, rou_pos, node = self.object:get_pos()
local r = 0.6
for _, node_pos in pairs({{r, 0}, {0, r}, {-r, 0}, {0, -r}}) do
if minetest.get_node(vector.offset(pos, node_pos[1], 0, node_pos[2])).name == "mcl_core:cactus" then
detach_driver(self)
for d = 1, #drop do
minetest.add_item(pos, drop[d])
end
self.object:remove()
return
end
end
local pos, rou_pos, node
-- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos()
@ -659,7 +646,7 @@ register_minecart(
if player then
mcl_player.player_set_animation(player, "sit" , 30)
player:set_eye_offset({x=0, y=-5.5, z=0},{x=0, y=-4, z=0})
mcl_title.set(clicker, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
mcl_tmp_message.message(clicker, S("Sneak to dismount"))
end
end, name)
end

View File

@ -33,4 +33,3 @@ Activates minecarts when powered=Active les wagonnets lorsqu'il est alimenté
Emits redstone power when a minecart is detected=Émet de l'énergie redstone lorsqu'un wagonnet est détecté
Vehicle for fast travel on rails=Véhicule pour voyager rapidement sur rails
Can be ignited by tools or powered activator rail=Peut être allumé par des outils ou un rail d'activation motorisé
Sneak to dismount=

View File

@ -1,6 +1,6 @@
name = mcl_minecarts
author = Krock
description = Minecarts are vehicles to move players quickly on rails.
depends = mcl_title, mcl_explosions, mcl_core, mcl_sounds, mcl_player, mcl_achievements, mcl_chests, mcl_furnaces, mesecons_commandblock, mcl_hoppers, mcl_tnt, mesecons
depends = mcl_explosions, mcl_core, mcl_sounds, mcl_player, mcl_achievements, mcl_chests, mcl_furnaces, mesecons_commandblock, mcl_hoppers, mcl_tnt, mesecons
optional_depends = doc_identifier, mcl_wip

View File

@ -129,7 +129,6 @@ end
local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/"
--ignite all parts of the api
dofile(api_path .. "flow_lib.lua")
dofile(api_path .. "ai.lua")
dofile(api_path .. "animation.lua")
dofile(api_path .. "collision.lua")

View File

@ -9,8 +9,6 @@ local minetest_get_item_group = minetest.get_item_group
local minetest_get_node = minetest.get_node
local minetest_line_of_sight = minetest.line_of_sight
local minetest_get_node_light = minetest.get_node_light
local minetest_registered_nodes = minetest.registered_nodes
local flow = mobs.get_flowing_dir
local DOUBLE_PI = math.pi * 2
local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
@ -523,8 +521,8 @@ ______ _
| _| | | | | |
| | | | |_| |
\_| |_|\__, |
__/ |
|___/
__/ |
|___/
]]--
-- state switching logic (stand, walk, run, attacks)
@ -677,12 +675,12 @@ end
--[[
___
|_ |
| |_ _ _ __ ___ _ __
| | | | | '_ ` _ \| '_ \
| |_ _ _ __ ___ _ __
| | | | | '_ ` _ \| '_ \
/\__/ / |_| | | | | | | |_) |
\____/ \__,_|_| |_| |_| .__/
| |
|_|
| |
|_|
]]--
@ -789,8 +787,8 @@ ___ ___ _ _ _
| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
| | | | (_| | | | | | | |___| (_) | (_| | | (__
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
__/ |
|___/
__/ |
|___/
]]--
--the main loop
@ -1013,19 +1011,6 @@ function mobs.mob_step(self, dtime)
end
end
--mobs flow from Crafter
local pos = self.object:get_pos()
if pos then
local flow_dir = flow(pos)
if flow_dir then
flow_dir = vector.multiply(flow_dir,10)
local vel = self.object:get_velocity()
local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
acceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(acceleration)
end
end
--mob is stunned after being hit
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime

View File

@ -122,10 +122,7 @@ mobs.death_logic = function(self, dtime)
if self.death_animation_timer >= 1.25 then
item_drop(self,false,1)
mobs.death_effect(self)
mcl_experience.throw_xp(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
if self.on_die then
self.on_die(self, self.object:get_pos())
end
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
self.object:remove()
return
end
@ -158,4 +155,4 @@ mobs.death_logic = function(self, dtime)
if self.pause_timer <= 0 then
mobs.set_velocity(self,0)
end
end
end

View File

@ -1,78 +0,0 @@
--this is from https://github.com/HybridDog/builtin_item/blob/e6dfd9dce86503b3cbd1474257eca5f6f6ca71c2/init.lua#L50
local
minetest,vector,math,pairs,minetest_get_node,vector_subtract,minetest_registered_nodes
=
minetest,vector,math,pairs,minetest.get_node,vector.subtract,minetest.registered_nodes
local tab
local n
local function get_nodes(pos)
tab,n = {},1
for i = -1,1,2 do
for _,p in pairs({
{x=pos.x+i, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+i}
}) do
tab[n] = {p, minetest_get_node(p)}
n = n+1
end
end
return tab
end
local data
local param2
local nd
local par2
local name
local tmp
local c_node
function mobs.get_flowing_dir(pos)
c_node = minetest_get_node(pos).name
if c_node ~= "mcl_core:water_flowing" and c_node ~= "mcl_core:water" then
return nil
end
data = get_nodes(pos)
param2 = minetest_get_node(pos).param2
if param2 > 7 then
return nil
end
if c_node == "mcl_core:water" then
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 == 7 then
return(vector_subtract(i[1],pos))
end
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 < param2 then
return(vector_subtract(i[1],pos))
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 >= 11 then
return(vector_subtract(i[1],pos))
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
tmp = minetest_registered_nodes[name]
if tmp and not tmp.walkable and name ~= "mcl_core:water_flowing" and name ~= "mcl_core:water" then
return(vector_subtract(i[1],pos))
end
end
return nil
end

View File

@ -32,15 +32,12 @@ end
mobs.float = function(self)
local acceleration = self.object:get_acceleration()
if not acceleration then
if acceleration and acceleration.y ~= 0 then
self.object:set_acceleration(vector.new(0,0,0))
else
return
end
if acceleration.y ~= 0 then
self.object:set_acceleration({x=0, y=0, z=0})
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {
@ -49,7 +46,7 @@ mobs.float = function(self)
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity, current_velocity)
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0
new_velocity_addition.z = 0

View File

@ -37,7 +37,7 @@ mobs:register_mob("mobs_mc:creeper", {
},
makes_footstep_sound = false,
walk_velocity = 1.05,
run_velocity = 2.1,
run_velocity = 3.25,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode",
eye_height = 1.25,
@ -47,8 +47,8 @@ mobs:register_mob("mobs_mc:creeper", {
--explosion_radius = 3,
--explosion_damage_radius = 6,
--explosiontimer_reset_radius = 6,
reach = 3,
defuse_reach = 5.2,
reach = 1.5,
defuse_reach = 4,
explosion_timer = 0.3,
allow_fuse_reset = true,
stop_to_explode = true,
@ -95,8 +95,7 @@ mobs:register_mob("mobs_mc:creeper", {
if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object)
mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
end
end
end,
@ -152,7 +151,6 @@ mobs:register_mob("mobs_mc:creeper_charged", {
description = S("Charged Creeper"),
type = "monster",
spawn_class = "hostile",
hostile = true,
hp_min = 20,
hp_max = 20,
xp_min = 5,
@ -188,8 +186,8 @@ mobs:register_mob("mobs_mc:creeper_charged", {
--explosion_radius = 3,
--explosion_damage_radius = 6,
--explosiontimer_reset_radius = 3,
reach = 3,
defuse_reach = 5.2,
reach = 1.5,
defuse_reach = 4,
explosion_timer = 0.3,
allow_fuse_reset = true,
stop_to_explode = true,
@ -221,8 +219,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object)
mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
end
end
end,

View File

@ -103,7 +103,7 @@ mobs:register_mob("mobs_mc:enderdragon", {
mcl_portals.spawn_gateway_portal()
mcl_structures.call_struct(self._portal_pos, "end_exit_portal_open")
if self._initial then
mcl_experience.throw_xp(pos, 11500) -- 500 + 11500 = 12000
mcl_experience.throw_experience(pos, 11500) -- 500 + 11500 = 12000
minetest.set_node(vector.add(self._portal_pos, vector.new(3, 5, 3)), {name = mobs_mc.items.dragon_egg})
end
end

View File

@ -28,7 +28,6 @@ Pig=
Polar Bear=
Rabbit=
Killer Bunny=
The Killer Bunny=
Sheep=
Shulker=
Silverfish=

View File

@ -233,4 +233,4 @@ mobs:spawn(spawn_grass)
mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0)
-- Note: This spawn egg does not exist in Minecraft
mobs:register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "mobs_mc_spawn_icon_rabbit_caerbannog.png", 0)
mobs:register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "mobs_mc_spawn_icon_rabbit.png^[colorize:#FF0000:192", 0) -- TODO: Update inventory image

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

View File

@ -1,31 +0,0 @@
# lightning
Lightning mod for MineClone2 with the following API:
## lightning.register_on_strike(function(pos, pos2, objects))
Custom function called when a lightning strikes.
* `pos`: impact position
* `pos2`: rounded node position where fire is placed
* `objects`: table with ObjectRefs of all objects within a radius of 3.5 around pos2
## lightning.strike(pos)
Let a lightning strike.
* `pos`: optional, if not given a random pos will be chosen
* `returns`: bool - success if a strike happened
### Examples:
```
lightning.register_on_strike(function(pos, pos2, objects)
for _, obj in pairs(objects) do
obj:remove()
end
minetest.add_entity(pos, "mobs_mc:sheep")
end)
minetest.register_on_respawnplayer(function(player)
lightning.strike(player:get_pos())
end)
```

View File

@ -24,14 +24,13 @@ local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_item_group = minetest.get_item_group
lightning = {
interval_low = 17,
interval_high = 503,
range_h = 100,
range_v = 50,
size = 100,
-- disable this to stop lightning mod from striking
auto = true,
on_strike_functions = {},
interval_low = 17,
interval_high = 503,
range_h = 100,
range_v = 50,
size = 100,
-- disable this to stop lightning mod from striking
auto = true,
}
local rng = PcgRandom(32321123312123)
@ -55,18 +54,6 @@ end
minetest.register_globalstep(revertsky)
-- lightning strike API
-- See API.md
--[[
lightning.register_on_strike(function(pos, pos2, objects)
-- code
end)
]]
function lightning.register_on_strike(func)
table.insert(lightning.on_strike_functions, func)
end
-- select a random strike point, midpoint
local function choose_pos(pos)
if not pos then
@ -92,14 +79,14 @@ local function choose_pos(pos)
pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
end
local b, pos2 = line_of_sight(pos, { x = pos.x, y = pos.y - lightning.range_v, z = pos.z }, 1)
local b, pos2 = line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
-- nothing but air found
if b then
return nil, nil
end
local n = get_node({ x = pos2.x, y = pos2.y - 1/2, z = pos2.z })
local n = get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z})
if n.name == "air" or n.name == "ignore" then
return nil, nil
end
@ -107,6 +94,7 @@ local function choose_pos(pos)
return pos, pos2
end
-- lightning strike API
-- * pos: optional, if not given a random pos will be chosen
-- * returns: bool - success if a strike happened
function lightning.strike(pos)
@ -120,28 +108,21 @@ function lightning.strike(pos)
if not pos then
return false
end
local objects = get_objects_inside_radius(pos2, 3.5)
if lightning.on_strike_functions then
for _, func in pairs(lightning.on_strike_functions) do
func(pos, pos2, objects)
end
end
end
lightning.register_on_strike(function(pos, pos2, objects)
local particle_pos = vector.offset(pos2, 0, (lightning.size / 2) + 0.5, 0)
local particle_size = lightning.size * 10
local time = 0.2
add_particlespawner({
amount = 1,
time = time,
time = 0.2,
-- make it hit the top of a block exactly with the bottom
minpos = particle_pos,
maxpos = particle_pos,
minexptime = time,
maxexptime = time,
minsize = particle_size,
maxsize = particle_size,
minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
minvel = {x = 0, y = 0, z = 0},
maxvel = {x = 0, y = 0, z = 0},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.2,
maxexptime = 0.2,
minsize = lightning.size * 10,
maxsize = lightning.size * 10,
collisiondetection = true,
vertical = true,
-- to make it appear hitting the node that will get set on fire, make sure
@ -154,27 +135,44 @@ lightning.register_on_strike(function(pos, pos2, objects)
sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
-- damage nearby objects, transform mobs
for _, obj in pairs(objects) do
-- TODO: use an API insteed of hardcoding this behaviour
local objs = get_objects_inside_radius(pos2, 3.5)
for o=1, #objs do
local obj = objs[o]
local lua = obj:get_luaentity()
if lua and lua._on_strike then
lua._on_strike(lua, pos, pos2, objects)
end
-- remove this when mob API is done
-- pig → zombie pigman (no damage)
if lua and lua.name == "mobs_mc:pig" then
mcl_util.replace_mob(obj, "mobs_mc:pigman")
local rot = obj:get_yaw()
obj:remove()
obj = add_entity(pos2, "mobs_mc:pigman")
obj:set_yaw(rot)
-- mooshroom: toggle color red/brown (no damage)
elseif lua and lua.name == "mobs_mc:mooshroom" then
if lua.base_texture[1] == "mobs_mc_mooshroom.png" then
lua.base_texture = { "mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" }
else
lua.base_texture = { "mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png" }
end
obj:set_properties({ textures = lua.base_texture })
elseif lua and lua.name == "mobs_mc:villager" then
mcl_util.replace_mob(obj, "mobs_mc:witch")
obj:set_properties({textures = lua.base_texture})
-- villager → witch (no damage)
--elseif lua and lua.name == "mobs_mc:villager" then
-- Witches are incomplete, this code is unused
-- TODO: Enable this code when witches are working.
--[[
local rot = obj:get_yaw()
obj:remove()
obj = minetest.add_entity(pos2, "mobs_mc:witch")
obj:set_yaw(rot)
]]
-- charged creeper
elseif lua and lua.name == "mobs_mc:creeper" then
mcl_util.replace_mob(obj, "mobs_mc:creeper_charged")
local rot = obj:get_yaw()
obj:remove()
obj = add_entity(pos2, "mobs_mc:creeper_charged")
obj:set_yaw(rot)
-- Other objects: Just damage
else
mcl_util.deal_damage(obj, 5, { type = "lightning_bolt" })
mcl_util.deal_damage(obj, 5, {type = "lightning_bolt"})
end
end
@ -188,7 +186,7 @@ lightning.register_on_strike(function(pos, pos2, objects)
local name = player:get_player_name()
if ps[name] == nil then
ps[name] = {p = player, sky = sky}
mcl_weather.skycolor.add_layer("lightning", { { r = 255, g = 255, b = 255 } }, true)
mcl_weather.skycolor.add_layer("lightning", {{r=255,g=255,b=255}}, true)
mcl_weather.skycolor.active = true
end
end
@ -203,7 +201,7 @@ lightning.register_on_strike(function(pos, pos2, objects)
if rng:next(1,100) <= 3 then
skeleton_lightning = true
end
if get_item_group(get_node({ x = pos2.x, y = pos2.y - 1, z = pos2.z }).name, "liquid") < 1 then
if get_item_group(get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
if get_node(pos2).name == "air" then
-- Low chance for a lightning to spawn skeleton horse + skeletons
if skeleton_lightning then
@ -212,22 +210,21 @@ lightning.register_on_strike(function(pos, pos2, objects)
local angle, posadd
angle = math.random(0, math.pi*2)
for i=1,3 do
posadd = { x=math.cos(angle),y=0,z=math.sin(angle) }
posadd = {x=math.cos(angle),y=0,z=math.sin(angle)}
posadd = vector.normalize(posadd)
local mob = add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
if mob then
mob:set_yaw(angle-math.pi/2)
end
mob:set_yaw(angle-math.pi/2)
angle = angle + (math.pi*2) / 3
end
-- Cause a fire
else
set_node(pos2, { name = "mcl_fire:fire" })
set_node(pos2, {name = "mcl_fire:fire"})
end
end
end
end)
end
-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
after(5, function(dtime)

View File

@ -2,7 +2,7 @@
Using it as fuel turns it into: @1.=L'utiliser comme combustible le transforme en : @1.
@1 seconds=@1 secondes
# Item count times item name
@1×@2=@1×@
%@1×@2=%@1×@
# Itemname (25%)
@1 (@2%)=@1 (@2%)
# Itemname (<0.5%)

View File

@ -155,7 +155,7 @@ end
local custom_crafts, craft_types = {}, {}
function mcl_craftguide.register_craft_type(name, def)
local func = "mcl_craftguide.register_craft_type(): "
local func = "mcl_craftguide.register_craft_guide(): "
assert(name, func .. "'name' field missing")
assert(def.description, func .. "'description' field missing")
assert(def.icon, func .. "'icon' field missing")

View File

@ -1,24 +0,0 @@
# mcl_item_id
Show the item ID of an item in the description.
With this API, you can register a different name space than "mineclone" for your mod.
## mcl_item_id.set_mod_namespace(modname, namespace)
Set a name space for all items in a mod.
* param1: the modname
* param2: (optional) string of the desired name space, if nil, it is the name of the mod
## mcl_item_id.get_mod_namespace(modname)
Get the name space of a mod registered with mcl_item_id.set_mod_namespace(modname, namespace).
* param1: the modname
### Examples:
The name of the mod is "mod" which registered an item called "mod:itemname".
* mcl_item_id.set_mod_namespace("mod", "mymod") will show "mymod:itemname" in the description of "mod:itemname"
* mcl_item_id.set_mod_namespace(minetest.get_current_modname()) will show "mod:itemname" in the description of "mod:itemname"
* mcl_item_id.get_mod_namespace(minetest.get_current_modname()) will return "mod"
(If no namespace is set by a mod, mcl_item_id.get_mod_namespace(minetest.get_current_modname()) will return "mineclone")

View File

@ -1,62 +0,0 @@
mcl_item_id = {
mod_namespaces = {},
}
local game = "mineclone"
function mcl_item_id.set_mod_namespace(modname, namespace)
local namespace = namespace or modname
mcl_item_id.mod_namespaces[modname] = namespace
end
function mcl_item_id.get_mod_namespace(modname)
local namespace = mcl_item_id.mod_namespaces[modname]
if namespace then
return namespace
else
return game
end
end
local same_id = {
enchanting = { "table" },
experience = { "bottle" },
heads = { "skeleton", "zombie", "creeper", "wither_skeleton" },
mobitems = { "rabbit", "chicken" },
walls = {
"andesite", "brick", "cobble", "diorite", "endbricks",
"granite", "mossycobble", "netherbrick", "prismarine",
"rednetherbrick", "redsandstone", "sandstone",
"stonebrick", "stonebrickmossy",
},
wool = {
"black", "blue", "brown", "cyan", "green",
"grey", "light_blue", "lime", "magenta", "orange",
"pink", "purple", "red", "silver", "white", "yellow",
},
}
tt.register_snippet(function(itemstring)
local def = minetest.registered_items[itemstring]
local item_split = itemstring:find(":")
local id_string = itemstring:sub(item_split)
local id_modname = itemstring:sub(1, item_split - 1)
local new_id = game .. id_string
local mod_namespace = mcl_item_id.get_mod_namespace(id_modname)
for mod, ids in pairs(same_id) do
for _, id in pairs(ids) do
if itemstring == "mcl_" .. mod .. ":" .. id then
new_id = game .. ":" .. id .. "_" .. mod:gsub("s", "")
end
end
end
if mod_namespace ~= game then
new_id = mod_namespace .. id_string
end
if mod_namespace ~= id_modname then
minetest.register_alias_force(new_id, itemstring)
end
if minetest.settings:get_bool("mcl_item_id_debug", false) then
return new_id, "#555555"
end
end)

View File

@ -1,3 +0,0 @@
name = mcl_item_id
author = NO11
depends = tt

View File

@ -45,4 +45,3 @@ Mining durability: @1=Grabehaltbarkeit: @1
Block breaking strength: @1=Blockbruchstärke: @1
@1 uses=@1 Verwendungen
Unlimited uses=Unbegrenzte Verwendungen
Durability: @1=Haltbarkeit: @1

View File

@ -45,4 +45,3 @@ Mining durability: @1=
Block breaking strength: @1=
@1 uses=
Unlimited uses=
Durability: @1=

View File

@ -107,8 +107,3 @@ tt.register_snippet(function(itemstring)
end
end)
tt.register_snippet(function(itemstring, _, itemstack)
if itemstring:sub(1, 23) == "mcl_fishing:fishing_rod" or itemstring:sub(1, 12) == "mcl_bows:bow" then
return S("Durability: @1", S("@1 uses", mcl_util.calculate_durability(itemstack or ItemStack(itemstring))))
end
end)

View File

@ -425,7 +425,6 @@ function hb.hide_hudbar(player, identifier)
local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier)
if hudtable == nil then return false end
if hudtable.hudstate[name].hidden == true then return true end
if hb.settings.bar_type == "progress_bar" then
if hudtable.hudids[name].icon then
player:hud_change(hudtable.hudids[name].icon, "scale", {x=0,y=0})
@ -444,7 +443,6 @@ function hb.unhide_hudbar(player, identifier)
local name = player:get_player_name()
local hudtable = hb.get_hudtable(identifier)
if hudtable == nil then return false end
if hudtable.hudstate[name].hidden == false then return true end
local value = hudtable.hudstate[name].value
local max = hudtable.hudstate[name].max
if hb.settings.bar_type == "progress_bar" then

View File

@ -1,10 +1,122 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
mcl_credits = {
players = {},
description = S("A faithful Open Source clone of Minecraft"),
people = dofile(minetest.get_modpath(modname) .. "/people.lua"),
}
mcl_credits.description = "A faithful Open Source clone of Minecraft"
-- Sub-lists are sorted by number of commits, but the list should not be rearranged (-> new contributors are just added at the end of the list)
mcl_credits.people = {
{"Creator of MineClone", 0x0A9400, {
"davedevils",
}},
{"Creator of MineClone2", 0xFBF837, {
"Wuzzy",
}},
{"Maintainers", 0xFF51D5, {
"Fleckenstein",
"kay27",
"oilboi",
}},
{"Developers", 0xF84355, {
"bzoss",
"AFCMS",
"epCode",
"ryvnf",
"iliekprogrammar",
"MysticTempest",
"Rootyjr",
"Nicu",
"aligator",
"Code-Sploit",
"NO11",
}},
{"Contributors", 0x52FF00, {
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
"Alexander Minges",
"ArTee3",
"ZeDique la Ruleta",
"pitchum",
"wuniversales",
"Bu-Gee",
"David McMackins II",
"Nicholas Niro",
"Wouters Dorian",
"Blue Blancmange",
"Jared Moody",
"Li0n",
"Midgard",
"Saku Laesvuori",
"Yukitty",
"ZedekThePD",
"aldum",
"dBeans",
"nickolas360",
"yutyo",
"ztianyang",
"j45",
}},
{"MineClone5", 0xA60014, {
"kay27",
"Debiankaios",
"epCode",
"NO11",
"j45",
}},
{"Original Mod Authors", 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"oilboi",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{"3D Models", 0x0019FF, {
"22i",
"tobyplowy",
"epCode",
}},
{"Textures", 0xFF9705, {
"XSSheep",
"Wuzzy",
"kingoscargames",
"leorockway",
"xMrVizzy",
"yutyo",
"NO11",
}},
{"Translations", 0x00FF60, {
"Wuzzy",
"Rocher Laurent",
"wuniversales",
"kay27",
"pitchum",
}},
}
local function add_hud_element(def, huds, y)
@ -30,7 +142,7 @@ function mcl_credits.show(player)
ids = {
player:hud_add({
hud_elem_type = "image",
text = "credits_bg.png",
text = "menu_bg.png",
position = {x = 0, y = 0},
alignment = {x = 1, y = 1},
scale = {x = -100, y = -100},
@ -38,22 +150,13 @@ function mcl_credits.show(player)
}),
player:hud_add({
hud_elem_type = "text",
text = S("Sneak to skip"),
text = "Sneak to skip",
position = {x = 1, y = 1},
alignment = {x = -1, y = -1},
offset = {x = -5, y = -5},
z_index = 1001,
number = 0xFFFFFF,
}),
player:hud_add({
hud_elem_type = "text",
text = " "..S("Jump to speed up (additionally sprint)"),
position = {x = 0, y = 1},
alignment = {x = 1, y = -1},
offset = {x = -5, y = -5},
z_index = 1002,
number = 0xFFFFFF,
}),
})
},
}
add_hud_element({
@ -113,22 +216,13 @@ end)
minetest.register_globalstep(function(dtime)
for _, huds in pairs(mcl_credits.players) do
local player = huds.player
local control = player:get_player_control()
if not huds.new and control.sneak then
if not huds.new and player:get_player_control().sneak then
mcl_credits.hide(player)
else
local moving = {}
local any
for id, y in pairs(huds.moving) do
y = y - 1
if control.jump then
y = y - 2
if control.aux1 then
y = y - 5
end
end
if y > -100 then
if id == huds.icon then
y = math.max(400, y)

View File

@ -1,14 +0,0 @@
# textdomain: mcl_credits
3D Models=3D Modelle
A faithful Open Source clone of Minecraft=Ein treuer Open-Source-Klon von Minecraft
Contributors=Mitwirkende
Creator of MineClone=Schöpfer von MineClone
Creator of MineClone2=Schöpfer von MineClone2
Developers=Entwickler
Jump to speed up (additionally sprint)=Springen, um zu beschleunigen (zusätzlich sprinten)
Maintainers=Betreuer
MineClone5=MineClone5
Original Mod Authors=Original-Mod-Autoren
Sneak to skip=Schleichen zum Überspringen
Textures=Texturen
Translations=Übersetzungen

View File

@ -1,14 +0,0 @@
# textdomain: mcl_credits
3D Models=
A faithful Open Source clone of Minecraft=
Contributors=
Creator of MineClone=
Creator of MineClone2=
Developers=
Jump to speed up (additionally sprint)=
Maintainers=
MineClone5=
Original Mod Authors=
Sneak to skip=
Textures=
Translations=

View File

@ -1,14 +0,0 @@
# textdomain: mcl_credits
3D Models=Modèles 3D
A faithful Open Source clone of Minecraft=Un clone open source de Minecraft
Contributors=Contributeurs
Creator of MineClone=Créateur de MineClone
Creator of MineClone2=Créateur de MineClone2
Developers=Développeurs
Jump to speed up (additionally sprint)=Saut pour accélérer (peut être combiné avec sprint)
Maintainers=Mainteneurs
MineClone5=MineClone5
Original Mod Authors=Auteurs des mods originaux
Sneak to skip=Shift pour passer
Textures=Textures
Translations=Traductions

View File

@ -1,14 +0,0 @@
# textdomain: mcl_credits
3D Models=
A faithful Open Source clone of Minecraft=
Contributors=
Creator of MineClone=
Creator of MineClone2=
Developers=
Jump to speed up (additionally sprint)=
Maintainers=
MineClone5=
Original Mod Authors=
Sneak to skip=
Textures=
Translations=

View File

@ -1,14 +0,0 @@
# textdomain: mcl_credits
3D Models=
A faithful Open Source clone of Minecraft=
Contributors=
Creator of MineClone=
Creator of MineClone2=
Developers=
Jump to speed up (additionally sprint)=
Maintainers=
MineClone5=
Original Mod Authors=
Sneak to skip=
Textures=
Translations=

View File

@ -1,14 +0,0 @@
# textdomain: mcl_credits
3D Models=
A faithful Open Source clone of Minecraft=
Contributors=
Creator of MineClone=
Creator of MineClone2=
Developers=
Jump to speed up (additionally sprint)=
Maintainers=
MineClone5=
Original Mod Authors=
Sneak to skip=
Textures=
Translations=

View File

@ -1,144 +0,0 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
return {
{S("Creator of MineClone"), 0x0A9400, {
"davedevils",
}},
{S("Creator of MineClone2"), 0xFBF837, {
"Wuzzy",
}},
{S("Maintainers"), 0xFF51D5, {
"Fleckenstein",
"Nicu",
"kay27",
}},
{S("Developers"), 0xF84355, {
"bzoss",
"AFCMS",
"epCode",
"ryvnf",
"iliekprogrammar",
"MysticTempest",
"Rootyjr",
"aligator",
"Code-Sploit",
"NO11",
"cora",
"jordan4ibanez",
}},
{S("Contributors"), 0x52FF00, {
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
"Alexander Minges",
"ArTee3",
"ZeDique la Ruleta",
"pitchum",
"wuniversales",
"Bu-Gee",
"David McMackins II",
"Nicholas Niro",
"Wouters Dorian",
"Blue Blancmange",
"Jared Moody",
"Li0n",
"Midgard",
"Saku Laesvuori",
"Yukitty",
"ZedekThePD",
"aldum",
"dBeans",
"nickolas360",
"yutyo",
"Tianyang Zhang",
"j45",
"Marcin Serwin",
"erlehmann",
"E",
"Benjamin Schötz",
"Doloment",
"Sydney Gems",
"talamh",
"Emily2255",
"Emojigit",
"FinishedFragment",
"sfan5",
"Blue Blancmange",
"Jared Moody",
"SmallJoker",
"Sven792",
"aldum",
}},
{S("MineClone5"), 0xA60014, {
"kay27",
"Debiankaios",
"epCode",
"NO11",
"j45",
}},
{S("Original Mod Authors"), 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{S("3D Models"), 0x0019FF, {
"22i",
"tobyplowy",
"epCode",
}},
{S("Textures"), 0xFF9705, {
"XSSheep",
"Wuzzy",
"kingoscargames",
"leorockway",
"xMrVizzy",
"yutyo",
"NO11",
"kay27",
}},
{S("Translations"), 0x00FF60, {
"Wuzzy",
"Rocher Laurent",
"wuniversales",
"kay27",
"pitchum",
"todoporlalibertad",
"Marcin Serwin",
}},
{S("Funders"), 0xF7FF00, {
"40W",
}},
{S("Special thanks"), 0x00E9FF, {
"celeron55 for creating Minetest",
"Jordach for the jukebox music compilation from Big Freaking Dig",
"The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game",
"Notch and Jeb for being the major forces behind Minecraft",
}},
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 62 KiB

View File

@ -1,63 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
minetest.register_entity("mcl_experience:bottle",{
textures = {"mcl_experience_bottle.png"},
hp_max = 1,
visual_size = {x = 0.35, y = 0.35},
collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
pointable = false,
on_step = function(self, dtime)
local pos = self.object:get_pos()
local node = minetest.get_node(pos)
local n = node.name
if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" and minetest.get_item_group(n, "liquid") == 0 then
minetest.sound_play("mcl_potions_breaking_glass", {pos = pos, max_hear_distance = 16, gain = 1})
mcl_experience.throw_xp(pos, math.random(3, 11))
minetest.add_particlespawner({
amount = 50,
time = 0.1,
minpos = vector.add(pos, vector.new(-0.1, 0.5, -0.1)),
maxpos = vector.add(pos, vector.new( 0.1, 0.6, 0.1)),
minvel = vector.new(-2, 0, -2),
maxvel = vector.new( 2, 2, 2),
minacc = vector.new(0, 0, 0),
maxacc = vector.new(0, 0, 0),
minexptime = 0.5,
maxexptime = 1.25,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = "mcl_particles_effect.png^[colorize:blue:127",
})
self.object:remove()
end
end,
})
local function throw_xp_bottle(pos, dir, velocity)
minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
local obj = minetest.add_entity(pos, "mcl_experience:bottle")
obj:set_velocity(vector.multiply(dir, velocity))
local acceleration = vector.multiply(dir, -3)
acceleration.y = -9.81
obj:set_acceleration(acceleration)
end
minetest.register_craftitem("mcl_experience:bottle", {
description = "Bottle o' Enchanting",
inventory_image = "mcl_experience_bottle.png",
wield_image = "mcl_experience_bottle.png",
stack_max = 64,
on_use = function(itemstack, placer, pointed_thing)
throw_xp_bottle(vector.add(placer:get_pos(), vector.new(0, 1.5, 0)), placer:get_look_dir(), 10)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(_, pos, _, _, dir)
throw_xp_bottle(vector.add(pos, vector.multiply(dir, 0.51)), dir, 10)
end
})

View File

@ -1,39 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
minetest.register_chatcommand("xp", {
params = S("[[<player>] <xp>]"),
description = S("Gives a player some XP"),
privs = {server=true},
func = function(name, params)
local player, xp = nil, 1000
local P, i = {}, 0
for str in string.gmatch(params, "([^ ]+)") do
i = i + 1
P[i] = str
end
if i > 2 then
return false, S("Error: Too many parameters!")
end
if i > 0 then
xp = tonumber(P[i])
end
if i < 2 then
player = minetest.get_player_by_name(name)
end
if i == 2 then
player = minetest.get_player_by_name(P[1])
end
if not xp then
return false, S("Error: Incorrect value of XP")
end
if not player then
return false, S("Error: Player not found")
end
mcl_experience.add_xp(player, xp)
return true, S("Added @1 XP to @2, total: @3, experience level: @4", tostring(xp), player:get_player_name(), tostring(mcl_experience.get_xp(player)), tostring(mcl_experience.get_level(player)))
end,
})

View File

@ -1,227 +1,641 @@
mcl_experience = {
on_add_xp = {},
local S = minetest.get_translator(minetest.get_current_modname())
mcl_experience = {}
local vector = vector
local math = math
local string = string
local pool = {}
local registered_nodes
local max_xp = 2^31-1
local max_orb_age = 300 -- seconds
local gravity = {x = 0, y = -((tonumber(minetest.settings:get("movement_gravity"))) or 9.81), z = 0}
local size_min, size_max = 20, 59 -- percents
local delta_size = size_max - size_min
local size_to_xp = {
{-32768, 2}, -- 1
{ 3, 6}, -- 2
{ 7, 16}, -- 3
{ 17, 36}, -- 4
{ 37, 72}, -- 5
{ 73, 148}, -- 6
{ 149, 306}, -- 7
{ 307, 616}, -- 8
{ 617, 1236}, -- 9
{ 1237, 2476}, --10
{ 2477, 32767} --11
}
local modpath = minetest.get_modpath(minetest.get_current_modname())
local function xp_to_size(xp)
local i, l = 1, #size_to_xp
while (xp > size_to_xp[i][1]) and (i < l) do
i = i + 1
end
return ((i-1) / (l-1) * delta_size + size_min)/100
end
dofile(modpath .. "/command.lua")
dofile(modpath .. "/orb.lua")
dofile(modpath .. "/bottle.lua")
minetest.register_on_mods_loaded(function()
registered_nodes = minetest.registered_nodes
end)
-- local storage
local function load_data(player)
local name = player:get_player_name()
pool[name] = {}
local temp_pool = pool[name]
local meta = player:get_meta()
temp_pool.xp = meta:get_int("xp") or 0
temp_pool.level = mcl_experience.xp_to_level(temp_pool.xp)
temp_pool.bar, temp_pool.bar_step, temp_pool.xp_next_level = mcl_experience.xp_to_bar(temp_pool.xp, temp_pool.level)
temp_pool.last_time= minetest.get_us_time()/1000000
end
local hud_bars = {}
local hud_levels = {}
local caches = {}
-- saves data to be utilized on next login
local function save_data(player)
local name = player:get_player_name()
local temp_pool = pool[name]
local meta = player:get_meta()
meta:set_int("xp", temp_pool.xp)
pool[name] = nil
end
-- helpers
local player_huds = {} -- the list of players hud lists (3d array)
hud_manager = {} -- hud manager class
local function xp_to_level(xp)
-- terminate the player's list on leave
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_huds[name] = nil
end)
-- create instance of new hud
function hud_manager.add_hud(player,hud_name,def)
local name = player:get_player_name()
if minetest.is_creative_enabled(name) then
return
end
local local_hud = player:hud_add({
hud_elem_type = def.hud_elem_type,
position = def.position,
text = def.text,
text2 = def.text2,
number = def.number,
item = def.item,
direction = def.direction,
size = def.size,
offset = def.offset,
z_index = def.z_index,
alignment = def.alignment,
scale = def.scale,
})
-- create new 3d array here
-- depends.txt is not needed
-- with it here
if not player_huds[name] then
player_huds[name] = {}
end
player_huds[name][hud_name] = local_hud
end
-- delete instance of hud
function hud_manager.remove_hud(player,hud_name)
local name = player:get_player_name()
if player_huds[name] and player_huds[name][hud_name] then
player:hud_remove(player_huds[name][hud_name])
player_huds[name][hud_name] = nil
end
end
-- change element of hud
function hud_manager.change_hud(data)
local name = data.player:get_player_name()
if player_huds[name] and player_huds[name][data.hud_name] then
data.player:hud_change(player_huds[name][data.hud_name], data.element, data.data)
end
end
-- gets if hud exists
function hud_manager.hud_exists(player,hud_name)
local name = player:get_player_name()
if player_huds[name] and player_huds[name][hud_name] then
return true
else
return false
end
end
-------------------
-- saves specific users data for when they relog
minetest.register_on_leaveplayer(function(player)
save_data(player)
end)
-- is used for shutdowns to save all data
local function save_all()
for name,_ in pairs(pool) do
local player = minetest.get_player_by_name(name)
if player then
save_data(player)
end
end
end
-- save all data to mod storage on shutdown
minetest.register_on_shutdown(function()
save_all()
end)
function mcl_experience.get_player_xp_level(player)
local name = player:get_player_name()
return pool[name].level
end
function mcl_experience.set_player_xp_level(player,level)
local name = player:get_player_name()
if level == pool[name].level then
return
end
pool[name].level = level
pool[name].xp, pool[name].bar_step, pool[name].xp_next_level = mcl_experience.bar_to_xp(pool[name].bar, level)
hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(level)})
-- we may don't update the bar
end
local name
local temp_pool
minetest.register_on_joinplayer(function(player)
load_data(player)
name = player:get_player_name()
temp_pool = pool[name]
hud_manager.add_hud(player,"experience_bar",
{
hud_elem_type = "image",
name = "experience bar",
text = "experience_bar_background.png^[lowpart:" .. math.floor(temp_pool.bar / 36 * 100) .. ":experience_bar.png^[transformR270",
position = {x=0.5, y=1},
offset = {x = (-9 * 28) - 3, y = -(48 + 24 + 16 - 5)},
scale = {x = 2.8, y = 3.0},
alignment = { x = 1, y = 1 },
z_index = 11,
})
hud_manager.add_hud(player,"xp_level",
{
hud_elem_type = "text", position = {x=0.5, y=1},
name = "xp_level", text = tostring(temp_pool.level),
number = 0x80FF20,
offset = {x = 0, y = -(48 + 24 + 24)},
z_index = 12,
})
end)
function mcl_experience.xp_to_level(xp)
local xp = xp or 0
local a, b, c, D
if xp > 1507 then
a, b, c = 4.5, -162.5, 2220 - xp
a, b, c = 4.5, -162.5, 2220-xp
elseif xp > 352 then
a, b, c = 2.5, -40.5, 360 - xp
a, b, c = 2.5, -40.5, 360-xp
else
a, b, c = 1, 6, -xp
end
D = b * b - 4 * a * c
D = b*b-4*a*c
if D == 0 then
return math.floor(-b / 2 / a)
elseif D > 0 then
local v1, v2 = -b / 2 / a, math.sqrt(D) / 2 / a
return math.floor(math.max(v1 - v2, v1 + v2))
return math.floor(-b/2/a)
elseif D > 0 then
local v1, v2 = -b/2/a, math.sqrt(D)/2/a
return math.floor((math.max(v1-v2, v1+v2)))
end
return 0
end
local function level_to_xp(level)
if level >= 1 and level <= 16 then
function mcl_experience.level_to_xp(level)
if (level >= 1 and level <= 16) then
return math.floor(math.pow(level, 2) + 6 * level)
elseif level >= 17 and level <= 31 then
elseif (level >= 17 and level <= 31) then
return math.floor(2.5 * math.pow(level, 2) - 40.5 * level + 360)
elseif level >= 32 then
return math.floor(4.5 * math.pow(level, 2) - 162.5 * level + 2220)
return math.floor(4.5 * math.pow(level, 2) - 162.5 * level + 2220);
end
return 0
end
local function calculate_bounds(level)
return level_to_xp(level), level_to_xp(level + 1)
function mcl_experience.xp_to_bar(xp, level)
local level = level or mcl_experience.xp_to_level(xp)
local xp_this_level = mcl_experience.level_to_xp(level)
local xp_next_level = mcl_experience.level_to_xp(level+1)
local bar_step = 36 / (xp_next_level-xp_this_level)
local bar = (xp-xp_this_level) * bar_step
return bar, bar_step, xp_next_level
end
local function xp_to_bar(xp, level)
local xp_min, xp_max = calculate_bounds(level)
return (xp - xp_min) / (xp_max - xp_min)
function mcl_experience.bar_to_xp(bar, level)
local xp_this_level = mcl_experience.level_to_xp(level)
local xp_next_level = mcl_experience.level_to_xp(level+1)
local bar_step = 36 / (xp_next_level-xp_this_level)
local xp = xp_this_level + math.floor(bar/36*(xp_next_level-xp_this_level))
return xp, bar_step, xp_next_level
end
local function bar_to_xp(bar, level)
local xp_min, xp_max = calculate_bounds(level)
function mcl_experience.add_experience(player, experience)
local name = player:get_player_name()
local temp_pool = pool[name]
return xp_min + bar * (xp_max - xp_min)
end
local function get_time()
return minetest.get_us_time() / 1000000
end
-- api
function mcl_experience.get_level(player)
return caches[player].level
end
function mcl_experience.set_level(player, level)
local cache = caches[player]
if level ~= cache.level then
mcl_experience.set_xp(player, math.floor(bar_to_xp(xp_to_bar(mcl_experience.get_xp(player), cache.level), level)))
end
end
function mcl_experience.get_xp(player)
return player:get_meta():get_int("xp")
end
function mcl_experience.set_xp(player, xp)
player:get_meta():set_int("xp", xp)
mcl_experience.update(player)
end
function mcl_experience.add_xp(player, xp)
for _, cb in ipairs(mcl_experience.on_add_xp) do
xp = cb.func(player, xp) or xp
if xp == 0 then
break
local inv = player:get_inventory()
local candidates = {
{list = "main", index = player:get_wield_index()},
{list = "armor", index = 2},
{list = "armor", index = 3},
{list = "armor", index = 4},
{list = "armor", index = 5},
}
local final_candidates = {}
for _, can in ipairs(candidates) do
local stack = inv:get_stack(can.list, can.index)
local wear = stack:get_wear()
if mcl_enchanting.has_enchantment(stack, "mending") and wear > 0 then
can.stack = stack
can.wear = wear
table.insert(final_candidates, can)
end
end
local cache = caches[player]
local old_level = cache.level
mcl_experience.set_xp(player, mcl_experience.get_xp(player) + xp)
local current_time = get_time()
if current_time - cache.last_time > 0.01 then
local name = player:get_player_name()
if old_level == cache.level then
minetest.sound_play("mcl_experience", {
to_player = name,
gain = 0.1,
pitch = math.random(75, 99) / 100,
})
cache.last_time = current_time
if #final_candidates > 0 then
local can = final_candidates[math.random(#final_candidates)]
local stack, list, index, wear = can.stack, can.list, can.index, can.wear
local uses = mcl_util.calculate_durability(stack)
local multiplier = 2 * 65535 / uses
local repair = experience * multiplier
local new_wear = wear - repair
if new_wear < 0 then
experience = math.floor(-new_wear / multiplier + 0.5)
new_wear = 0
else
minetest.sound_play("mcl_experience_level_up", {
to_player = name,
gain = 0.2,
})
cache.last_time = current_time + 0.2
experience = 0
end
stack:set_wear(math.floor(new_wear))
inv:set_stack(list, index, stack)
end
local old_bar, old_xp, old_level = temp_pool.bar, temp_pool.xp, temp_pool.level
temp_pool.xp = math.min(math.max(temp_pool.xp + experience, 0), max_xp)
if (temp_pool.xp < temp_pool.xp_next_level) and (temp_pool.xp >= old_xp) then
temp_pool.bar = temp_pool.bar + temp_pool.bar_step * experience
else
temp_pool.level = mcl_experience.xp_to_level(temp_pool.xp)
temp_pool.bar, temp_pool.bar_step, temp_pool.xp_next_level = mcl_experience.xp_to_bar(temp_pool.xp, temp_pool.level)
end
if old_bar ~= temp_pool.bar then
hud_manager.change_hud({player = player, hud_name = "experience_bar", element = "text", data = "experience_bar_background.png^[lowpart:" .. math.floor(temp_pool.bar / 36 * 100) .. ":experience_bar.png^[transformR270",})
end
if experience > 0 and minetest.get_us_time()/1000000 - temp_pool.last_time > 0.01 then
if old_level ~= temp_pool.level then
minetest.sound_play("level_up",{gain=0.2,to_player = name})
temp_pool.last_time = minetest.get_us_time()/1000000 + 0.2
else
minetest.sound_play("experience",{gain=0.1,to_player = name,pitch=math.random(75,99)/100})
temp_pool.last_time = minetest.get_us_time()/1000000
end
end
if old_level ~= temp_pool.level then
hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(temp_pool.level)})
end
end
function mcl_experience.throw_xp(pos, total_xp)
--reset player level
local name
local temp_pool
local xp_amount
minetest.register_on_dieplayer(function(player)
if minetest.settings:get_bool("mcl_keepInventory", false) then
return
end
name = player:get_player_name()
temp_pool = pool[name]
xp_amount = temp_pool.xp
temp_pool.xp = 0
temp_pool.level = 0
temp_pool.bar, temp_pool.bar_step, temp_pool.xp_next_level = mcl_experience.xp_to_bar(temp_pool.xp, temp_pool.level)
hud_manager.change_hud({player = player, hud_name = "xp_level", element = "text", data = tostring(temp_pool.level)})
hud_manager.change_hud({player = player, hud_name = "experience_bar", element = "text", data = "experience_bar_background.png^[lowpart:" .. math.floor(temp_pool.bar / 36 * 100) .. ":experience_bar.png^[transformR270",})
mcl_experience.throw_experience(player:get_pos(), xp_amount)
end)
local collector, pos, pos2
local direction, distance, player_velocity, goal
local currentvel, acceleration, multiplier, velocity
local node, vel, def
local is_moving, is_slippery, slippery, slip_factor
local size
local function xp_step(self, dtime)
--if item set to be collected then only execute go to player
if self.collected == true then
if not self.collector then
self.collected = false
return
end
collector = minetest.get_player_by_name(self.collector)
if collector and collector:get_hp() > 0 and vector.distance(self.object:get_pos(),collector:get_pos()) < 7.25 then
self.object:set_acceleration(vector.new(0,0,0))
self.disable_physics(self)
--get the variables
pos = self.object:get_pos()
pos2 = collector:get_pos()
player_velocity = collector:get_velocity() or collector:get_player_velocity()
pos2.y = pos2.y + 0.8
direction = vector.direction(pos,pos2)
distance = vector.distance(pos2,pos)
multiplier = distance
if multiplier < 1 then
multiplier = 1
end
goal = vector.multiply(direction,multiplier)
currentvel = self.object:get_velocity()
if distance > 1 then
multiplier = 20 - distance
velocity = vector.multiply(direction,multiplier)
goal = velocity
acceleration = vector.new(goal.x-currentvel.x,goal.y-currentvel.y,goal.z-currentvel.z)
self.object:add_velocity(vector.add(acceleration,player_velocity))
elseif distance < 0.8 then
mcl_experience.add_experience(collector, self._xp)
self.object:remove()
end
return
else
self.collector = nil
self.enable_physics(self)
end
end
self.age = self.age + dtime
if self.age > max_orb_age then
self.object:remove()
return
end
pos = self.object:get_pos()
if pos then
node = minetest.get_node_or_nil({
x = pos.x,
y = pos.y -0.25,
z = pos.z
})
else
return
end
-- Remove nodes in 'ignore'
if node and node.name == "ignore" then
self.object:remove()
return
end
if not self.physical_state then
return -- Don't do anything
end
-- Slide on slippery nodes
vel = self.object:get_velocity()
def = node and registered_nodes[node.name]
is_moving = (def and not def.walkable) or
vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
is_slippery = false
if def and def.walkable then
slippery = minetest.get_item_group(node.name, "slippery")
is_slippery = slippery ~= 0
if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
-- Horizontal deceleration
slip_factor = 4.0 / (slippery + 4)
self.object:set_acceleration({
x = -vel.x * slip_factor,
y = 0,
z = -vel.z * slip_factor
})
elseif vel.y == 0 then
is_moving = false
end
end
if self.moving_state == is_moving and self.slippery_state == is_slippery then
-- Do not update anything until the moving state changes
return
end
self.moving_state = is_moving
self.slippery_state = is_slippery
if is_moving then
self.object:set_acceleration(gravity)
else
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
end
end
minetest.register_entity("mcl_experience:orb", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite",
visual_size = {x = 0.4, y = 0.4},
textures = {name="experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}},
spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,
pointable = false,
static_save = false,
},
moving_state = true,
slippery_state = false,
physical_state = true,
-- Item expiry
age = 0,
-- Pushing item out of solid nodes
force_out = nil,
force_out_start = nil,
--Collection Variables
collectable = false,
try_timer = 0,
collected = false,
delete_timer = 0,
radius = 4,
on_activate = function(self, staticdata, dtime_s)
self.object:set_velocity(vector.new(
math.random(-2,2)*math.random(),
math.random(2,5),
math.random(-2,2)*math.random()
))
self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration(gravity)
local xp = tonumber(staticdata)
self._xp = xp
size = xp_to_size(xp)
self.object:set_properties({
visual_size = {x = size, y = size},
glow = 14,
})
self.object:set_sprite({x=1,y=math.random(1,14)}, 14, 0.05, false)
end,
enable_physics = function(self)
if not self.physical_state then
self.physical_state = true
self.object:set_properties({physical = true})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration(gravity)
end
end,
disable_physics = function(self)
if self.physical_state then
self.physical_state = false
self.object:set_properties({physical = false})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
end
end,
on_step = function(self, dtime)
xp_step(self, dtime)
end,
})
minetest.register_chatcommand("xp", {
params = S("[[<player>] <xp>]"),
description = S("Gives a player some XP"),
privs = {server=true},
func = function(name, params)
local player, xp = nil, 1000
local P, i = {}, 0
for str in string.gmatch(params, "([^ ]+)") do
i = i + 1
P[i] = str
end
if i > 2 then
return false, S("Error: Too many parameters!")
end
if i > 0 then
xp = tonumber(P[i])
end
if i < 2 then
player = minetest.get_player_by_name(name)
end
if i == 2 then
player = minetest.get_player_by_name(P[1])
end
if not xp then
return false, S("Error: Incorrect value of XP")
end
if not player then
return false, S("Error: Player not found")
end
mcl_experience.add_experience(player, xp)
local playername = player:get_player_name()
minetest.chat_send_player(name, S("Added @1 XP to @2, total: @3, experience level: @4", tostring(xp), playername, tostring(pool[playername].xp), tostring(pool[playername].level)))
end,
})
function mcl_experience.throw_experience(pos, amount)
local i, j = 0, 0
while i < total_xp and j < 100 do
local xp = math.min(math.random(1, math.min(32767, total_xp - math.floor(i / 2))), total_xp - i)
local obj = minetest.add_entity(pos, "mcl_experience:orb", tostring(xp))
local obj, xp
while i < amount and j < 100 do
xp = math.min(math.random(1, math.min(32767, amount-math.floor(i/2))), amount-i)
obj = minetest.add_entity(pos, "mcl_experience:orb", tostring(xp))
if not obj then
return false
end
obj:set_velocity(vector.new(
math.random(-2, 2) * math.random(),
math.random( 2, 5),
math.random(-2, 2) * math.random()
))
obj:set_velocity({
x=math.random(-2,2)*math.random(),
y=math.random(2,5),
z=math.random(-2,2)*math.random()
})
i = i + xp
j = j + 1
end
end
function mcl_experience.update(player)
local xp = mcl_experience.get_xp(player)
local cache = caches[player]
cache.level = xp_to_level(xp)
if not minetest.is_creative_enabled(player:get_player_name()) then
player:hud_change(hud_bars[player], "text", "mcl_experience_bar_background.png^[lowpart:"
.. math.floor(math.floor(xp_to_bar(xp, cache.level) * 18) / 18 * 100)
.. ":mcl_experience_bar.png^[transformR270"
)
if cache.level == 0 then
player:hud_change(hud_levels[player], "text", "")
else
player:hud_change(hud_levels[player], "text", tostring(cache.level))
minetest.register_entity("mcl_experience:bottle",{
textures = {"mcl_experience_bottle.png"},
hp_max = 1,
visual_size = {x = 0.35, y = 0.35},
collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
pointable = false,
on_step = function(self, dtime)
local pos = self.object:get_pos()
local node = minetest.get_node(pos)
local n = node.name
if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" and minetest.get_item_group(n, "liquid") == 0 then
minetest.sound_play("mcl_potions_breaking_glass", {pos = pos, max_hear_distance = 16, gain = 1})
mcl_experience.throw_experience(pos, math.random(3, 11))
minetest.add_particlespawner({
amount = 50,
time = 0.1,
minpos = vector.add(pos, vector.new(-0.1, 0.5, -0.1)),
maxpos = vector.add(pos, vector.new( 0.1, 0.6, 0.1)),
minvel = vector.new(-2, 0, -2),
maxvel = vector.new( 2, 2, 2),
minacc = vector.new(0, 0, 0),
maxacc = vector.new(0, 0, 0),
minexptime = 0.5,
maxexptime = 1.25,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = "mcl_particles_effect.png^[colorize:blue:127",
})
self.object:remove()
end
end
end,
})
local function throw_xp_bottle(pos, dir, velocity)
minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
local obj = minetest.add_entity(pos, "mcl_experience:bottle")
obj:set_velocity(vector.multiply(dir, velocity))
local acceleration = vector.multiply(dir, -3)
acceleration.y = -9.81
obj:set_acceleration(acceleration)
end
function mcl_experience.register_on_add_xp(func, priority)
table.insert(mcl_experience.on_add_xp, {func = func, priority = priority or 0})
end
-- callbacks
minetest.register_on_joinplayer(function(player)
caches[player] = {
last_time = get_time(),
}
if not minetest.is_creative_enabled(player:get_player_name()) then
hud_bars[player] = player:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 1},
offset = {x = (-9 * 28) - 3, y = -(48 + 24 + 16 - 5)},
scale = {x = 2.8, y = 3.0},
alignment = {x = 1, y = 1},
z_index = 11,
})
hud_levels[player] = player:hud_add({
hud_elem_type = "text",
position = {x = 0.5, y = 1},
number = 0x80FF20,
offset = {x = 0, y = -(48 + 24 + 24)},
z_index = 12,
})
minetest.register_craftitem("mcl_experience:bottle", {
description = "Bottle o' Enchanting",
inventory_image = "mcl_experience_bottle.png",
wield_image = "mcl_experience_bottle.png",
stack_max = 64,
on_use = function(itemstack, placer, pointed_thing)
throw_xp_bottle(vector.add(placer:get_pos(), vector.new(0, 1.5, 0)), placer:get_look_dir(), 10)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(_, pos, _, _, dir)
throw_xp_bottle(vector.add(pos, vector.multiply(dir, 0.51)), dir, 10)
end
mcl_experience.update(player)
end)
minetest.register_on_leaveplayer(function(player)
hud_bars[player] = nil
hud_levels[player] = nil
caches[player] = nil
end)
minetest.register_on_dieplayer(function(player)
if not minetest.settings:get_bool("mcl_keepInventory", false) then
mcl_experience.throw_xp(player:get_pos(), mcl_experience.get_xp(player))
mcl_experience.set_xp(player, 0)
end
end)
minetest.register_on_mods_loaded(function()
table.sort(mcl_experience.on_add_xp, function(a, b) return a.priority < b.priority end)
end)
})

View File

@ -1,220 +0,0 @@
local size_min, size_max = 20, 59
local delta_size = size_max - size_min
local size_to_xp = {
{-32768, 2}, -- 1
{ 3, 6}, -- 2
{ 7, 16}, -- 3
{ 17, 36}, -- 4
{ 37, 72}, -- 5
{ 73, 148}, -- 6
{ 149, 306}, -- 7
{ 307, 616}, -- 8
{ 617, 1236}, -- 9
{ 1237, 2476}, -- 10
{ 2477, 32767} -- 11
}
local function xp_to_size(xp)
local i, l = 1, #size_to_xp
while xp > size_to_xp[i][1] and i < l do
i = i + 1
end
return ((i - 1) / (l - 1) * delta_size + size_min) / 100
end
local max_orb_age = 300 -- seconds
local gravity = vector.new(0, -((tonumber(minetest.settings:get("movement_gravity"))) or 9.81), 0)
local collector, pos, pos2
local direction, distance, player_velocity, goal
local currentvel, acceleration, multiplier, velocity
local node, vel, def
local is_moving, is_slippery, slippery, slip_factor
local size
local function xp_step(self, dtime)
--if item set to be collected then only execute go to player
if self.collected == true then
if not self.collector then
self.collected = false
return
end
collector = minetest.get_player_by_name(self.collector)
if collector and collector:get_hp() > 0 and vector.distance(self.object:get_pos(),collector:get_pos()) < 7.25 then
self.object:set_acceleration(vector.new(0,0,0))
self.disable_physics(self)
--get the variables
pos = self.object:get_pos()
pos2 = collector:get_pos()
player_velocity = collector:get_velocity() or collector:get_player_velocity()
pos2.y = pos2.y + 0.8
direction = vector.direction(pos,pos2)
distance = vector.distance(pos2,pos)
multiplier = distance
if multiplier < 1 then
multiplier = 1
end
goal = vector.multiply(direction,multiplier)
currentvel = self.object:get_velocity()
if distance > 1 then
multiplier = 20 - distance
velocity = vector.multiply(direction,multiplier)
goal = velocity
acceleration = vector.new(goal.x-currentvel.x,goal.y-currentvel.y,goal.z-currentvel.z)
self.object:add_velocity(vector.add(acceleration,player_velocity))
elseif distance < 0.8 then
mcl_experience.add_xp(collector, self._xp)
self.object:remove()
end
return
else
self.collector = nil
self.enable_physics(self)
end
end
self.age = self.age + dtime
if self.age > max_orb_age then
self.object:remove()
return
end
pos = self.object:get_pos()
if pos then
node = minetest.get_node_or_nil({
x = pos.x,
y = pos.y -0.25,
z = pos.z
})
else
return
end
-- Remove nodes in 'ignore'
if node and node.name == "ignore" then
self.object:remove()
return
end
if not self.physical_state then
return -- Don't do anything
end
-- Slide on slippery nodes
vel = self.object:get_velocity()
def = node and minetest.registered_nodes[node.name]
is_moving = (def and not def.walkable) or
vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
is_slippery = false
if def and def.walkable then
slippery = minetest.get_item_group(node.name, "slippery")
is_slippery = slippery ~= 0
if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
-- Horizontal deceleration
slip_factor = 4.0 / (slippery + 4)
self.object:set_acceleration({
x = -vel.x * slip_factor,
y = 0,
z = -vel.z * slip_factor
})
elseif vel.y == 0 then
is_moving = false
end
end
if self.moving_state == is_moving and self.slippery_state == is_slippery then
-- Do not update anything until the moving state changes
return
end
self.moving_state = is_moving
self.slippery_state = is_slippery
if is_moving then
self.object:set_acceleration(gravity)
else
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
end
end
minetest.register_entity("mcl_experience:orb", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite",
visual_size = {x = 0.4, y = 0.4},
textures = {name="mcl_experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}},
spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,
pointable = false,
static_save = false,
},
moving_state = true,
slippery_state = false,
physical_state = true,
-- Item expiry
age = 0,
-- Pushing item out of solid nodes
force_out = nil,
force_out_start = nil,
--Collection Variables
collectable = false,
try_timer = 0,
collected = false,
delete_timer = 0,
radius = 4,
on_activate = function(self, staticdata, dtime_s)
self.object:set_velocity(vector.new(
math.random(-2,2)*math.random(),
math.random(2,5),
math.random(-2,2)*math.random()
))
self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration(gravity)
local xp = tonumber(staticdata)
self._xp = xp
size = xp_to_size(xp)
self.object:set_properties({
visual_size = {x = size, y = size},
glow = 14,
})
self.object:set_sprite({x=1,y=math.random(1,14)}, 14, 0.05, false)
end,
enable_physics = function(self)
if not self.physical_state then
self.physical_state = true
self.object:set_properties({physical = true})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration(gravity)
end
end,
disable_physics = function(self)
if self.physical_state then
self.physical_state = false
self.object:set_properties({physical = false})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
end
end,
on_step = function(self, dtime)
xp_step(self, dtime)
end,
})

View File

Before

Width:  |  Height:  |  Size: 1.5 KiB

After

Width:  |  Height:  |  Size: 1.5 KiB

View File

Before

Width:  |  Height:  |  Size: 1.5 KiB

After

Width:  |  Height:  |  Size: 1.5 KiB

View File

Before

Width:  |  Height:  |  Size: 891 B

After

Width:  |  Height:  |  Size: 891 B

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,6 @@
name = mcl_inventory
author = BlockMen
description = Adds the player inventory and creative inventory.
depends = mcl_init, mcl_formspec, mcl_enchanting
optional_depends = mcl_armor, mcl_brewing, mcl_potions, mcl_enchanting, mcl_craftguide, mcl_player
depends = mcl_init, mcl_formspec, mcl_player
optional_depends = _mcl_autogroup, mcl_armor, mcl_brewing, mcl_potions, mcl_enchanting, mcl_craftguide

View File

@ -1,50 +0,0 @@
# mcl_title
Allow mods to show messages in the hud of players.
## mcl_title.set(player, type, data)
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 exemple:
```lua
--show a title in the HUD with minecraft color "gold"
mcl_title.set(player, "title", {text="dummy text", color="gold"})
--show a subtitle in the HUD with hex color "#612D2D"
mcl_title.set(player, "subtitle", {text="dummy subtitle", color="#612D2D"})
--show an actionbar in the HUD (above the hotbar) with minecraft color "red"
mcl_title.set(player, "subtitle", {text="dummy actionbar", color="red"})
--show a title in the HUD with minecraft color "gold" staying for 3 seconds (override stay setting)
mcl_title.set(player, "title", {text="dummy text", color="gold", stay=60})
```
## mcl_title.remove(player, type)
Hide HUD element of type `type` for player `player`.
## mcl_title.clear(player)
Remove every title/subtitle/actionbar from a player.
Basicaly run `mcl_title.remove(player, type)` for every type.
## mcl_title.params_set(player, 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)
```
## mcl_title.params_get(player)
Get `stay` and upcomming `fadeIn` and `fadeOut` params of a player as a table.
```lua
mcl_title.params_get(player)
```

View File

@ -1,236 +0,0 @@
--Based on:
--https://www.digminecraft.com/game_commands/title_command.php
--https://youtu.be/oVrtQRO2hpY
--TODO: use SSCSM to reduce lag and network trafic (just send modchannel messages)
--TODO: fadeIn and fadeOut animation (needs engine change: SSCSM or native support)
--TODO: allow obfuscating text (needs engine change: SSCSM or native support)
--TODO: allow colorizing and styling of part of the text (NEEDS ENGINE CHANGE!!!)
--TODO: exactly mc like layout
--Note that the table storing timeouts use playername as index insteed of player objects (faster)
--This is intended in order to speedup the process of removing HUD elements the the timeout is up
local huds_idx = {}
local hud_hide_timeouts = {}
hud_hide_timeouts.title = {}
hud_hide_timeouts.subtitle = {}
hud_hide_timeouts.actionbar = {}
huds_idx.title = {}
huds_idx.subtitle = {}
huds_idx.actionbar = {}
mcl_title = {}
mcl_title.defaults = {fadein = 10, stay = 70, fadeout = 20}
mcl_title.layout = {}
mcl_title.layout.title = {position = {x = 0.5, y = 0.5}, alignment = {x = 0, y = -1.3}, size = 7}
mcl_title.layout.subtitle = {position = {x = 0.5, y = 0.5}, alignment = {x = 0, y = 1.7}, size = 4}
mcl_title.layout.actionbar = {position = {x = 0.5, y = 1}, alignment = {x = 0, y = 0}, size = 1}
local get_color = mcl_util.get_color
--local string = string
local pairs = pairs
local function gametick_to_secondes(gametick)
if gametick then
return gametick / 20
else
return nil
end
end
--https://github.com/minetest/minetest/blob/b3b075ea02034306256b486dd45410aa765f035a/doc/lua_api.txt#L8477
--[[
local function style_to_bits(bold, italic)
if bold then
if italic then
return 3
else
return 1
end
else
if italic then
return 2
else
return 0
end
end
end
]]
--PARAMS SYSTEM
local player_params = {}
minetest.register_on_joinplayer(function(player)
--local playername = player:get_player_name()
player_params[player] = {
stay = mcl_title.defaults.stay,
--fadeIn = mcl_title.defaults.fadein,
--fadeOut = mcl_title.defaults.fadeout,
}
local _, hex_color = get_color("white")
huds_idx.title[player] = player:hud_add({
hud_elem_type = "text",
position = mcl_title.layout.title.position,
alignment = mcl_title.layout.title.alignment,
text = "",
--style = 0,
size = {x = mcl_title.layout.title.size},
number = hex_color,
z_index = 100,
})
huds_idx.subtitle[player] = player:hud_add({
hud_elem_type = "text",
position = mcl_title.layout.subtitle.position,
alignment = mcl_title.layout.subtitle.alignment,
text = "",
--style = 0,
size = {x = mcl_title.layout.subtitle.size},
number = hex_color,
z_index = 100,
})
huds_idx.actionbar[player] = player:hud_add({
hud_elem_type = "text",
position = mcl_title.layout.actionbar.position,
offset = {x = 0, y = -210},
alignment = mcl_title.layout.actionbar.alignment,
--style = 0,
text = "",
size = {x = mcl_title.layout.actionbar.size},
number = hex_color,
z_index = 100,
})
end)
minetest.register_on_leaveplayer(function(player)
local playername = player:get_player_name()
--remove player params from the list
player_params[player] = nil
--remove HUD idx from the list (HUD elements are removed by the engine)
huds_idx.title[player] = nil
huds_idx.subtitle[player] = nil
huds_idx.actionbar[player] = nil
--remove timers from list
hud_hide_timeouts.title[playername] = nil
hud_hide_timeouts.subtitle[playername] = nil
hud_hide_timeouts.actionbar[playername] = nil
end)
function mcl_title.params_set(player, data)
player_params[player] = {
stay = data.stay or mcl_title.defaults.stay,
--fadeIn = data.fadeIn or mcl_title.defaults.fadein,
--fadeOut = data.fadeOut or mcl_title.defaults.fadeout,
}
end
function mcl_title.params_get(player)
return player_params[player]
end
--API FUNCTIONS
function mcl_title.set(player, type, data)
if not data.color then
data.color = "white"
end
local _, hex_color = get_color(data.color)
if not hex_color then
return false
end
player:hud_change(huds_idx[type][player], "text", data.text)
player:hud_change(huds_idx[type][player], "number", hex_color)
--apply bold and italic
--player:hud_change(huds_idx[type][player], "style", style_to_bits(data.bold, data.italic))
hud_hide_timeouts[type][player:get_player_name()] = gametick_to_secondes(data.stay) or gametick_to_secondes(mcl_title.params_get(player).stay)
return true
end
function mcl_title.remove(player, type)
if player then
player:hud_change(huds_idx[type][player], "text", "")
--player:hud_change(huds_idx[type][player], "style", 0) --no styling
end
end
function mcl_title.clear(player)
mcl_title.remove(player, "title")
mcl_title.remove(player, "subtitle")
mcl_title.remove(player, "actionbar")
end
minetest.register_on_dieplayer(function(player)
mcl_title.clear(player)
end)
minetest.register_globalstep(function(dtime)
local new_timeouts = {
title = {},
subtitle = {},
actionbar = {},
}
for element, content in pairs(hud_hide_timeouts) do
for name, timeout in pairs(content) do
timeout = timeout - dtime
if timeout <= 0 then
local player = minetest.get_player_by_name(name)
mcl_title.remove(player, element)
else
new_timeouts[element][name] = timeout
end
end
end
hud_hide_timeouts = new_timeouts
end)
--DEBUG STUFF!!
--[[
minetest.register_chatcommand("title", {
func = function(name, param)
local player = minetest.get_player_by_name(name)
mcl_title.set(player, "title", {text=param, color="gold", bold=true, italic=true})
end,
})
minetest.register_chatcommand("subtitle", {
func = function(name, param)
local player = minetest.get_player_by_name(name)
mcl_title.set(player, "subtitle", {text=param, color="gold"})
end,
})
minetest.register_chatcommand("actionbar", {
func = function(name, param)
local player = minetest.get_player_by_name(name)
mcl_title.set(player, "actionbar", {text=param, color="gold"})
end,
})
minetest.register_chatcommand("timeout", {
func = function(name, param)
local player = minetest.get_player_by_name(name)
mcl_title.params_set(player, {stay = 600})
end,
})
minetest.register_chatcommand("all", {
func = function(name, param)
local player = minetest.get_player_by_name(name)
mcl_title.params_set(player, {stay = 600})
mcl_title.set(player, "title", {text=param, color="gold"})
mcl_title.set(player, "subtitle", {text=param, color="gold"})
mcl_title.set(player, "actionbar", {text=param, color="gold"})
end,
})
]]

View File

@ -1,4 +0,0 @@
name = mcl_title
description = Add an API to add in HUD title
depends = mcl_colors
author = AFCMS

View File

@ -0,0 +1,7 @@
# mcl_temp_message
Allow mods to show short messages in the hud of players.
## mcl_tmp_message.message(player, message)
Show above the hotbar a hud message <message> to player <player>.

View File

@ -0,0 +1,44 @@
mcl_tmp_message = {}
local huds = {}
local hud_hide_timeouts = {}
function mcl_tmp_message.message(player, message)
local name = player:get_player_name()
player:hud_change(huds[name], "text", message)
hud_hide_timeouts[name] = 3
end
minetest.register_on_joinplayer(function(player)
huds[player:get_player_name()] = player:hud_add({
hud_elem_type = "text",
position = {x=0.5, y=1},
offset = {x = 0, y = -210},
alignment = {x=0, y=0},
number = 0xFFFFFF ,
text = "",
z_index = 100,
})
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
huds[name] = nil
hud_hide_timeouts[name] = nil
end)
minetest.register_globalstep(function(dtime)
local new_timeouts = {}
for name, timeout in pairs(hud_hide_timeouts) do
timeout = timeout - dtime
if timeout <= 0 then
local player = minetest.get_player_by_name(name)
if player then
player:hud_change(huds[name], "text", "")
end
else
new_timeouts[name] = timeout
end
end
hud_hide_timeouts = new_timeouts
end)

View File

@ -0,0 +1,3 @@
name = mcl_tmp_message
author = Fleckenstein
description = A simple API to show a temporary message to a player

View File

@ -129,13 +129,8 @@ local dispenserdef = {
dropitem:set_count(1)
local stack_id = stacks[r].stackpos
local stackdef = stack:get_definition()
if not stackdef then
return
end
local iname = stack:get_name()
local igroups = stackdef.groups
local igroups = minetest.registered_items[iname].groups
--[===[ Dispense item ]===]
@ -168,56 +163,6 @@ local dispenserdef = {
end
inv:set_stack("main", stack_id, stack)
-- Use shears on sheeps
elseif igroups.shears then
for _, obj in pairs(minetest.get_objects_inside_radius(droppos, 1)) do
local entity = obj:get_luaentity()
if entity and not entity.child and not entity.gotten then
local entname = entity.name
local pos = obj:get_pos()
local used, texture = false
if entname == "mobs_mc:sheep" then
minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3))
if not entity.color then
entity.color = "unicolor_white"
end
entity.base_texture = { "blank.png", "mobs_mc_sheep.png" }
texture = entity.base_texture
entity.drops = {
{ name = mobs_mc.items.mutton_raw, chance = 1, min = 1, max = 2 },
}
used = true
elseif entname == "mobs_mc:snowman" then
texture = {
"mobs_mc_snowman.png",
"blank.png", "blank.png",
"blank.png", "blank.png",
"blank.png", "blank.png",
}
used = true
elseif entname == "mobs_mc:mooshroom" then
local droppos = vector.offset(pos, 0, 1.4, 0)
if entity.base_texture[1] == "mobs_mc_mooshroom_brown.png" then
minetest.add_item(droppos, mobs_mc.items.mushroom_brown .. " 5")
else
minetest.add_item(droppos, mobs_mc.items.mushroom_red .. " 5")
end
obj = mcl_util.replace_mob(obj, "mobs_mc:cow")
entity = obj:get_luaentity()
used = true
end
if used then
obj:set_properties({ textures = texture })
entity.gotten = true
minetest.sound_play("mcl_tools_shears_cut", { pos = pos }, true)
stack:add_wear(65535 / stackdef._mcl_diggroups.shearsy.uses)
inv:set_stack("main", stack_id, stack)
break
end
end
end
-- Spawn Egg
elseif igroups.spawn_egg then
-- Spawn mob

View File

@ -53,15 +53,6 @@ local function get_consumed_materials(tool, material)
return materials_used
end
local function contains(table, value)
for _, i in pairs(table) do
if i == value then
return true
end
end
return false
end
-- Given 2 input stacks, tells you which is the tool and which is the material.
-- Returns ("tool", input1, input2) if input1 is tool and input2 is material.
-- Returns ("material", input2, input1) if input1 is material and input2 is tool.
@ -69,15 +60,9 @@ end
local function distinguish_tool_and_material(input1, input2)
local def1 = input1:get_definition()
local def2 = input2:get_definition()
local r1 = def1._repair_material
local r2 = def2._repair_material
if def1.type == "tool" and r1 and type(r1) == "table" and contains(r1, input2) then
if def1.type == "tool" and def1._repair_material then
return "tool", input1, input2
elseif def2.type == "tool" and r2 and type(r2) == "table" and contains(r2, input1) then
return "material", input2, input1
elseif def1.type == "tool" and r1 then
return "tool", input1, input2
elseif def2.type == "tool" and r2 then
elseif def2.type == "tool" and def2._repair_material then
return "material", input2, input1
else
return nil
@ -136,28 +121,11 @@ local function update_anvil_slots(meta)
local distinguished, tool, material = distinguish_tool_and_material(input1, input2)
if distinguished then
local tooldef = tool:get_definition()
local repair = tooldef._repair_material
local has_correct_material = false
local material_name = material:get_name()
if type(repair) == "string" then
if string.sub(repair, 1, 6) == "group:" then
has_correct_material = minetest.get_item_group(material_name, string.sub(repair, 7)) ~= 0
elseif material_name == repair then
has_correct_material = true
end
else
if contains(repair, material_name) then
has_correct_material = true
else
for _, r in pairs(repair) do
if string.sub(r, 1, 6) == "group:" then
if minetest.get_item_group(material_name, string.sub(r, 7)) ~= 0 then
has_correct_material = true
end
end
end
end
if string.sub(tooldef._repair_material, 1, 6) == "group:" then
has_correct_material = minetest.get_item_group(material:get_name(), string.sub(tooldef._repair_material, 7)) ~= 0
elseif material:get_name() == tooldef._repair_material then
has_correct_material = true
end
if has_correct_material and tool:get_wear() > 0 then
local materials_used = get_consumed_materials(tool, material)
@ -316,12 +284,6 @@ local function damage_anvil_by_falling(pos, distance)
end
end
local anvilbox = {
type = "fixed",
fixed = {
{ -8 / 16, -8 / 16, -6 / 16, 8 / 16, 8 / 16, 6 / 16 },
},
}
local anvildef = {
groups = {pickaxey=1, falling_node=1, falling_node_damage=1, crush_after_fall=1, deco_block=1, anvil=1},
tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"},
@ -335,14 +297,11 @@ local anvildef = {
node_box = {
type = "fixed",
fixed = {
{ -6 / 16, -8 / 16, -6 / 16, 6 / 16, -4 / 16, 6 / 16 },
{ -5 / 16, -4 / 16, -4 / 16, 5 / 16, -3 / 16, 4 / 16 },
{ -4 / 16, -3 / 16, -2 / 16, 4 / 16, 2 / 16, 2 / 16 },
{ -8 / 16, 2 / 16, -5 / 16, 8 / 16, 8 / 16, 5 / 16 },
{-8/16, 2/16, -5/16, 8/16, 8/16, 5/16}, -- top
{-5/16, -4/16, -2/16, 5/16, 5/16, 2/16}, -- middle
{-8/16, -8/16, -5/16, 8/16, -4/16, 5/16}, -- base
}
},
selection_box = anvilbox,
collision_box = anvilbox,
sounds = mcl_sounds.node_sound_metal_defaults(),
_mcl_blast_resistance = 1200,
_mcl_hardness = 5,

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.9 KiB

After

Width:  |  Height:  |  Size: 195 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.7 KiB

After

Width:  |  Height:  |  Size: 209 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.7 KiB

After

Width:  |  Height:  |  Size: 220 B

View File

@ -1,5 +1,5 @@
name = mcl_armor
author = stu
description = Adds craftable armor that is visible to other players.
depends = mcl_core, mcl_player, mcl_enchanting, mcl_damage
depends = mcl_core, mcl_player, mcl_enchanting
optional_depends = mcl_fire, ethereal, bakedclay

View File

@ -25,8 +25,6 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
sit_mount = {x=484, y=484},
die = {x=498, y=498},
fly = {x=502, y=581},
bow_walk = {x=650, y=670},
bow_sneak = {x=675, y=695},
},
})
@ -57,8 +55,6 @@ mcl_player.player_register_model("mcl_armor_character_female.b3d", {
sit_mount = {x=484, y=484},
die = {x=498, y=498},
fly = {x=502, y=581},
bow_walk = {x=650, y=670},
bow_sneak = {x=675, y=695},
},
})

Binary file not shown.

Before

Width:  |  Height:  |  Size: 409 B

After

Width:  |  Height:  |  Size: 167 B

View File

@ -573,7 +573,7 @@ for colorid, colortab in pairs(mcl_banners.colors) do
end,
})
if mod_mcl_core and minetest.get_modpath("mcl_wool") and pattern_name == "" then
if mod_mcl_core and minetest.get_modpath("mcl_wool") then
minetest.register_craft({
output = itemstring,
recipe = {

View File

@ -8,6 +8,9 @@ local N = function(s) return s end
-- Maximum number of layers which can be put on a banner by crafting.
local max_layers_crafting = 12
-- Maximum number of layers when banner includes a gradient (workaround, see below).
local max_layers_gradient = 3
-- Max. number lines in the descriptions for the banner layers.
-- This is done to avoid huge tooltips.
local max_layer_lines = 6
@ -119,7 +122,8 @@ local patterns = {
name = N("@1 Thing Charge"),
type = "shapeless",
{ e, "mcl_core:apple_gold_enchanted", d },
-- TODO: Replace with enchanted golden apple
{ e, "mcl_core:apple_gold", d },
},
["rhombus"] = {
name = N("@1 Lozenge"),
@ -394,6 +398,16 @@ local function banner_pattern_craft(itemstack, player, old_craft_grid, craft_inv
if #layers >= max_layers_crafting then
return ItemStack("")
end
-- Lower layer limit when banner includes any gradient.
-- Workaround to circumvent Minetest bug (https://github.com/minetest/minetest/issues/6210)
-- TODO: Remove this restriction when bug #6210 is fixed.
if #layers >= max_layers_gradient then
for l=1, #layers do
if layers[l].pattern == "gradient" or layers[l].pattern == "gradient_up" then
return ItemStack("")
end
end
end
local matching_pattern
local max_i = player:get_inventory():get_size("craft")

View File

@ -12,7 +12,15 @@ Authors of media (textures)
BlockMen (CC BY-SA 3.0)
This mod adds a bed to Minetest which allows to skip the night.
To sleep, rightclick the bed.
Another feature is a controlled respawning. If you have slept in bed your respawn point is set to the beds location and you will respawn there after
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more
than 50% of the players are lying in bed and use this option.
Another feature is a controlled respawning. If you have slept in bed (not just lying in
it) your respawn point is set to the beds location and you will respawn there after
death.
Use the mcl_playersSleepingPercentage setting to enable/disable night skipping or set a percentage of how many players need to sleep to skip the night.
You can disable the respawn at beds by setting "enable_bed_respawn = false" in
minetest.conf.
You can disable the night skip feature by setting "enable_bed_night_skip = false" in
minetest.conf or by using the /set command in-game.

View File

@ -14,34 +14,39 @@ local worlds_mod = minetest.get_modpath("mcl_worlds")
local function get_look_yaw(pos)
local n = minetest.get_node(pos)
local param = n.param2
if param == 1 then
return math.pi / 2, param
elseif param == 3 then
return -math.pi / 2, param
elseif param == 0 then
return math.pi, param
if n.param2 == 1 then
return math.pi / 2, n.param2
elseif n.param2 == 3 then
return -math.pi / 2, n.param2
elseif n.param2 == 0 then
return math.pi, n.param2
else
return 0, param
return 0, n.param2
end
end
local function players_in_bed_setting()
return tonumber(minetest.settings:get("mcl_playersSleepingPercentage")) or 100
end
local function is_night_skip_enabled()
return players_in_bed_setting() <= 100
local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
if enable_night_skip == nil then
enable_night_skip = true
end
return enable_night_skip
end
local function check_in_beds(players)
local in_bed = mcl_beds.player
if not players then
players = minetest.get_connected_players()
end
if player_in_bed <= 0 then
return false
for n, player in pairs(players) do
local name = player:get_player_name()
if not in_bed[name] then
return false
end
end
return players_in_bed_setting() <= (player_in_bed * 100) / #players
return #players > 0
end
-- These monsters do not prevent sleep
@ -193,7 +198,7 @@ end
local function update_formspecs(finished, ges)
local ges = ges or #minetest.get_connected_players()
local form_n = "size[12,5;true]"
local all_in_bed = players_in_bed_setting() <= (player_in_bed * 100) / ges
local all_in_bed = ges == player_in_bed
local night_skip = is_night_skip_enabled()
local button_leave = "button_exit[4,3;4,0.75;leave;"..F(S("Leave bed")).."]"
local button_abort = "button_exit[4,3;4,0.75;leave;"..F(S("Abort sleep")).."]"
@ -216,13 +221,7 @@ local function update_formspecs(finished, ges)
form_n = form_n .. bg_sleep
form_n = form_n .. button_abort
else
local comment = "You will fall asleep when "
if players_in_bed_setting() == 100 then
comment = S(comment .. "all players are in bed.")
else
comment = S(comment .. "@1% of all players are in bed.", players_in_bed_setting())
end
text = text .. "\n" .. comment
text = text .. "\n" .. S("You will fall asleep when all players are in bed.")
form_n = form_n .. bg_presleep
form_n = form_n .. button_leave
end
@ -331,7 +330,7 @@ function mcl_beds.on_rightclick(pos, player, is_top)
message = select(2, lay_down(player, ppos, other))
end
if message then
mcl_title.set(player, "actionbar", {text=message, color="white", stay=60})
mcl_tmp_message.message(player, message)
end
else
lay_down(player, nil, nil, false)
@ -350,6 +349,7 @@ function mcl_beds.on_rightclick(pos, player, is_top)
end
end
-- Callbacks
minetest.register_on_joinplayer(function(player)
local meta = player:get_meta()

View File

@ -37,6 +37,5 @@ Players in bed: @1/@2=Spieler im Bett: @1/@2
Note: Night skip is disabled.=Anmerkung: Überspringen der Nacht deaktiviert.
You're sleeping.=Sie schlafen.
You will fall asleep when all players are in bed.=Sie werden einschlafen, wenn alle Spieler im Bett sind.
You will fall asleep when @1% of all players are in bed.=Sie werden einschlafen, wenn @1% der Spieler im Bett sind.
You're in bed.=Sie sind im Bett.
Allows you to sleep=Zum Einschafen

View File

@ -37,6 +37,5 @@ Players in bed: @1/@2=
Note: Night skip is disabled.=
You're sleeping.=
You will fall asleep when all players are in bed.=
You will fall asleep when @1% of all players are in bed.=
You're in bed.=
Allows you to sleep=

Some files were not shown because too many files have changed in this diff Show More