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Thanks for taking the time to fill out this bug report! Thanks for taking the time to fill out this bug report!
Please follow our contributing guidelines first: Please follow our contributing guidelines first:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct: By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
--> -->
<!-- <!--
What version of VoxeLibre are you using? We do not provide support for outdated versions of VoxeLibre. What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
"/ver" command will output the version you're running.
Current latest version is listed here, at the top: Current latest version is listed here, at the top:
https://git.minetest.land/VoxeLibre/VoxeLibre/tags https://git.minetest.land/MineClone2/MineClone2/tags
--> -->
VoxeLibre version: MineClone2 version:
### What happened? ### What happened?
Report about the bug! Please send large log snippets as an attachement file. Report about the bug! Please send large log snippets as an attachement file.

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--- ---
name: "Feature request" name: "Feature request"
about: "File a feature request" about: "File a feature request not in Minecraft"
labels: labels:
- "non-Minecraft feature" - "non-Minecraft feature"
@ -10,17 +10,17 @@ labels:
--- ---
<!-- <!--
Got a new feature request? Explain to us why we should consider your idea. Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
Please follow our contributing guidelines first: Please follow our contributing guidelines first:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct: By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
--> -->
### Feature ### Feature
Tell us about your requested feature! Tell us about your requested feature not in Minecraft!
### Why ### Why
Tell us why should we implement it! Tell us why should we implement it!

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@ -0,0 +1,25 @@
---
name: "Missing Feature request"
about: "File a missing feature request in Minecraft but not in MineClone2"
labels:
- "missing feature"
---
<!--
Thanks for taking the time to fill out this missing feature request!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Current feature in Minecraft
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
### Current feature in MineClone2
Tell us about the feature currently in MineClone2! What is different?

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@ -8,13 +8,13 @@ labels:
<!-- <!--
Please follow our contributing guidelines first: Please follow our contributing guidelines first:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
By submitting this pull request, you agree to follow our Code of Conduct: By submitting this pull request, you agree to follow our Code of Conduct:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
--> -->
Tell us about your pull request! Reference related issues, if necessary. Tell us about your pull request! Reference related issues, if necessary
### Testing ### Testing
Tell us how to test your changes! Tell us how to test your changes!

14
API.md
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# API # API
## Groups ## Groups
VoxeLibre makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important. MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
Groups are explained in `GROUPS.md`. Groups are explained in `GROUPS.md`.
## Mod naming convention ## Mod naming convention
Mods mods in VoxeLibre follow a simple naming convention: Mods with the prefix "`vl_`" and “`mcl_`” are specific to VoxeLibre (formerly known as MineClone2), although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible. Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix “`mcl_`” are specific to MineClone 2, although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
## Adding items ## Adding items
### Special fields ### Special fields
@ -31,7 +31,7 @@ All nodes can have these fields:
Use the `mcl_sounds` mod for the sounds. Use the `mcl_sounds` mod for the sounds.
## APIs ## APIs
A lot of things are possible by using one of the APIs in the mods. Many of them are documented in `API.md` files located in the directories of the specific mods. Some use `.txt` files or have some documentation in the comments along the code. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that VoxeLibre is still unfinished. All directory names are relative to `mods/` A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that MineClone 2 is still unfinished. All directory names are relative to `mods/`
### Items ### Items
* Doors: `ITEMS/mcl_doors` * Doors: `ITEMS/mcl_doors`
@ -46,7 +46,8 @@ A lot of things are possible by using one of the APIs in the mods. Many of them
### Mobs ### Mobs
* Mobs: `ENTITIES/mcl_mobs` * Mobs: `ENTITIES/mcl_mobs`
VoxeLibre uses its own mobs framework, which is a fork of Mobs Redo [`mobs`] by TenPlus1. MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
You can add your own mobs, spawn eggs and spawning rules with this mod. You can add your own mobs, spawn eggs and spawning rules with this mod.
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`. API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
@ -54,7 +55,7 @@ API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods. This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
The API is mostly identical, but a few features have been added. Compability is not really a goal, The API is mostly identical, but a few features have been added. Compability is not really a goal,
but function and attribute names of Mobs Redo 1.41 are kept. but function and attribute names of Mobs Redo 1.41 are kept.
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in VoxeLibre. If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
chances are good that it works out of the box. chances are good that it works out of the box.
### Help ### Help
@ -67,7 +68,6 @@ chances are good that it works out of the box.
### Utility APIs ### Utility APIs
* Change player physics: `PLAYER/playerphysics` * Change player physics: `PLAYER/playerphysics`
* Change player FOV: `PLAYER/mcl_fovapi`
* Select random treasures: `CORE/mcl_loot` * Select random treasures: `CORE/mcl_loot`
* Get flowing direction of liquids: `CORE/flowlib` * Get flowing direction of liquids: `CORE/flowlib`
* `on_walk_over` callback for nodes: `CORE/walkover` * `on_walk_over` callback for nodes: `CORE/walkover`
@ -77,7 +77,7 @@ chances are good that it works out of the box.
* Flowers and flower pots * Flowers and flower pots
### Unstable APIs ### Unstable APIs
The following APIs may be subject to change in the future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk! The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
* Panes (like glass panes and iron bars): `ITEMS/xpanes` * Panes (like glass panes and iron bars): `ITEMS/xpanes`
* `_on_ignite` callback: `ITEMS/mcl_fire` * `_on_ignite` callback: `ITEMS/mcl_fire`

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# Contributing to VoxeLibre # Contributing to MineClone2
So you want to contribute to VoxeLibre? So you want to contribute to MineClone2?
Wow, thank you! :-) Wow, thank you! :-)
VoxeLibre is maintained by AncientMariner and Herowl. If you have any MineClone2 is maintained by AncientMariner and Nicu. If you have any
problems or questions, contact us on Discord/Matrix (See Links section below). problems or questions, contact us on Discord/Matrix (See Links section below).
You can help with VoxeLibre's development in many different ways, You can help with MineClone2's development in many different ways,
whether you're a programmer or not. whether you're a programmer or not.
## VoxeLibre's development target is to... ## MineClone2's development target is to...
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft - Create a stable, peformant, moddable, free/libre game based on Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer. using the Minetest engine, usable in both singleplayer and multiplayer.
- Currently, a lot of features are already implemented. - Currently, a lot of features are already implemented.
Polishing existing features is always welcome. Polishing existing features is always welcome.
## Links ## Links
* [Mesehub](https://git.minetest.land/VoxeLibre/VoxeLibre) * [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
* [Discord](https://discord.gg/xE4z8EEpDC) * [Discord](https://discord.gg/xE4z8EEpDC)
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A) * [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
* [Matrix](https://app.element.io/#/room/#voxelibre:matrix.org) * [IRC](https://web.libera.chat/#mineclone2)
* [Reddit](https://www.reddit.com/r/VoxeLibre/) * [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) * [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/) * [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
* [OpenCollective](https://opencollective.com/mineclone2) * [OpenCollective](https://opencollective.com/mineclone2)
## Using git ## Using git
VoxeLibre is developed using the version control system MineClone2 is developed using the version control system
[git](https://git-scm.com/). If you want to contribute code to the [git](https://git-scm.com/). If you want to contribute code to the
project, it is **highly recommended** that you learn the git basics. project, it is **highly recommended** that you learn the git basics.
For non-programmers and people who do not plan to contribute code to For non-programmers and people who do not plan to contribute code to
VoxeLibre, git is not required. However, git is a tool that will be MineClone2, git is not required. However, git is a tool that will be
referenced frequently because of its usefulness. As such, it is valuable referenced frequently because of its usefulness. As such, it is valuable
in learning how git works and its terminology. It can also help you in learning how git works and its terminology. It can also help you
keeping your game updated, and easily test pull requests. keeping your game updated, and easily test pull requests.
Look at our wiki for some concrete guides: Look at our wiki for some concrete guides:
https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/ https://git.minetest.land/MineClone2/MineClone2/wiki/
## How you can help as a non-programmer ## How you can help as a non-programmer
As someone who does not know how to write programs in Lua or does not 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 know how to use the Minetest API, you can still help us out a lot. For
example, by opening an issue in the example, by opening an issue in the
[Issue tracker](https://git.minetest.land/VoxeLibre/VoxeLibre/issues), [Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
you can report a bug or request a feature. you can report a bug or request a feature.
### Rules about both bugs and feature requests ### Rules about both bugs and feature requests
@ -59,7 +60,8 @@ actually an issue with Minetest itself, and if it is, head to the
[Minetest issue tracker](https://github.com/minetest/minetest/issues) [Minetest issue tracker](https://github.com/minetest/minetest/issues)
instead. instead.
* If you need any help regarding creating a Mesehub account or opening * If you need any help regarding creating a Mesehub account or opening
an issue, feel free to ask on the Discord or Matrix space. an issue, feel free to ask on the Discord / Matrix server or the IRC
channel.
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
(It appears to sometimes get lost on the page itsself) (It appears to sometimes get lost on the page itsself)
@ -73,7 +75,7 @@ in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you 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 are a server admin, you can find error messages in the log file of the
server. server.
* Tell us which VoxeLibre and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file). * Tell us which MineClone2 and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
* Tell us how to reproduce the problem: What you were doing to trigger * 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 the bug, e.g. before the crash happened or what causes the faulty
behavior. behavior.
@ -82,14 +84,14 @@ behavior.
* Ensure the requested feature fulfills our development targets and * Ensure the requested feature fulfills our development targets and
goals. goals.
* Begging or excessive attention seeking does not help us in the * Begging or excessive attention seeking does not help us in the
slightest, and may very well disrupt VoxeLibre development. It's better slightest, and may very well disrupt MineClone2 development. It's better
to put that energy into helping or researching the feature in question. to put that energy into helping or researching the feature in question.
After all, we're just volunteers working on our spare time. After all, we're just volunteers working on our spare time.
* Ensure the requested feature has not been implemented in VoxeLibre * Ensure the requested feature has not been implemented in MineClone2
latest or development versions. latest or development versions.
### Testing code ### Testing code
If you want to help us with speeding up VoxeLibre development and 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 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 new features from contributors. For most new things that get into the
game, a pull request is created. A pull request is essentially a game, a pull request is created. A pull request is essentially a
@ -101,21 +103,20 @@ tell us if the code works as expected without any issues. Ideally, you
would report issues will pull requests similar to when you were would report issues will pull requests similar to when you were
reporting bugs that are the mainline (See Reporting bugs section). You reporting bugs that are the mainline (See Reporting bugs section). You
can find currently open pull requests here: can find currently open pull requests here:
<https://git.minetest.land/VoxeLibre/VoxeLibre/pulls>. Note that pull <https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
requests that start with a `WIP:` are not done yet and therefore could requests that start with a `WIP:` are not done yet and therefore could
still undergo substantial change. Testing these is still helpful however still undergo substantial change. Testing these is still helpful however
because that is the reason developers put them up as WIP so other people because that is the reason developers put them up as WIP so other people
can have a look at the PR. The wiki has an article with instructions can have a look at the PR.
on how to test Pull Requests:
<https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/Testing-Pull-Requests>.
### Contributing assets ### Contributing assets
Due to license problems, VoxeLibre cannot use Minecraft's assets, Due to license problems, MineClone2 cannot use Minecraft's assets,
therefore we are always looking for asset contributions. therefore we are always looking for asset contributions.
To contribute assets, it can be useful to learn git basics and read 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. the section for Programmers of this document, however this is not required.
It's also a good idea to join the Discord server and/or Matrix space. It's also a good idea to join the Discord server
(or alternatively IRC or Matrix).
#### Textures #### Textures
For textures we prefer original art, but in the absence of that will accept For textures we prefer original art, but in the absence of that will accept
@ -127,9 +128,9 @@ If you want to make such contributions, join our Discord server. Demands
for textures will be communicated there. for textures will be communicated there.
#### Sounds #### Sounds
VoxeLibre currently does not have a consistent way to handle sounds. MineClone2 currently does not have a consistent way to handle sounds.
The sounds in the game come from different sources, like the SnowZone The sounds in the game come from different sources, like the SnowZone
resource pack or minetest_game. Unfortunately, VoxeLibre does not play resource pack or minetest_game. Unfortunately, MineClone2 does not play
a sound in every situation you would get one in Minecraft. Any help with 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 sounds is greatly appreciated, however if you add new sounds you should
probably work together with a programmer, to write the code to actually probably work together with a programmer, to write the code to actually
@ -139,7 +140,7 @@ changes made by the contributor. Use the README files in the mod to
communicate this information. communicate this information.
#### 3D Models #### 3D Models
Many of the 3D Models in VoxeLibre come from Most of the 3D Models in MineClone2 come from
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models). [22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
Similar to the textures, we need people that can make 3D Models with 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 Blender on demand. Many of the models have to be patched, some new
@ -153,13 +154,13 @@ also be credited in the Contributors section.
### Contributing Translations ### Contributing Translations
#### Workflow #### Workflow
To add/update support for your language to VoxeLibre, you should take To add/update support for your language to MineClone2, you should take
the steps documented in the section for Programmers, add/update the the steps documented in the section for Programmers, add/update the
translation files of the mods that you want to update. You can add 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 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 the translation file entirely or only partly; basically any effort is
valued. If your changes are small, you can also send them to developers valued. If your changes are small, you can also send them to developers
via E-Mail, Discord or Matrix - they will credit you appropriately. via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
#### Things to note #### Things to note
You can use the script at `tools/check_translate_files.py` to compare You can use the script at `tools/check_translate_files.py` to compare
@ -177,7 +178,7 @@ If you have commited the results yourself, you will also be credited in
the Contributors section. the Contributors section.
### Profiling ### Profiling
If you own a server, a great way to help us improve VoxeLibre's code 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 is by giving us profiler results. Profiler results give us detailed
information about the game's performance and let us know places to information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster. investigate optimization issues. This way we can make the game faster.
@ -202,23 +203,18 @@ decisions. Also, note that a lot of discussion takes place on the
Discord server, so it's definitely worth checking it out. Discord server, so it's definitely worth checking it out.
### Funding ### Funding
You can help pay for our infrastructure (Mesehub) and other unforeseen You can help pay for our infrastructure (Mesehub) by donating to our
expenses (in the last few years, only payments for Mesehub have been done) OpenCollective link (See Links section).
by donating to our OpenCollective link (See Links section).
### Crediting ### Crediting
If you opened or have contributed to an issue, you receive the If you opened or have contributed to an issue, you receive the
`Community` role on our Discord (after asking for it). `Community` role on our Discord (after asking for it).
If you have been an author of a PR that got merged or contributed
significantly to art that got merged into the game, you receive the
`Contributor` role on our Discord (after asking for it).
Please note that what counts as "significant" is decided by Maintainers.
OpenCollective Funders are credited in their own section in OpenCollective Funders are credited in their own section in
`CREDITS.md` and receive a special role "Funder" on our discord (unless `CREDITS.md` and receive a special role "Funder" on our discord (unless
they have made their donation Incognito). they have made their donation Incognito).
## How you can help as a programmer ## How you can help as a programmer
(Almost) all the VoxeLibre development is done using pull requests. (Almost) all the MineClone2 development is done using pull requests.
### Recommended workflow ### Recommended workflow
* Fork the repository (in case you have not already) * Fork the repository (in case you have not already)
@ -241,11 +237,11 @@ 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. you'd like to take care of it, to avoid duplicate work.
### Don't hesitate to ask for help ### Don't hesitate to ask for help
We appreciate any contributing effort to VoxeLibre. If you are a We appreciate any contributing effort to MineClone2. If you are a
relatively new programmer, you can reach us on Discord or Matrix relatively new programmer, you can reach us on Discord, Matrix or IRC
for questions about git, Lua, Minetest API, VoxeLibre codebase or for questions about git, Lua, Minetest API, MineClone2 codebase or
anything related to VoxeLibre. We can help you avoid writing code that anything related to MineClone2. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with VoxeLibre would be deemed inadequate, or help you become familiar with MineClone2
better, or assist you use development tools. better, or assist you use development tools.
### Maintain your own code, even if already got merged ### Maintain your own code, even if already got merged
@ -254,52 +250,40 @@ 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. work causes problems, we ask you fix the issues as soon as possible.
### Changing Gameplay ### Changing Gameplay
Pull Requests that change gameplay are always subject to discussion. Pull Requests that change gameplay have to be properly researched and
Opinions from the community on such PRs are valued, and Maintainer need to state their sources. These PRs also need the maintainer's approval
should approve the concept (which is usually granted) as well as before they are merged.
the implementation (for which changes are often requested for either You can use these sources:
code quality or game design reasons).
* Testing things inside of Minecraft (Attach screenshots / video footage
of the results)
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
### Guidelines ### Guidelines
#### Git Guidelines #### Git Guidelines
* Pushing to master is disabled - don't even try it! * Pushing to master is disabled - don't even try it.
* Every change is tracked as a PR * Every change is tracked as a PR.
* All changes require at least one approval from a Developer * All but the tiniest changes require at least one approval from a Developer
* Maintainers may merge PRs without formal approval, but should also
take others' opinions and testing into account
* To update branches we use rebase not merge (so we don't end up with * To update branches we use rebase not merge (so we don't end up with
excessive git bureaucracy commits in master) excessive git bureaucracy commits in master)
* We use merge to add the commits from a PR/branch to master * We use merge to add the commits from a PR/branch to master
* Smaller PRs may be squashed before merging (especially if the commit history
on them isn't valuable), but when in doubt prefer merging
* Manual merging may be done by a Maintainer if there are technical problems
with the branch, with Gitea, or the PR had been merged to from master and
the author can't fix it for whatever reason
* PR from a fork (usually the author has no contributor/developer privileges)
can be retargeted and merged first into a buffer (normal new) branch on the repo
when adopted by a Developer, and only later into master
* Submodules should only be used if a) upstream is highly reliable and * Submodules should only be used if a) upstream is highly reliable and
b) it is 100% certain that no VL specific changes to the code will be b) it is 100% certain that no mcl2 specific changes to the code will be
needed (this has never been the case before, hence VL is submodule free so far) needed (this has never been the case before, hence mcl2 is submodule free so far)
* Subtrees may be used for including outside mods that don't need changes
in the foreseeable future
* Commit messages should be descriptive * Commit messages should be descriptive
* Try to group your submissions best as you can: * Try to group your submissions best as you can:
* Try to keep your PRs small: In some cases things reasonably be can't * Try to keep your PRs small: In some cases things reasonably be can't
split up but in general multiple small PRs are better than a big one split up but in general multiple small PRs are better than a big one.
* Similarly multiple small commits are better than a giant one. (use git commit -p) * Similarly multiple small commits are better than a giant one. (use git commit -p)
#### Code Guidelines #### Code Guidelines
* Each mod must provide `mod.conf`. * Each mod must provide `mod.conf`.
* Mod names are snake case, and newly added mods (or substantially changed mods * Mod names are snake case, and newly added mods start with `mcl_`, e.g.
that are included from the outside) start with `vl_`, e.g. `mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
`vl_hollow_logs`, . Keep in mind Minetest
does not support capital letters in mod names. does not support capital letters in mod names.
* In the past mods were prefixed with `mcl_`, e.g.
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. New mods should **never** use this prefix.
* Mods included from outside with no significant changes to the API
(especially those using git-subtree or such) aren't prefixed.
* To export functions, store them inside a global table named like the * To export functions, store them inside a global table named like the
mod, e.g. mod, e.g.
@ -373,21 +357,17 @@ end
### Developer status ### Developer status
Active and trusted contributors are often granted write access to the Active and trusted contributors are often granted write access to the
VoxeLibre repository as a contributor. This means that they can push MineClone2 repository as a contributor. Those that have demonstrated the right
directly to the branches of our repo (except for `master`). technical skills and behaviours may be granted developer access. These are the
Pushing to others' branches without asking is discouraged, open a PR most trusted contributors who will contribute to ensure coding standards and
targeting that branch instead (PRs can target any branch). processes are followed.
Those that have demonstrated the right technical skills and behaviour
may be granted developer access. These are the most trusted contributors
who will contribute to ensure coding standards and processes are followed.
#### Developer responsibilities #### Developer responsibilities
- If you have developer/contributor privileges you can just open a new branch - If you have developer/contributor privileges you can just open a new branch
in the VL repository (which is preferred). From that you create a pull request. in the mcl2 repository (which is preferred). From that you create a pull request.
This way other people can review your changes and make sure they work This way other people can review your changes and make sure they work
before they get merged. before they get merged.
- If you do not (yet) have contributor or developer privs you do your work on a branch - If you do not (yet) have developer privs you do your work on a branch
on your private repository e.g. using the "fork" function on mesehub. on your private repository e.g. using the "fork" function on mesehub.
- Any developer is welcome to review, test and approve PRs. A maintainer may prefer - Any developer is welcome to review, test and approve PRs. A maintainer may prefer
to merge the PR especially if it is in a similar area to what has been worked on to merge the PR especially if it is in a similar area to what has been worked on
@ -410,14 +390,14 @@ merged.
- Resolving conflicts and problems within the community - Resolving conflicts and problems within the community
#### Current maintainers #### Current maintainers
* AncientMariner - responsible for gameplay review, publishing releases * AncientMariner - responsible for gameplay review, publishing releases,
* Herowl - responsible for gameplay review, publishing releases,
technical guidelines technical guidelines
* Nicu - responsible for community related issues
#### Release process #### Release process
* Run `tools/generate_ingame_credits.lua` to update the ingame credits * Run `tools/generate_ingame_credits.lua` to update the ingame credits
from `CREDITS.md` and commit the result (if anything changed) from `CREDITS.md` and commit the result (if anything changed)
* Launch VoxeLibre to make sure it still runs * Launch MineClone2 to make sure it still runs
* Update the version number in README.md * Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the * Use `git tag <version number>` to tag the latest commit with the
version number version number
@ -435,5 +415,6 @@ become part of a free/libre software.
### Crediting ### Crediting
Contributors, Developers and Maintainers will be credited in Contributors, Developers and Maintainers will be credited in
`CREDITS.md`. There are also Discord roles for Contributors, `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. Developers and Maintainers.

View File

@ -3,7 +3,7 @@
## Creator of MineClone ## Creator of MineClone
* davedevils * davedevils
## Creator of VoxeLibre ## Creator of MineClone2
* Wuzzy * Wuzzy
## Maintainers ## Maintainers
@ -20,10 +20,10 @@
* epCode * epCode
* chmodsayshello * chmodsayshello
* MrRar * MrRar
* FossFanatic
* SmokeyDope * SmokeyDope
* Faerraven / Michieal * Faerraven / Michieal
* rudzik8 * Codiac
* teknomunk
## Past Developers ## Past Developers
* jordan4ibanez * jordan4ibanez
@ -34,11 +34,10 @@
* NO11 * NO11
* SumianVoice * SumianVoice
* PrairieWind * PrairieWind
* FossFanatic
* Codiac
## Contributors ## Contributors
* RandomLegoBrick * RandomLegoBrick
* rudzik8
* Code-Sploit * Code-Sploit
* aligator * aligator
* Rootyjr * Rootyjr
@ -130,23 +129,12 @@
* Bakawun * Bakawun
* JoseDouglas26 * JoseDouglas26
* Zasco * Zasco
* PrWalterB
* michaljmalinowski
* nixnoxus
* Potiron
* Tuxilio
* Impulse
* Doods
* SOS-Games
* Bram
* qoheniac
* WillConker
## Music ## Music
* Jordach for the jukebox music compilation from Big Freaking Dig * Jordach for the jukebox music compilation from Big Freaking Dig
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/ * Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* Jester for helping to finely tune VoxeLibre (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0) * Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful VoxeLibre tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0) * Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0) * Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
## Original Mod Authors ## Original Mod Authors

View File

@ -25,7 +25,7 @@ The basic digging time groups determine by which tools a node can be dug.
* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess * `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group * `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as VoxeLibre is based on the same system. Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as MineClone 2 is based on the same system.
### Groups for interactions ### Groups for interactions
@ -117,7 +117,7 @@ These groups correspond to the Minecraft materials. They classify the block into
* `material_glass=1`: Glass * `material_glass=1`: Glass
Currently, these groups are used for the note block. Currently, these groups are used for the note block.
Note that not all Minecraft materials are used so far. More Minecraft materials will likely only be added when they are needed for a concrete use case. Note that not all Minecraft materials are used so far. More Minecraft materials will lilely only be added when they are needed for a concrete use case.
### Declarative groups ### Declarative groups
These groups are used mostly for informational purposes These groups are used mostly for informational purposes

View File

@ -1,4 +1,4 @@
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well-known block game, pushing beyond. Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
How to play: How to play:
@ -6,18 +6,16 @@ How to play:
- Navigate to https://www.minetest.net/ to download the client. - Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab - Once installed, open and select the "Content" tab
#### Install VoxeLibre from ContentDB #### Install MineClone2 from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box) - Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "VoxeLibre" (should be first on the list or on the first page) - Find "MineClone2" (should be first on the list or on the first page)
- Click the [+] button next to VoxeLibre and wait for download to finish - Click the [+] button next to MineClone2 and wait for download to finish
- Click "Back to Main Menu" - Click "Back to Main Menu"
#### Create new world and play #### Create new world and play
- Click "Start Game" tab - Click "Start Game" tab
- At the bottom click the VoxeLibre icon (the stone & sandstone ball with the letters VL) - At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
- Click "New", give your world a name - Click "New", give your world a name
- You can leave seed blank or put in a word of your choice - You can leave seed blank or put in a word of your choice
- Pick a mapgen or leave the default (v7, valleys or carpathian mapgens are recommended)
- Pick mapgen options on the right (enabling everything is recommended)
- Select your new world - Select your new world
- Click "Play Game" and enjoy! - Click "Play Game" and enjoy!

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@ -1,14 +1,14 @@
# Legal information # Legal information
This is a game inspired by Minecraft with unique content. This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3 Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it: Here's the detailed legalese for those who need it:
## License of source code ## License of source code
VoxeLibre (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others) MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
is inspired by Minecraft. is an imitation of Minecraft.
VoxeLibre is free software: you can redistribute it and/or modify MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or the Free Software Foundation, either version 3 of the License, or
(at your option) any later version. (at your option) any later version.
@ -22,15 +22,15 @@ details.
In the mods you might find in the read-me or license In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing. text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the You can choose which license applies to you: Either the
license of VoxeLibre (GNU GPLv3) or the mod's license. license of MineClone 2 (GNU GPLv3) or the mod's license.
VoxeLibre is a direct continuation of the discontinued MineClone MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils. project by davedevils.
Mod credits: Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors. See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license For mods that do not have such a file, the license is the source code license
of VoxeLibre and the author is Wuzzy. of MineClone 2 and the author is Wuzzy.
## License of media (textures and sounds) ## License of media (textures and sounds)
No non-free licenses are used anywhere. No non-free licenses are used anywhere.
@ -46,9 +46,6 @@ Armor trim models were created by Aeonix_Aeon
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix> Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/) License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
Charcoal block texture was created by [blitzdoughnuts](https://gitlab.com/ApplemunchFromDaDead), based on the Pixel Perfection coal block.
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/) The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under: All other files, unless mentioned otherwise, fall under:

View File

@ -1,10 +1,10 @@
# Models in Minetest/VoxeLibre # Models in Minetest/Mineclone2
Models are an important part of all entities & unique nodes in VoxeLibre. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in VoxeLibre. Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
## Minetest Wiki ## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/VoxeLibre, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender) For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
## Recommended software ## Recommended software

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@ -1,6 +1,6 @@
# VoxeLibre # MineClone2
A game inspired by Minecraft for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people, see CREDITS.md for a complete list. Developed by many people. Not developed or endorsed by Mojang AB.
### Gameplay ### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore You start in a randomly-generated world made entirely of cubes. You can explore
@ -64,44 +64,47 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation. an explanation.
## Installation ## Installation
To run the game with the best performance and support, we recommend the latest This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
stable version of [Minetest](http://minetest.net), be we always make an effort later). So you need to install Minetest first. Only stable versions of Minetest
to support one version behind the latest stable version. In some cases, older are officially supported.
versions might still be good enough but you would be missing out on important There is no support for running MineClone2 in development versions of Minetest.
Minetest features that enable important features for our game.
There is no support for running VoxeLibre in development versions of Minetest. To install MineClone2 (if you haven't already), move this directory into the
To install VoxeLibre (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of “games” directory of your Minetest data directory. Consult the help of
Minetest to learn more. Minetest to learn more.
## Useful links ## Useful links
The VoxeLibre repository is hosted at Mesehub. To contribute or report issues, head there. The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
* Mesehub: <https://git.minetest.land/VoxeLibre/VoxeLibre> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC> * Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/voxelibre> * OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@VoxeLibre> * Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemm.ee/c/voxelibre> * Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#voxelibre:matrix.org> * Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407> * Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/VoxeLibre/> * Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2> * IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target ## Target
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft - Create a stable, moddable, free/libre game based on Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer. on the Minetest engine with polished features, usable in both
- Currently, a lot of features are already implemented. singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Polishing existing features is always welcome. Edition** features are already implemented and polishing existing
features are prioritized over new feature requests.
- Implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine).
- Create a performant experience that will run relatively
well on really low spec computers.
## Completion status ## Completion status
This game is currently in **beta** stage. This game is currently in **beta** stage.
It is playable, but not yet feature-complete. It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs. Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the development version of VoxeLibre in production, the master branch is usually relatively stable. If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable.
The following main features are available: The following main features are available:
@ -184,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest) * Different engine (Minetest)
* Different easter eggs * Different easter eggs
… and finally, VoxeLibre is free software (“free” as in “freedom”)! … and finally, MineClone2 is free software (“free” as in “freedom”)!
## Other readme files ## Other readme files

View File

@ -1,8 +1,7 @@
# VoxeLibre # MineClone2
Un jeu inspiré de Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
Développé par de nombreuses personnes, voir CREDITS.md pour une liste complète.
### Gameplay ### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément. Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay ### Résumé du Gameplay
@ -22,7 +21,7 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
### Commencer ### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois * **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois * Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placez les 4 planches de bois dans la grille 2x2 et **fabriquez un établi** * Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles * **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre * **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez-les ! * Différents outils minent différentes sortes de blocs. Essayez-les !
@ -31,10 +30,10 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
### Agriculture ### Agriculture
* Trouvez des graines * Trouvez des graines
* Fabriquez une houe * Fabriquez une houe
* Faites un clic droit sur la terre ou un bloc similaire avec la houe pour créer des terres agricoles * Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placez des graines sur des terres agricoles et regardez les pousser * Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres * Récoltez les plantes une fois matûres
* Les terres agricoles proches de l'eau deviennent humides et accélèrent la croissance * Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four ### Four
* Fabriquez un four * Fabriquez un four
@ -47,7 +46,7 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire. Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire.
### Objets spéciaux ### Objets spéciaux
Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif. Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif.
* Barrière : `mcl_core:barrier` * Barrière : `mcl_core:barrier`
@ -55,35 +54,33 @@ Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au
## Installation ## Installation
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées. Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
Il n'y a pas de support de VoxeLibre dans les versions développement de Minetest. Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
Pour installer VoxeLibre (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus. Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles ## Liens utiles
Le dépôt de VoxeLibre est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas. Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
* Mesehub : <https://git.minetest.land/VoxeLibre/VoxeLibre> * Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
* Discord : <https://discord.gg/xE4z8EEpDC> * Discord : <https://discord.gg/xE4z8EEpDC>
* YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * 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/>
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective : <https://opencollective.com/mineclone2> * OpenCollective : <https://opencollective.com/mineclone2>
* Mastodon : <https://fosstodon.org/@VoxeLibre>
* Lemmy : <https://lemm.ee/c/voxelibre>
* Espace Matrix : <https://app.element.io/#/room/#voxelibre:matrix.org>
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit : <https://www.reddit.com/r/VoxeLibre/>
* IRC (peu utilisé) : <https://web.libera.chat/#mineclone2>
## Objectif ## Objectif
* Créer un jeu stable, performant, moddable et libre inspiré de Minecraft en utilisant le moteur de jeu Minetest, utilisable à la fois en mode solo et multijoueur. * Essentiellement, créer un clone de Minecraft stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionnalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionnalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Actuellement, un grand nombre de fonctionnalités sont déjà implémentées. * Avec une priorité moindre, implémenter les fonctionnalités des versions **Minecraft + OptiFine** (OptiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionnalités présentes dans les versions listées sont priorisées.
L'amélioration des fonctionnalités existantes est toujours la bienvenue. * Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
## Statut de complétion ## Statut de complétion
Ce jeu est actuellement au stade **beta**. Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionnalités. Il est jouable mais incomplet en fonctionnalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs. La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de VoxeLibre en production, la branche master est habituellement relativement stable. Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionnalités suivantes sont disponibles : Les principales fonctionnalités suivantes sont disponibles :
@ -111,12 +108,12 @@ Les principales fonctionnalités suivantes sont disponibles :
* Horloge * Horloge
* Boussole * Boussole
* Éponge * Éponge
* Bloc de slime * Bloc de slime
* Petites plantes et pousses * Petites plantes et pousses
* Teintures * Teintures
* Bannières * Bannières
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus * Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets * Cadres d'objets
* Juke-boxes * Juke-boxes
* Lits * Lits
* Menu d'inventaire * Menu d'inventaire
@ -125,7 +122,7 @@ Les principales fonctionnalités suivantes sont disponibles :
* Livres pour écrire * Livres pour écrire
* Commandes * Commandes
* Villages * Villages
* L'End * L'End
* et plus ! * et plus !
Les fonctionnalités suivantes sont incomplètes : Les fonctionnalités suivantes sont incomplètes :
@ -165,7 +162,7 @@ Différences techniques avec Minecraft :
* Un moteur de jeu différent (Minetest) * Un moteur de jeu différent (Minetest)
* Des bonus cachés différents * Des bonus cachés différents
...et enfin VoxeLibre est un logiciel libre ! ...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme ## Autres fichiers readme

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@ -1,4 +1,4 @@
# VoxeLibre # MineClone2
Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils. Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils.
Разработана многими людьми. Не разработана и не одобрена Mojang AB. Разработана многими людьми. Не разработана и не одобрена Mojang AB.
@ -67,13 +67,13 @@
## Установка ## Установка
Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или
выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются
официально. Не поддерживается запуск VoxeLibre на разрабатываемых версиях Minetest. официально. Не поддерживается запуск MineClone2 на разрабатываемых версиях Minetest.
Чтобы установить VoxeLibre (если вы этого еще не сделали), переместите эту папку в Чтобы установить MineClone2 (если вы этого еще не сделали), переместите эту папку в
“games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше. “games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше.
## Полезные ссылки ## Полезные ссылки
Репозиторий VoxeLibre хранится на Mesehub. Зайдите туда, чтобы оставить запрос или Репозиторий MineClone2 хранится на Mesehub. Зайдите туда, чтобы оставить запрос или
поучаствовать в разработке. поучаствовать в разработке.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
@ -102,7 +102,7 @@ Edition** уже реализовано и доработка имеющегос
Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей. Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей.
Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь
за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию
VoxeLibre, то ветка master обычно относительно стабильна. Mineclone2, то ветка master обычно относительно стабильна.
Следущие возможности уже доступны: Следущие возможности уже доступны:
@ -182,7 +182,7 @@ VoxeLibre, то ветка master обычно относительно стаб
* Другой движок (Minetest) * Другой движок (Minetest)
* Другие пасхалки * Другие пасхалки
… и наконец, VoxeLibre это свободное программное обеспечение! … и наконец, MineClone2 это свободное программное обеспечение!
## Другие readme файлы ## Другие readme файлы

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@ -1,6 +1,4 @@
This file is severely out of date. If you can help updating this translation, please reach out to us (contact in README.md - the English version). # MineClone 2
# VoxeLibre
一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。 一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too --> 由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
@ -85,11 +83,11 @@ Minetest to learn more.
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software. The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **開發目標:我的世界, Java版, 版本 1.12** * **開發目標:我的世界, Java版, 版本 1.12**
* VoxeLibre還包括Minetest支持的Optifine功能。 * MineClone2還包括Minetest支持的Optifine功能。
* 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。 * 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。
* 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。 * 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。
* 克隆Minecraft是最優先的。 * 克隆Minecraft是最優先的。
* VoxeLibre將使用不同的圖形和聲音,但風格相似。 * MineClone2將使用不同的圖形和聲音,但風格相似。
* 克隆界面沒有優先權。只會被粗略地模仿。 * 克隆界面沒有優先權。只會被粗略地模仿。
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。 * 在Minetest中發現的局限性將在開發過程中被記錄和報告。
@ -175,7 +173,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* 不同的聲音(各種來源) * 不同的聲音(各種來源)
* 不同的引擎Minetest * 不同的引擎Minetest
...最後,VoxeLibre是自由軟件! ...最後,MineClone2是自由軟件!
## 錯誤報告 ## 錯誤報告
請在此處報告所有錯誤和缺少的功能: 請在此處報告所有錯誤和缺少的功能:
@ -192,7 +190,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* `LICENSE.txt`GPLv3許可文本 * `LICENSE.txt`GPLv3許可文本
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊 * `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
* `MISSING_ENGINE_FEATURES.md`: VoxeLibre需要改进Minetest中缺失的功能列表。 * `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进Minetest中缺失的功能列表。
* `API.md`: 關於MineClone2的API * `API.md`: 關於MineClone2的API
## 參與者 ## 參與者
@ -237,7 +235,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加 * [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯 * [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換) * [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
* yutyo <tanakinci2002@gmail.com>VoxeLibre標志 * yutyo <tanakinci2002@gmail.com>MineClone2標志
* 其他GUI圖片 * 其他GUI圖片
### 翻譯 ### 翻譯
@ -256,7 +254,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
### 特殊感謝 ### 特殊感謝
* Wuzzy感謝他啟動和維護VoxeLibre多年。 * Wuzzy感謝他啟動和維護MineClone2多年。
* celeron55創建Minetest。 * celeron55創建Minetest。
* Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。 * Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。
* Jordach為《Big Freaking Dig》的唱片機音樂合輯而來 * Jordach為《Big Freaking Dig》的唱片機音樂合輯而來

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@ -1,167 +1,89 @@
## Standard Release ### Standard Release
### Before releasing # File to document release steps with a view to evolving into a script
Make sure all PRs in the release milestone are merged and you are working on a clean branch based on the master branch, up-to-date with the one on the repo. # Update CREDITS.md
# Update version in game.conf
### Release process
1. Update CREDITS.md
2. Update version in game.conf
3. Run the script:
``` ```
lua tools/generate_ingame_credits.lua lua tools/generate_ingame_credits.lua
```
4. Make a commit for the above:
```
git add CREDITS.md git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua git add mods/HUD/mcl_credits/people.lua
git add game.conf git add game.conf
git commit -m "Updated release credits and set version for v0.87"
#git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.83.0
git push origin 0.83.0
``` ```
5. Add release notes to the `releasenotes` folder, named like
```
0_87-the_prismatic_release.md
```
6. Make a commit for the release notes:
```
git add releasenotes/0_87-the_prismatic_release.md
git commit -m "Add release notes for v0.87"
```
7. **Tag and push to the tag:**
```
git tag 0.87.0
git push origin 0.87.0
```
8. Update version in game.conf to the next version with -SNAPSHOT suffix:
```
git commit -m "Post-release set version 0.88.0-SNAPSHOT"
```
9. Push the above to a new branch, and make the release PR. Merge to finalize release process.
### Release via ContentDB # Update version in game.conf to the next version with -SNAPSHOT suffix
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/) `git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
2. Click [+Release] button
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.0"
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank
5. Click save. Release is now live.
### After releasing ### Hotfix Release
...inform people. ##### Prepare release branch
* Open a release meta issue on the tracker, unpin and close the issue for the previous release, pin the new one. When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
* Upload video to YouTube. To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link.
* Add a Discord announcement post and @everyone with link to the release issue, release notes and other content, like video and forum post.
* Add a Matrix announcement post and @room with links like above.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/VoxeLibre
* r/MineClone2 (*for now*)
* Create release branch from the last release tag, push it:
## Hotfix Release
### Before releasing
First, determine if the current state of the master branch is fine for the Hotfix.
In general, Hotfixes shouldn't contain new features to minimize the risk of regressions.
* If it hasn't been long since the release, and the only PRs merged so far are bugfixes and/or documentation changes,
it is certainly fine to use it as a base for the release.
* If there are some features merged, but they are aimed at fixing/alleviating important issues with the last released version, it may still be fine.
* If there are some simple QoL features merged that are irrelevant to the last release, it may still be fine to use it as a base for the Hotfix.
* If there are major features or large overhauls merged, it *most probably* is **not** fine to use as a base for the Hotfix.
If you decided that the current state of the master branch can be used as the Hotfix version, make sure that all the PRs merged since the last release
are in the Hotfix milestone and you are working on a clean branch based on the master branch, up-to-date with the one on the repo.
In this case, **skip** the following section.
### Prepare release branch
If you decided that the current state of the master branch shouldn't be used as the Hotfix version, you must prepare a release branch.
1. Create release branch from the last release tag, push it:
``` ```
git checkout -b release/0.82.1 0.82.0 git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1 git push origin release/0.82.1
``` ```
2. Cherry-pick the relevant commits from the master branch, or merge them from other (PR) branches.
3. Make sure your local copy of the branch contains all the relevant changes, **do not rebase**.
### Release process ##### Prepare feature branch and fix
1. Update CREDITS.md if it is needed * Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
2. Update version in game.conf
3. If you've changed CREDITS.md, run the script: `git checkout -b hotfix_bug_1_branch`
```
lua tools/generate_ingame_credits.lua * Fix crash/serious bug and commit
``` * Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
4. Make a commit for the above:
``` ##### Update version and tag the release
git add game.conf
git commit -m "Set version for hotfix v0.87.1" * After all fixes are in release branch, pull it locally (best to avoid a merge conflict as feature branch will need to be merged into master also, which already changed version):
```
or, if credits got updated: * Update version in game.conf to hotfix version and commit it. Example: version=0.82.1
```
git add CREDITS.md * Tag it, push tag and branch:
git add mods/HUD/mcl_credits/people.lua
git add game.conf
git commit -m "Updated release credits and set version for hotfix v0.87.1"
```
5. Add a section in the last releasnotes, like this:
```
## 0.87.1 hotfix
```
and describe the changes there
6. Make a commit for the releasenotes changes:
```
git add releasenotes/0_87-the_prismatic_release.md
git commit -m "Update release notes for hotfix v0.87.1"
```
7. **Tag and push to the tag:**
```
git tag 0.87.1
git push origin 0.87.1
```
8. If you are skipping some changes from the master branch (and thus are using a prepared master branch from the previous section),
push to the remote and skip the next two steps:
``` ```
git tag 0.82.1
git push origin 0.82.1
git push origin release/0.82.1 git push origin release/0.82.1
``` ```
9. If you're releasing master branch, update version in game.conf to the next version with -SNAPSHOT suffix:
``` Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
git commit -m "Post-hotfix reset version 0.88.0-SNAPSHOT"
```
10. If you're releasing master branch, push the above to a new branch, and make the release PR. Merge to finalize release process.
### Release via ContentDB ### Release via ContentDB
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/) * Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
2. Click [+Release] button * Click +Release
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.1" * Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank * In the minimum minetest version, put the oldest supported version (as of 14/02/2023 it is 5.5), leave the Maximum minetest version blank
5. Click save. Hotfix is now live. * Click save. Release is now live.
### After releasing ##### Inform people
...inform people. * Upload video to YouTube
* Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link.
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link. * Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Add a Discord announcement post and @everyone with link to the release issue and release notes, and describe briefly what the hotfix does.
* Add a Matrix announcement post and @room with content like above.
* Share the news on reddit + Lemmy. Good subs to share with: * Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming * r/linux_gaming
* r/opensourcegames * r/opensourcegames
* r/opensource * r/opensource
* r/freesoftware * r/freesoftware
* r/linuxmasterrace * r/linuxmasterrace
* r/VoxeLibre * r/MineClone2
* r/MineClone2 (*for now*)

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@ -1,9 +1,9 @@
# Making Textures In VoxeLibre # Making Textures In Mineclone2
Textures are a crucial asset for all items, nodes, and models in VoxeLibre. This document is for artist who would like to make and modify textures for VoxeLibre. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization. Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki ## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/VoxeLibre, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs. For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide ## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide

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@ -1,4 +1,4 @@
title = TheDarkProject title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=0.88.0-SNAPSHOT version=0.87.0-SNAPSHOT

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@ -16,7 +16,7 @@ information.
How the mod is used How the mod is used
=================== ===================
In VoxeLibre, all diggable nodes have the hardness set in the custom field In MineClone 2, all diggable nodes have the hardness set in the custom field
"_mcl_hardness" (0 by default). These values are used together with digging "_mcl_hardness" (0 by default). These values are used together with digging
groups by this mod to create the correct digging times for nodes. Digging groups by this mod to create the correct digging times for nodes. Digging
groups are registered using the following code: groups are registered using the following code:
@ -117,6 +117,10 @@ end
-- Array of unique hardness values for each group which affects dig time. -- Array of unique hardness values for each group which affects dig time.
local hardness_values = get_hardness_values_for_groups() local hardness_values = get_hardness_values_for_groups()
-- Map indexed by hardness values which return the index of that value in
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
--[[local function compute_creativetimes(group) --[[local function compute_creativetimes(group)
local creativetimes = {} local creativetimes = {}
@ -182,7 +186,6 @@ local function add_groupcaps(toolname, groupcaps, groupcaps_def, efficiency)
local mult = capsdef.speed or 1 local mult = capsdef.speed or 1
local uses = capsdef.uses local uses = capsdef.uses
local def = mcl_autogroup.registered_diggroups[g] local def = mcl_autogroup.registered_diggroups[g]
assert(def, toolname .. " has unknown diggroup '" .. dump(g) .. "'")
local max_level = def.levels and #def.levels or 1 local max_level = def.levels and #def.levels or 1
assert(capsdef.level, toolname .. ' is missing level for ' .. g) assert(capsdef.level, toolname .. ' is missing level for ' .. g)
@ -310,13 +313,6 @@ function mcl_autogroup.get_wear(toolname, diggroup)
end end
local function overwrite() local function overwrite()
-- Refresh, now that all groups are known.
hardness_values = get_hardness_values_for_groups()
-- Map indexed by hardness values which return the index of that value in
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
for nname, ndef in pairs(minetest.registered_nodes) do for nname, ndef in pairs(minetest.registered_nodes) do
local newgroups = table.copy(ndef.groups) local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then if (nname ~= "ignore" and ndef.diggable) then
@ -378,5 +374,4 @@ local function overwrite()
end end
end end
-- Make sure all tools and groups are registered overwrite()
minetest.register_on_mods_loaded(overwrite)

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@ -1,4 +1,3 @@
name = _mcl_autogroup name = _mcl_autogroup
depends = mcl_autogroup
author = ryvnf author = ryvnf
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times. description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

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@ -2,33 +2,33 @@
Simple flow functions. Simple flow functions.
## flowlib.is_touching(realpos, nodepos, radius) ## flowlib.is_touching(realpos, nodepos, radius)
Return true if a sphere of `radius` at `realpos` collide with node at `nodepos`. Return true if a sphere of <radius> at <realpos> collide with node at <nodepos>.
* realpos: position * realpos: position
* nodepos: position * nodepos: position
* radius: number * radius: number
## flowlib.is_water(pos) ## flowlib.is_water(pos)
Return true if node at `pos` is water, false otherwise. Return true if node at <pos> is water, false overwise.
* pos: position * pos: position
## flowlib.node_is_water(node) ## flowlib.node_is_water(node)
Return true if `node` is water, false otherwise. Return true if <node> is water, false overwise.
* node: node * node: node
## flowlib.is_lava(pos) ## flowlib.is_lava(pos)
Return true if node at `pos` is lava, false otherwise. Return true if node at <pos> is lava, false overwise.
* pos: position * pos: position
## flowlib.node_is_lava(node) ## flowlib.node_is_lava(node)
Return true if `node` is lava, false otherwise. Return true if <node> is lava, false overwise.
* node: node * node: node
## flowlib.is_liquid(pos) ## flowlib.is_liquid(pos)
Return true if node at `pos` is liquid, false otherwise. Return true if node at <pos> is liquid, false overwise.
* pos: position * pos: position
## flowlib.node_is_liquid(node) ## flowlib.node_is_liquid(node)
Return true if `node` is liquid, false otherwise. Return true if <node> is liquid, false overwise.
* node: node * node: node
## flowlib.quick_flow(pos, node) ## flowlib.quick_flow(pos, node)
@ -37,9 +37,9 @@ Return direction where the water is flowing (to be use to push mobs, items...).
* node: node * node: node
## flowlib.move_centre(pos, realpos, node, radius) ## flowlib.move_centre(pos, realpos, node, radius)
Return the pos of the nearest not water block near from `pos` in a sphere of `radius` at `realpos`. Return the pos of the nearest not water block near from <pos> in a sphere of <radius> at <realpos>.
WARNING: This function is never used in VL, use at your own risk. The informations described here may be wrong. WARNING: This function is never used in mcl2, use at your own risk. The informations described here may be wrong.
* pos: position * pos: position
* realpos: position, position of the entity * realpos: position, position of the entity
* node: node * node: node
* radius: number * radius: number

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@ -1,5 +1,5 @@
-- Overrides the builtin minetest.check_single_for_falling. -- Overrides the builtin minetest.check_single_for_falling.
-- We need to do this in order to handle nodes in VoxeLibre specific groups -- We need to do this in order to handle nodes in mineclone specific groups
-- "supported_node" and "attached_node_facedir". -- "supported_node" and "attached_node_facedir".
-- --
-- Nodes in group "supported_node" can be placed on any node that does not -- Nodes in group "supported_node" can be placed on any node that does not
@ -94,16 +94,5 @@ function minetest.check_single_for_falling(pos)
end end
end end
if get_item_group(node.name, "supported_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if dir then
local def = registered_nodes[get_node(vector.add(pos, dir)).name]
if def and def.drawtype == "airlike" then
drop_attached_node(pos)
return true
end
end
end
return false return false
end end

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@ -1,8 +1,8 @@
# mcl_autogroup # mcl_autogroup
This mod emulates digging times from MC. This mod emulate digging times from mc.
## mcl_autogroup.can_harvest(nodename, toolname, player) ## mcl_autogroup.can_harvest(nodename, toolname, player)
Return true if `nodename` can be dig with `toolname` by <player>. Return true if <nodename> can be dig with <toolname> by <player>.
* nodename: string, valid nodename * nodename: string, valid nodename
* toolname: (optional) string, valid toolname * toolname: (optional) string, valid toolname
* player: (optinal) ObjectRef, valid player * player: (optinal) ObjectRef, valid player
@ -14,7 +14,7 @@ WARNING: This function can only be called after mod initialization.
* efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0) * efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0)
## mcl_autogroup.get_wear(toolname, diggroup) ## mcl_autogroup.get_wear(toolname, diggroup)
Return the max wear of `toolname` with `diggroup` Return the max wear of <toolname> with <diggroup>
WARNING: This function can only be called after mod initialization. WARNING: This function can only be called after mod initialization.
* toolname: string, name of the tool used * toolname: string, name of the tool used
* diggroup: string, the name of the diggroup the tool is used on * diggroup: string, the name of the diggroup the tool is used on
@ -25,4 +25,4 @@ WARNING: This function can only be called after mod initialization.
* level: (optional) string, if specified it is an array containing the names of the different digging levels the digging group supports * level: (optional) string, if specified it is an array containing the names of the different digging levels the digging group supports
## mcl_autogroup.registered_diggroups ## mcl_autogroup.registered_diggroups
List of registered diggroups, indexed by name. List of registered diggroups, indexed by name.

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@ -1,3 +1,3 @@
name = mcl_autogroup name = mcl_autogroup
author = ryvnf author = ryvnf
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times. description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

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

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@ -6,10 +6,10 @@ WARNING: Not using it inside your mods may cause strange bugs (using the native
## Callbacks ## Callbacks
To modify the amount of damage dealt by something: To modify the amount of damage made by something:
```lua ```lua
--obj: an ObjectRef --obj: an ObjectRef
mcl_damage.register_modifier(function(obj, damage, reason) mcl_damage.register_modifier(function(obj, damage, reason)
end, 0) end, 0)
``` ```

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

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

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@ -1,8 +1,8 @@
--[[ --[[
Explosion API mod for Minetest (adapted to VoxeLibre) Explosion API mod for Minetest (adapted to MineClone 2)
This mod is based on the Minetest explosion API mod, but has been changed This mod is based on the Minetest explosion API mod, but has been changed
to have the same explosion mechanics as Minecraft and work with VoxeLibre to have the same explosion mechanics as Minecraft and work with MineClone.
The computation-intensive parts of the mod has been optimized to allow for The computation-intensive parts of the mod has been optimized to allow for
larger explosions and faster world updating. larger explosions and faster world updating.

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@ -1,8 +1,6 @@
-- Some global variables (don't overwrite them!) -- Some global variables (don't overwrite them!)
mcl_vars = {} mcl_vars = {}
minetest.log("action", "World seed = " .. minetest.get_mapgen_setting("seed"))
mcl_vars.redstone_tick = 0.1 mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings -- GUI / inventory menu settings
@ -39,7 +37,7 @@ mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000) mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
-- Central chunk is offset from 0,0,0 coordinates by 32 nodes (2 blocks) -- Central chunk is offset from 0,0,0 coordinates by 32 nodes (2 blocks)
-- See more in https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/World-structure%3A-positions%2C-boundaries%2C-blocks%2C-chunks%2C-dimensions%2C-barriers-and-the-void -- See more in https://git.minetest.land/MineClone2/MineClone2/wiki/World-structure%3A-positions%2C-boundaries%2C-blocks%2C-chunks%2C-dimensions%2C-barriers-and-the-void
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2) local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
@ -185,7 +183,7 @@ mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11 mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11
-- Use VoxeLibre-style dungeons -- Use MineClone 2-style dungeons
mcl_vars.mg_dungeons = true mcl_vars.mg_dungeons = true
-- Set default stack sizes -- Set default stack sizes

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@ -1,3 +1,3 @@
name = mcl_init name = mcl_init
author = Wuzzy author = Wuzzy
description = Initialization mod of VoxeLibre. Defines some common shared variables and sets up initial default settings which have to be set at the beginning. description = Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.

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@ -1,4 +1,4 @@
# Oxidization API for VoxeLibre # Oxidization API for MineClone 2
This mods adds the oxidization api, so that modders can easily use the same features that copper uses. This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
## API ## API

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@ -1,4 +1,4 @@
name = mcl_oxidation name = mcl_oxidation
title = Oxidation API for VoxeLibre title = Oxidation API for MineClone 2
author = PrairieWind, N011, Michael author = PrairieWind, N011, Michael
description = API to allow oxidizing different nodes. description = API to allow oxidizing different nodes.

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@ -1,2 +1,3 @@
name = mcl_particles name = mcl_particles
author = Wuzzy author = Wuzzy
description = Contains particle images of MineClone 2. No code.

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@ -1,3 +1,3 @@
name = mcl_sounds name = mcl_sounds
author = Wuzzy author = Wuzzy
description = This mod contains the core sounds of VoxeLibre as well as helper function for mods to access them. description = This mod contains the core sounds of MineClone 2 as well as helper function for mods to access them.

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@ -1,7 +1,5 @@
mcl_util = {} mcl_util = {}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/roman_numerals.lua")
-- Updates all values in t using values from to*. -- Updates all values in t using values from to*.
function table.update(t, ...) function table.update(t, ...)
for _, to in ipairs {...} do for _, to in ipairs {...} do
@ -48,20 +46,6 @@ function table.pairs_by_keys(t, f)
return iter return iter
end end
-- Removes one element randomly selected from the array section of the table and
-- returns it, or nil if there are no elements in the array section of the table
function table.remove_random_element(table)
local count = #table
if count == 0 then return nil end
local idx = math.random(count)
local res = table[idx]
table[idx] = table[count]
table[count] = nil
count = count - 1
return res
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
local LOG_MODULE = "[MCL2]" local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log(message, module, bypass_default_logger) function mcl_util.mcl_log(message, module, bypass_default_logger)
@ -129,7 +113,7 @@ end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4 -- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve -- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See: -- debugging. See:
-- https://git.minetest.land/VoxeLibre/VoxeLibre/issues/1392 -- https://git.minetest.land/MineClone2/MineClone2/issues/1392
function mcl_util.get_natural_light (pos, time) function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time) local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then if status then
@ -452,11 +436,10 @@ function mcl_util.generate_on_place_plant_function(condition)
if not def_under or not def_above then if not def_under or not def_above then
return itemstack return itemstack
end end
if def_under.buildable_to and def_under.name ~= itemstack:get_name() then if def_under.buildable_to then
place_pos = pointed_thing.under place_pos = pointed_thing.under
elseif def_above.buildable_to and def_above.name ~= itemstack:get_name() then elseif def_above.buildable_to then
place_pos = pointed_thing.above place_pos = pointed_thing.above
pointed_thing.under = pointed_thing.above
else else
return itemstack return itemstack
end end
@ -551,7 +534,6 @@ end
function mcl_util.use_item_durability(itemstack, n) function mcl_util.use_item_durability(itemstack, n)
local uses = mcl_util.calculate_durability(itemstack) local uses = mcl_util.calculate_durability(itemstack)
itemstack:add_wear(65535 / uses * n) itemstack:add_wear(65535 / uses * n)
tt.reload_itemstack_description(itemstack) -- update tooltip
end end
function mcl_util.deal_damage(target, damage, mcl_reason) function mcl_util.deal_damage(target, damage, mcl_reason)
@ -1117,39 +1099,3 @@ function mcl_util.is_it_christmas()
return false return false
end end
end end
function mcl_util.to_bool(val)
if not val then return false end
return true
end
if not vector.in_area then
-- backport from minetest 5.8, can be removed when the minimum version is 5.8
vector.in_area = function(pos, min, max)
return (pos.x >= min.x) and (pos.x <= max.x) and
(pos.y >= min.y) and (pos.y <= max.y) and
(pos.z >= min.z) and (pos.z <= max.z)
end
end
-- Traces along a line of nodes vertically to find the next possition that isn't an allowed node
---@param pos The position to start tracing from
---@param dir The direction to trace in. 1 is up, -1 is down, all other values are not allowed.
---@param allowed_nodes A set of node names to trace along.
---@param limit The maximum number of steps to make. Defaults to 16 if nil or missing
---@return Three return values:
--- the position of the next node that isn't allowed or nil if no such node was found,
--- the distance from the start where that node was found,
--- the node table if a node was found
function mcl_util.trace_nodes(pos, dir, allowed_nodes, limit)
if (dir ~= -1) and (dir ~= 1) then return nil, 0, nil end
limit = limit or 16
for i = 1,limit do
pos = vector.offset(pos, 0, dir, 0)
local node = minetest.get_node(pos)
if not allowed_nodes[node.name] then return pos, i, node end
end
return nil, limit, nil
end

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@ -1,4 +1,4 @@
name = mcl_util name = mcl_util
author = Wuzzy author = Wuzzy
description = Helper functions for VoxeLibre. description = Helper functions for MineClone 2.
depends = mcl_init depends = mcl_init

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@ -1,30 +0,0 @@
local converter = {
{1000, "M"},
{900, "CM"},
{500, "D"},
{400, "CD"},
{100, "C"},
{90, "XC"},
{50, "L"},
{40, "XL"},
{10, "X"},
{9, "IX"},
{5, "V"},
{4, "IV"},
{1, "I"}
}
mcl_util.to_roman = function(number)
local r = ""
local a = number
local i = 1
while a > 0 do
if a >= converter[i][1] then
a = a - converter[i][1]
r = r.. converter[i][2]
else
i = i + 1
end
end
return r
end

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@ -5,21 +5,20 @@ This mod provides utility functions about positions and dimensions.
This function returns: This function returns:
* true, true: if pos is in deep void (deadly) * true, true: if pos is in deep void (deadly)
* true, false: if the pos is in void (non-deadly) * true, false: if the pos is in void (non deadly)
* false, false: otherwise * false, false: owerwise
Params: Params:
* pos: position * 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. This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
Mainly used for ore generation. Mainly used for ore generation.
Takes a Y coordinate as input and returns: Takes an Y coordinate as input and returns:
* The corresponding Minecraft layer (can be `nil` if void)
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if y is in the void
* The corresponding Minecraft layer (can be nil if void)
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if <y> is in the void
If the Y coordinate is not located in any dimension, it will return: nil, "void" If the Y coordinate is not located in any dimension, it will return: nil, "void"
Params: Params:
@ -27,44 +26,43 @@ Params:
* y: int * y: int
## mcl_worlds.pos_to_dimension(pos) ## mcl_worlds.pos_to_dimension(pos)
This function return the Minecraft dimension of pos ("overworld", "nether" or "end") or "void" if y is in the void. This function return the Minecraft dimension of <pos> ("overworld", "nether" or "end") or "void" if <y> is in the void.
* pos: position * pos: position
## mcl_worlds.layer_to_y(layer, mc_dimension) ## mcl_worlds.layer_to_y(layer, mc_dimension)
Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for VoxeLibre. Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for MineClone 2.
mc_dimension can be "overworld", "nether", "end" (default: "overworld"). mc_dimension can be "overworld", "nether", "end" (default: "overworld").
* layer: int * layer: int
* mc_dimension: string * mc_dimension: string
## mcl_worlds.has_weather(pos) ## mcl_worlds.has_weather(pos)
Returns true if pos can have weather, false otherwise. Returns true if <pos> can have weather, false owerwise.
Weather can be only in the overworld. Weather can be only in the overworld.
* pos: position * pos: position
## mcl_worlds.has_dust(pos) ## mcl_worlds.has_dust(pos)
Returns true if pos can have nether dust, false otherwise. Returns true if <pos> can have nether dust, false owerwise.
Nether dust can be only in the nether. Nether dust can be only in the nether.
* pos: position * pos: position
## mcl_worlds.compass_works(pos) ## mcl_worlds.compass_works(pos)
Returns true if compasses are working at pos, false otherwise. Returns true if compasses are working at <pos>, false owerwise.
In MC, you cant use compass in the nether and the end. In mc, you cant use compass in the nether and the end.
* pos: position * pos: position
## mcl_worlds.compass_works(pos) ## mcl_worlds.compass_works(pos)
Returns true if clock are working at pos, false otherwise. Returns true if clock are working at <pos>, false owerwise.
In MC, you cant use clock in the nether and the end. In mc, you cant use clock in the nether and the end.
* pos: position * pos: position
## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension)) ## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
Register a callback function func(player, dimension). Register a callback function func(player, dimension).
It will be called whenever a player changes between dimensions. It will be called whenever a player changes between dimensions.
The void counts as dimension. The void counts as dimension.
@ -77,7 +75,7 @@ The void counts as dimension.
Table containing all function registered with mcl_worlds.register_on_dimension_change() Table containing all function registered with mcl_worlds.register_on_dimension_change()
## mcl_worlds.dimension_change(player, dimension) ## mcl_worlds.dimension_change(player, dimension)
Notify this mod of a dimension change of player to dimension Notify this mod of a dimension change of <player> to <dimension>
* player: player, player who changed the dimension * player: player, player who changed the dimension
* dimension: string, new dimension ("overworld", "nether", "end", "void") * dimension: string, new dimension ("overworld", "nether", "end", "void")

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@ -58,7 +58,7 @@ local pos_to_dimension = mcl_worlds.pos_to_dimension
-- Takes a Minecraft layer and a “dimension” name -- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for -- and returns the corresponding Y coordinate for
-- VoxeLibre -- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld"). -- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_worlds.layer_to_y(layer, mc_dimension) function mcl_worlds.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then if mc_dimension == "overworld" or mc_dimension == nil then

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@ -1,7 +1,7 @@
# tga_encoder # tga_encoder
A TGA Encoder written in Lua without the use of external Libraries. A TGA Encoder written in Lua without the use of external Libraries.
Created by fleckenstein for VoxeLibre, then improved by erlehmann. Created by fleckenstein for MineClone2, then improved by erlehmann.
May be used as a Minetest mod. May be used as a Minetest mod.

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@ -10,7 +10,7 @@ License of boat model:
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html> GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>
## Textures ## Textures
See the main VoxeLibre README.md file to learn more. See the main MineClone 2 README.md file to learn more.
## Code ## Code
Code based on Minetest Game, licensed under the MIT License (MIT). Code based on Minetest Game, licensed under the MIT License (MIT).

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@ -168,7 +168,7 @@ end
function boat.on_activate(self, staticdata, dtime_s) function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({fleshy = 125}) self.object:set_armor_groups({fleshy = 100})
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
if type(data) == "table" then if type(data) == "table" then
self._v = data.v self._v = data.v

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@ -10,14 +10,3 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
Spruce Boat=Fichtenboot Spruce Boat=Fichtenboot
Water vehicle=Wasserfahrzeug Water vehicle=Wasserfahrzeug
Sneak to dismount=Zum Aussteigen schleichen Sneak to dismount=Zum Aussteigen schleichen
Obsidian Boat=Obsidianboot
Mangrove Boat=
Cherry Boat=Kirschholzboot
Oak Chest Boat=Eichentruhenboot
Spruce Chest Boat=
Birch Chest Boat=Birkentruhenboot
Jungle Chest Boat=Dschungeltruhenboot
Acacia Chest Boat=
Dark Oak Chest Boat=
Mangrove Chest Boat=
Cherry Chest Boat=

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@ -1,4 +1,4 @@
name = mcl_burning name = mcl_burning
description = Burning Objects for VoxeLibre description = Burning Objects for MineClone2
author = Fleckenstein author = Fleckenstein
depends = mcl_weather depends = mcl_weather

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@ -1,6 +1,6 @@
# mcl_dripping # mcl_dripping
Dripping Mod by kddekadenz, modified for VoxeLibre by Wuzzy, NO11 and AFCM Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
## Manual ## Manual

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@ -29,7 +29,7 @@ local function make_drop(pos, liquid, sound, interval, texture)
pt.expirationtime = t pt.expirationtime = t
pt.texture = "[combine:2x2:" .. pt.texture = "[combine:2x2:" ..
math.random(-14, 0) .. "," .. math.random(-14, 0) .. "=" .. texture -math.random(1, 16) .. "," .. -math.random(1, 16) .. "=" .. texture
minetest.add_particle(pt) minetest.add_particle(pt)

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@ -6,6 +6,9 @@ local pool = {}
local tick = false local tick = false
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0 pool[player:get_player_name()] = 0
end) end)
@ -127,7 +130,6 @@ local function try_object_pickup(player, inv, object, checkpos)
-- Add what we can to the inventory -- Add what we can to the inventory
local itemstack = ItemStack(le.itemstring) local itemstack = ItemStack(le.itemstring)
tt.reload_itemstack_description(itemstack)
local leftovers = inv:add_item("main", itemstack ) local leftovers = inv:add_item("main", itemstack )
check_pickup_achievements(object, player) check_pickup_achievements(object, player)
@ -136,7 +138,6 @@ local function try_object_pickup(player, inv, object, checkpos)
-- Destroy entity -- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately. -- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
le.target = checkpos le.target = checkpos
le.itemstring = ""
le._removed = true le._removed = true
-- Stop the object -- Stop the object
@ -171,17 +172,17 @@ minetest.register_globalstep(function(_)
local pos = player:get_pos() local pos = player:get_pos()
if tick == true and (pool[name] or 0) > 0 then if tick == true and pool[name] > 0 then
minetest.sound_play("item_drop_pickup", { minetest.sound_play("item_drop_pickup", {
pos = pos, pos = pos,
gain = 0.3, gain = 0.3,
max_hear_distance = 16, max_hear_distance = 16,
pitch = math.random(70, 110) / 100 pitch = math.random(70, 110) / 100
}) })
if (pool[name] or 0) > 6 then if pool[name] > 6 then
pool[name] = 6 pool[name] = 6
else else
pool[name] = (pool[name] or 1) - 1 pool[name] = pool[name] - 1
end end
end end
@ -321,7 +322,6 @@ function minetest.handle_node_drops(pos, drops, digger)
if tool and nodedef._mcl_fortune_drop and enchantments.fortune then if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
local fortune_level = enchantments.fortune local fortune_level = enchantments.fortune
local fortune_drop = nodedef._mcl_fortune_drop local fortune_drop = nodedef._mcl_fortune_drop
local simple_drop = nodedef._mcl_fortune_drop.drop_without_fortune
if fortune_drop.discrete_uniform_distribution then if fortune_drop.discrete_uniform_distribution then
local min_count = fortune_drop.min_count local min_count = fortune_drop.min_count
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1) local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
@ -337,12 +337,6 @@ function minetest.handle_node_drops(pos, drops, digger)
local drop = get_fortune_drops(fortune_drop, fortune_level) local drop = get_fortune_drops(fortune_drop, fortune_level)
drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2) drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
end end
if simple_drop then
for _, item in pairs(simple_drop) do
table.insert(drops, item)
end
end
end end
if digger and mcl_experience.throw_xp and not silk_touch_drop then if digger and mcl_experience.throw_xp and not silk_touch_drop then
@ -457,7 +451,6 @@ function minetest.node_dig(pos, node, digger)
end end
end end
end end
tt.reload_itemstack_description(wielded) -- update tooltip
digger:set_wielded_item(wielded) digger:set_wielded_item(wielded)
end end
@ -965,7 +958,6 @@ minetest.register_entity(":__builtin:item", {
self.random_velocity = 0 self.random_velocity = 0
self:set_item(own_stack:to_string()) self:set_item(own_stack:to_string())
entity.itemstring = ""
entity._removed = true entity._removed = true
object:remove() object:remove()
return true return true

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@ -1,7 +1,7 @@
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class} local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: VoxeLibre Edition -- API for Mobs Redo: MineClone 2 Edition (MRM)
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local CRASH_WARN_FREQUENCY = 60 local CRASH_WARN_FREQUENCY = 60
@ -18,7 +18,7 @@ mcl_mobs.invis = {}
local remove_far = true local remove_far = true
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn", false) local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
local MAPGEN_LIMIT = mcl_vars.mapgen_limit local MAPGEN_LIMIT = mcl_vars.mapgen_limit
local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90 local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90
@ -96,23 +96,15 @@ function mob_class:get_staticdata()
local tmp = {} local tmp = {}
for tag, stat in pairs(self) do for _,stat in pairs(self) do
local t = type(stat) local t = type(stat)
if t ~= "function" if t ~= "function"
and t ~= "nil" and t ~= "nil"
and t ~= "userdata" and t ~= "userdata"
and tag ~= "_cmi_components" then and _ ~= "_cmi_components" then
tmp[tag] = self[tag] tmp[_] = self[_]
end
end
tmp._mcl_potions = self._mcl_potions
if tmp._mcl_potions then
for name_raw, data in pairs(tmp._mcl_potions) do
local def = mcl_potions.registered_effects[name_raw:match("^_EF_(.+)$")]
if def and def.on_save_effect then def.on_save_effect(self.object) end
end end
end end
@ -150,11 +142,6 @@ function mob_class:mob_activate(staticdata, def, dtime)
local tmp = minetest.deserialize(staticdata) local tmp = minetest.deserialize(staticdata)
if tmp then if tmp then
-- Patch incorrectly converted mobs
if tmp.base_mesh ~= minetest.registered_entities[self.name].mesh then
mcl_mobs.strip_staticdata(tmp)
end
for _,stat in pairs(tmp) do for _,stat in pairs(tmp) do
self[_] = stat self[_] = stat
end end
@ -319,10 +306,7 @@ function mob_class:mob_activate(staticdata, def, dtime)
self._run_armor_init = true self._run_armor_init = true
end end
if not self._mcl_potions then
self._mcl_potions = {}
end
mcl_potions._load_entity_effects(self)
if def.after_activate then if def.after_activate then
@ -388,7 +372,7 @@ end
local function on_step_work(self, dtime, moveresult) local function on_step_work (self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
@ -402,7 +386,7 @@ local function on_step_work(self, dtime, moveresult)
-- Do we abandon out of here now? -- Do we abandon out of here now?
end end
if self:falling(pos, moveresult) then return end if self:falling(pos) then return end
if self:step_damage (dtime, pos) then return end if self:step_damage (dtime, pos) then return end
if self.state == "die" then return end if self.state == "die" then return end
@ -489,7 +473,7 @@ local function warn_user_error ()
if time_since_warning > CRASH_WARN_FREQUENCY then if time_since_warning > CRASH_WARN_FREQUENCY then
last_crash_warn_time = current_time last_crash_warn_time = current_time
minetest.log("A game crashing bug was prevented. Please provide debug.log information to VoxeLibre dev team for investigation. (Search for: --- Bug report start)") minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)")
end end
end end
@ -502,11 +486,11 @@ end
-- main mob function -- main mob function
function mob_class:on_step(dtime, moveresult) function mob_class:on_step(dtime)
if not DEVELOPMENT then if not DEVELOPMENT then
-- Removed as bundled Lua (5.1 doesn't support xpcall) -- Removed as bundled Lua (5.1 doesn't support xpcall)
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime) --local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
local status, retVal = pcall(on_step_work, self, dtime, moveresult) local status, retVal = pcall(on_step_work, self, dtime)
if status then if status then
return retVal return retVal
else else
@ -521,7 +505,7 @@ function mob_class:on_step(dtime, moveresult)
log_error (dump(retVal), dump(pos), dump(self)) log_error (dump(retVal), dump(pos), dump(self))
end end
else else
return on_step_work (self, dtime, moveresult) return on_step_work (self, dtime)
end end
end end

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@ -1,5 +1,5 @@
Mobs Redo: VoxeLibre Edition Mobs Redo: MineClone 2 Edition
API documentation API documentation
============================== ==============================
@ -231,7 +231,7 @@ functions needed for the mob to work properly which contains the following:
VoxeLibre extensions: MineClone 2 extensions:
'spawn_class' Classification of mod for the spawning algorithm: 'spawn_class' Classification of mod for the spawning algorithm:
"hostile", "passive", "ambient" or "water" "hostile", "passive", "ambient" or "water"
@ -434,7 +434,7 @@ true the mob will not spawn.
'name' is the name of the animal/monster 'name' is the name of the animal/monster
VoxeLibre extensions MineClone 2 extensions
---------------------- ----------------------
mcl_mobs:spawn_child(pos, mob_type) mcl_mobs:spawn_child(pos, mob_type)
@ -524,7 +524,7 @@ Does nothing and returns false.
This function is provided for compability with Mobs Redo for an attempt to This function is provided for compability with Mobs Redo for an attempt to
capture a mob. capture a mob.
Mobs cannot be captured in VoxeLibre. Mobs cannot be captured in MineClone 2.
In Mobs Redo, this is generally called inside the on_rightclick section of the mob In Mobs Redo, this is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob. See Mobs Redo documentation api code, it provides a chance of capturing the mob. See Mobs Redo documentation
@ -671,13 +671,6 @@ mob will spawn e.g.
mobs_animal:sheep_chance 11000 mobs_animal:sheep_chance 11000
mobs_monster:sand_monster_chance 100 mobs_monster:sand_monster_chance 100
Registering Mob Conversion
----------------
Sometimes you need to completely replace one mob with a different version. To do this, use:
mcl_mobs.register_conversion(old_name, new_name)
Rideable Horse Example Mob Rideable Horse Example Mob
-------------------------- --------------------------

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@ -78,7 +78,6 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
self.food = 0 self.food = 0
self.horny = true self.horny = true
self.persistent = true self.persistent = true
self._luck = mcl_luck.get_luck(clicker:get_player_name())
end end
end end
@ -274,7 +273,7 @@ function mob_class:check_breeding()
return return
end end
mcl_experience.throw_xp(pos, math.random(1, 7) + (parent1._luck or 0) + (parent2._luck or 0)) mcl_experience.throw_xp(pos, math.random(1, 7))
-- custom breed function -- custom breed function
if parent1.on_breed then if parent1.on_breed then
@ -285,7 +284,6 @@ function mob_class:check_breeding()
end end
local child = mcl_mobs.spawn_child(pos, parent1.name) local child = mcl_mobs.spawn_child(pos, parent1.name)
if not child then return end
local ent_c = child:get_luaentity() local ent_c = child:get_luaentity()

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@ -21,6 +21,8 @@ local function atan(x)
end end
end end
mcl_mobs.effect_functions = {}
-- check if daytime and also if mob is docile during daylight hours -- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
@ -532,8 +534,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return return
end end
mcl_potions.update_haste_and_fatigue(hitter)
end end
local time_now = minetest.get_us_time() local time_now = minetest.get_us_time()
@ -605,13 +605,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
* tmp * ((armor[group] or 0) / 100.0) * tmp * ((armor[group] or 0) / 100.0)
end end
-- strength and weakness effects
local strength = mcl_potions.get_effect(hitter, "strength")
local weakness = mcl_potions.get_effect(hitter, "weakness")
local str_fac = strength and strength.factor or 1
local weak_fac = weakness and weakness.factor or 1
damage = damage * str_fac * weak_fac
if weapon then if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then if fire_aspect_level > 0 then
@ -653,7 +646,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math.floor(65535/tool_capabilities.punch_attack_uses) local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear) weapon:add_wear(wear)
tt.reload_itemstack_description(weapon) -- update tooltip
hitter:set_wielded_item(weapon) hitter:set_wielded_item(weapon)
end end
end, hitter:get_player_name()) end, hitter:get_player_name())
@ -802,37 +794,34 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end end
-- alert others to the attack -- alert others to the attack
local alert_pos = hitter:get_pos() local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
if alert_pos then local obj = nil
local objs = minetest.get_objects_inside_radius(alert_pos, self.view_range)
local obj = nil
for n = 1, #objs do for n = 1, #objs do
obj = objs[n]:get_luaentity() obj = objs[n]:get_luaentity()
if obj then if obj then
-- only alert members of same mob or friends -- only alert members of same mob or friends
if obj.group_attack if obj.group_attack
and obj.state ~= "attack" and obj.state ~= "attack"
and obj.owner ~= name then and obj.owner ~= name then
if obj.name == self.name then if obj.name == self.name then
obj:do_attack(hitter) obj:do_attack(hitter)
elseif type(obj.group_attack) == "table" then elseif type(obj.group_attack) == "table" then
for i=1, #obj.group_attack do for i=1, #obj.group_attack do
if obj.group_attack[i] == self.name then if obj.group_attack[i] == self.name then
obj._aggro = true obj._aggro = true
obj:do_attack(hitter) obj:do_attack(hitter)
break break
end
end end
end end
end end
end
-- have owned mobs attack player threat -- have owned mobs attack player threat
if obj.owner == name and obj.owner_loyal then if obj.owner == name and obj.owner_loyal then
obj:do_attack(self.object) obj:do_attack(self.object)
end
end end
end end
end end
@ -968,7 +957,6 @@ function mob_class:do_states_attack (dtime)
if self.v_start then if self.v_start then
self.timer = self.timer + dtime self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime self.blinktimer = (self.blinktimer or 0) + dtime
self:set_animation("fuse")
if self.blinktimer > 0.2 then if self.blinktimer > 0.2 then
self.blinktimer = 0 self.blinktimer = 0
@ -1154,8 +1142,9 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage} damage_groups = {fleshy = self.damage}
}, nil) }, nil)
if self.dealt_effect then if self.dealt_effect then
mcl_potions.give_effect_by_level(self.dealt_effect.name, self.attack, mcl_mobs.effect_functions[self.dealt_effect.name](
self.dealt_effect.level, self.dealt_effect.dur) self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end end
end end
else else

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

View File

@ -141,7 +141,7 @@ function mcl_mobs.register_mob(name, def)
local final_def = { local final_def = {
use_texture_alpha = def.use_texture_alpha, use_texture_alpha = def.use_texture_alpha,
head_swivel = def.head_swivel or nil, -- bool to activate this function head_swivel = def.head_swivel or nil, -- bool to activate this function
head_yaw_offset = math.rad(def.head_yaw_offset or 0), -- for wonkey model bones head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones
head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
@ -314,7 +314,6 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime) return self:mob_activate(staticdata, def, dtime)
end, end,
after_activate = def.after_activate,
attack_state = def.attack_state, -- custom attack state attack_state = def.attack_state, -- custom attack state
on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom) on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom)
harmed_by_heal = def.harmed_by_heal, harmed_by_heal = def.harmed_by_heal,
@ -325,7 +324,6 @@ function mcl_mobs.register_mob(name, def)
attack_exception = def.attack_exception or function(p) return false end, attack_exception = def.attack_exception or function(p) return false end,
_spawner = def._spawner, _spawner = def._spawner,
_mcl_potions = {},
} }
if minetest.get_modpath("doc_identifier") ~= nil then if minetest.get_modpath("doc_identifier") ~= nil then
@ -343,37 +341,6 @@ function mcl_mobs.register_mob(name, def)
end -- END mcl_mobs.register_mob function end -- END mcl_mobs.register_mob function
local STRIP_FIELDS = { "mesh", "base_size", "textures", "base_mesh", "base_texture" }
function mcl_mobs.strip_staticdata(unpacked_staticdata)
-- Strip select fields from the staticdata to prevent conversion issues
for i = 1,#STRIP_FIELDS do
unpacked_staticdata[STRIP_FIELDS[i]] = nil
end
end
function mcl_mobs.register_conversion(old_name, new_name)
minetest.register_entity(old_name, {
on_activate = function(self, staticdata, dtime)
local unpacked_staticdata = minetest.deserialize(staticdata)
mcl_mobs.strip_staticdata(unpacked_staticdata)
staticdata = minetest.serialize(unpacked_staticdata)
local old_object = self.object
if not old_object then return end
local pos = old_object:get_pos()
if not pos then return end
old_object:remove()
local new_object = minetest.add_entity(pos, new_name, staticdata)
if not new_object then return end
local hook = (new_object:get_luaentity() or {})._on_after_convert
if hook then hook(new_object) end
end,
_convert_to = new_name,
})
end
function mcl_mobs.get_arrow_damage_func(damage, typ) function mcl_mobs.get_arrow_damage_func(damage, typ)
local typ = mcl_damage.types[typ] and typ or "arrow" local typ = mcl_damage.types[typ] and typ or "arrow"
return function(projectile, object) return function(projectile, object)
@ -407,7 +374,7 @@ function mcl_mobs.register_arrow(name, def)
rotate = def.rotate, rotate = def.rotate,
on_punch = def.on_punch or function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) on_punch = def.on_punch or function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
local vel = self.object:get_velocity():length() local vel = self.object:get_velocity():length()
self.object:set_velocity(dir * vel) self.object:set_velocity({x=dir.x * vel, y=dir.y * vel, z=dir.z * vel})
self._puncher = puncher self._puncher = puncher
end, end,
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},
@ -528,7 +495,7 @@ end
-- Note: This also introduces the “spawn_egg” group: -- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, addegg, no_creative) function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addegg, no_creative)
local grp = {spawn_egg = 1} local grp = {spawn_egg = 1}
@ -539,7 +506,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
local invimg = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")" local invimg = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")"
if old_spawn_icons then if old_spawn_icons then
local mobname = mob_id:gsub("mobs_mc:","") local mobname = mob:gsub("mobs_mc:","")
local fn = "mobs_mc_spawn_icon_"..mobname..".png" local fn = "mobs_mc_spawn_icon_"..mobname..".png"
if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then
invimg = fn invimg = fn
@ -551,7 +518,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
end end
-- register old stackable mob egg -- register old stackable mob egg
minetest.register_craftitem(mob_id, { minetest.register_craftitem(mob, {
description = desc, description = desc,
inventory_image = invimg, inventory_image = invimg,
@ -561,6 +528,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."), _doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function? -- am I clicking on something with existing on_rightclick function?
@ -570,12 +538,11 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
return def.on_rightclick(pointed_thing.under, under, placer, itemstack) return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end end
local mob_name = itemstack:get_name()
if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name() local name = placer:get_player_name()
local privs = minetest.get_player_privs(name) local privs = minetest.get_player_privs(name)
if under.name == "mcl_mobspawners:spawner" then if under.name == "mcl_mobspawners:spawner" then
if minetest.is_protected(pointed_thing.under, name) then if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name) minetest.record_protection_violation(pointed_thing.under, name)
@ -592,35 +559,26 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
--minetest.log("min light: " .. mob_light_lvl[1]) --minetest.log("min light: " .. mob_light_lvl[1])
--minetest.log("max light: " .. mob_light_lvl[2]) --minetest.log("max light: " .. mob_light_lvl[2])
-- Handle egg conversion mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name(), mob_light_lvl[1], mob_light_lvl[2])
local convert_to = (minetest.registered_entities[mob_name] or {})._convert_to
if convert_to then mob_name = convert_to end
mcl_mobspawners.setup_spawner(pointed_thing.under, mob_name, mob_light_lvl[1], mob_light_lvl[2])
if not minetest.is_creative_enabled(name) then if not minetest.is_creative_enabled(name) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack
end end
if not minetest.registered_entities[mob_name] then if not minetest.registered_entities[mob] then
return itemstack return itemstack
end end
if minetest.settings:get_bool("only_peaceful_mobs", false) if minetest.settings:get_bool("only_peaceful_mobs", false)
and minetest.registered_entities[mob_name].type == "monster" then and minetest.registered_entities[mob].type == "monster" then
minetest.chat_send_player(name, S("Only peaceful mobs allowed!")) minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
return itemstack return itemstack
end end
pos.y = pos.y - 1 pos.y = pos.y - 0.5
local mob = mcl_mobs.spawn(pos, mob_name)
if not mob then
pos.y = pos.y + 1
mob = mcl_mobs.spawn(pos, mob_name)
if not mob then return end
end
local mob = minetest.add_entity(pos, mob)
local entityname = itemstack:get_name() local entityname = itemstack:get_name()
minetest.log("action", "Player " ..name.." spawned "..entityname.." at "..minetest.pos_to_string(pos)) minetest.log("action", "Player " ..name.." spawned "..entityname.." at "..minetest.pos_to_string(pos))
local ent = mob:get_luaentity() local ent = mob:get_luaentity()
@ -651,4 +609,5 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
return itemstack return itemstack
end, end,
}) })
end end

View File

@ -87,8 +87,7 @@ function mob_class:check_item_pickup()
end end
if self.pick_up then if self.pick_up then
for k,v in pairs(self.pick_up) do for k,v in pairs(self.pick_up) do
local itemstack = ItemStack(l.itemstring) if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
if not player_near(p) and self.on_pick_up and itemstack:get_name():find(v) then
local r = self.on_pick_up(self,l) local r = self.on_pick_up(self,l)
if r and r.is_empty and not r:is_empty() then if r and r.is_empty and not r:is_empty() then
l.itemstring = r:to_string() l.itemstring = r:to_string()

View File

@ -1,5 +1,5 @@
name = mcl_mobs name = mcl_mobs
author = PilzAdam author = PilzAdam
description = Adds a mob API for mods to add animals or monsters, etc. description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_particles, mcl_luck depends = mcl_particles
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk

View File

@ -258,18 +258,6 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end end
end end
-- Stop!
local s = get_sign(entity.v)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.v = 0
return
end
-- if not moving then set animation and return -- if not moving then set animation and return
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
@ -285,6 +273,18 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
mcl_mobs:set_animation(entity, moving_anim) mcl_mobs:set_animation(entity, moving_anim)
end end
-- Stop!
local s = get_sign(entity.v)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.v = 0
return
end
-- enforce speed limit forward and reverse -- enforce speed limit forward and reverse
local max_spd = entity.max_speed_reverse local max_spd = entity.max_speed_reverse

View File

@ -362,7 +362,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
self.state = "stand" self.state = "stand"
self:set_animation( "stand") self:set_animation( "stand")
end end
yaw = yaw + math.random() - 0.5 yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
return return
end end
@ -788,9 +788,9 @@ function mob_class:flop()
if self.object:get_velocity().y < 0.1 then if self.object:get_velocity().y < 0.1 then
self:mob_sound("flop") self:mob_sound("flop")
self.object:set_velocity({ self.object:set_velocity({
x = (math.random()-0.5) * 2 * FLOP_HOR_SPEED, x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT, y = FLOP_HEIGHT,
z = (math.random()-0.5) * 2 * FLOP_HOR_SPEED, z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
}) })
end end
end end
@ -920,7 +920,7 @@ function mob_class:do_states_walk()
-- Randomly turn -- Randomly turn
if math.random(1, 100) <= 30 then if math.random(1, 100) <= 30 then
yaw = yaw + math.random() - 0.5 yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end end
end end
@ -929,7 +929,7 @@ function mob_class:do_states_walk()
-- otherwise randomly turn -- otherwise randomly turn
elseif math.random(1, 100) <= 30 then elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random() - 0.5 yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end end
@ -989,7 +989,7 @@ function mob_class:do_states_stand(player_in_active_range)
if lp.x > s.x then yaw = yaw +math.pi end if lp.x > s.x then yaw = yaw +math.pi end
else else
yaw = yaw + math.random() - 0.5 yaw = yaw + math.random(-0.5, 0.5)
end end
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)

View File

@ -684,7 +684,7 @@ function mob_class:do_env_damage()
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
-- wither rose effect -- wither rose effect
elseif self.standing_in == "mcl_flowers:wither_rose" then elseif self.standing_in == "mcl_flowers:wither_rose" then
mcl_potions.give_effect_by_level("withering", self.object, 2, 2) mcl_potions.withering_func(self.object, 1, 2)
end end
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]
@ -692,10 +692,14 @@ function mob_class:do_env_damage()
local nodef3 = minetest.registered_nodes[self.standing_under] local nodef3 = minetest.registered_nodes[self.standing_under]
-- rain -- rain
if self.rain_damage > 0 and mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then if self.rain_damage > 0 then
self.health = self.health - self.rain_damage if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
if self:check_for_death("rain", {type = "environment", pos = pos, node = self.standing_in}) then self.health = self.health - self.rain_damage
return true
if self:check_for_death("rain", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end end
end end
@ -703,10 +707,14 @@ function mob_class:do_env_damage()
-- water damage -- water damage
if self.water_damage > 0 and nodef.groups.water then if self.water_damage > 0 and nodef.groups.water then
self.health = self.health - self.water_damage if self.water_damage ~= 0 then
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil) self.health = self.health - self.water_damage
if self:check_for_death("water", {type = "environment", pos = pos, node = self.standing_in}) then mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
return true
if self:check_for_death("water", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end end
elseif self.lava_damage > 0 and (nodef.groups.lava) then elseif self.lava_damage > 0 and (nodef.groups.lava) then
-- lava damage -- lava damage
@ -722,69 +730,91 @@ function mob_class:do_env_damage()
end end
elseif self.fire_damage > 0 and (nodef2.groups.fire) then elseif self.fire_damage > 0 and (nodef2.groups.fire) then
-- magma damage -- magma damage
self.health = self.health - self.fire_damage if self.fire_damage ~= 0 then
if self:check_for_death("fire", {type = "environment", pos = pos, node = self.standing_in}) then self.health = self.health - self.fire_damage
return true
if self:check_for_death("fire", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end end
elseif self.fire_damage > 0 and (nodef.groups.fire) then elseif self.fire_damage > 0 and (nodef.groups.fire) then
-- fire damage -- fire damage
self.health = self.health - self.fire_damage if self.fire_damage ~= 0 then
mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) self.health = self.health - self.fire_damage
mcl_burning.set_on_fire(self.object, 5) mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
if self:check_for_death("fire", {type = "environment", pos = pos, node = self.standing_in}) then mcl_burning.set_on_fire(self.object, 5)
return true
if self:check_for_death("fire", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end end
elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
-- damage_per_second node check -- damage_per_second node check
self.health = self.health - nodef.damage_per_second self.health = self.health - nodef.damage_per_second
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png") mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
if self:check_for_death("dps", {type = "environment", pos = pos, node = self.standing_in}) then
if self:check_for_death("dps", {type = "environment",
pos = pos, node = self.standing_in}) then
return true return true
end end
end end
-- Cactus damage -- Cactus damage
if self.standing_on == "mcl_core:cactus" or self.standing_in == "mcl_core:cactus" or self.standing_under == "mcl_core:cactus" then local near = minetest.find_node_near(pos, 1, "mcl_core:cactus", true)
self:damage_mob("cactus", 2) if not near and near ~= nil then
if self:check_for_death("cactus", {type = "environment", pos = pos, node = self.standing_in}) then near = find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus", true)
return true end
if near then
-- is mob touching the cactus?
local dist = vector.distance(pos, near)
local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
local large_mob = false
local medium_mob = false
if self.name == "mobs_mc:ender_dragon" or
self.name == "mobs_mc:ghast" or
self.name == "mobs_mc:guardian_elder" or
self.name == "mobs_mc:slime_big" or
self.name == "mobs_mc:magma_cube_big" or
self.name == "mobs_mc:wither" then
large_mob = true
elseif self.name == "mobs_mc:hoglin" or
self.name == "mobs_mc:zoglin" or
self.name == "mobs_mc:horse" or
self.name == "mobs_mc:skeleton_horse" or
self.name == "mobs_mc:zombie_horse" or
self.name == "mobs_mc:donkey" or
self.name == "mobs_mc:mule" or
self.name == "mobs_mc:iron_golem" or
self.name == "mobs_mc:polar_bear" or
self.name == "mobs_mc:spider" or
self.name == "mobs_mc:cave_spider" or
self.name == "mobs_mc:strider" then
medium_mob = true
end end
else if (not large_mob and not medium_mob and (dist < 1.03 or dist_feet < 1.6)) or (medium_mob and (dist < 1.165 or dist_feet < 1.73)) or (large_mob and (dist < 1.25 or dist_feet < 1.9)) then
local near = minetest.find_node_near(pos, 1, "mcl_core:cactus") if self.health ~= 0 then
if near then
-- is mob touching the cactus?
local dist = vector.distance(pos, near)
local threshold = 1.04 -- small mobs
-- medium mobs
if self.name == "mobs_mc:spider" or
self.name == "mobs_mc:iron_golem" or
self.name == "mobs_mc:horse" or
self.name == "mobs_mc:donkey" or
self.name == "mobs_mc:mule" or
self.name == "mobs_mc:polar_bear" or
self.name == "mobs_mc:cave_spider" or
self.name == "mobs_mc:skeleton_horse" or
self.name == "mobs_mc:zombie_horse" or
self.name == "mobs_mc:strider" or
self.name == "mobs_mc:hoglin" or
self.name == "mobs_mc:zoglin" then
threshold = 1.165
elseif self.name == "mobs_mc:slime_big" or
self.name == "mobs_mc:magma_cube_big" or
self.name == "mobs_mc:ghast" or
self.name == "mobs_mc:guardian_elder" or
self.name == "mobs_mc:wither" or
self.name == "mobs_mc:ender_dragon" then
threshold = 1.25
end
if dist < threshold then
self:damage_mob("cactus", 2) self:damage_mob("cactus", 2)
if self:check_for_death("cactus", {type = "environment", pos = pos, node = self.standing_in}) then
if self:check_for_death("cactus", {type = "environment",
pos = pos, node = self.standing_in}) then
return true return true
end end
end end
end end
end end
-- is mob standing on the cactus?
if self.standing_on == "mcl_core:cactus" or self.standing_in == "mcl_core:cactus" or self.standing_under == "mcl_core:cactus" then
self:damage_mob("cactus", 2)
if self:check_for_death("cactus", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- Drowning damage -- Drowning damage
if self.breath_max ~= -1 then if self.breath_max ~= -1 then
@ -927,7 +957,8 @@ end
-- falling and fall damage -- falling and fall damage
-- returns true if mob died -- returns true if mob died
function mob_class:falling(pos, moveresult) function mob_class:falling(pos)
if self.fly and self.state ~= "die" then if self.fly and self.state ~= "die" then
return return
end end
@ -950,13 +981,7 @@ function mob_class:falling(pos, moveresult)
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0) new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
elseif v.y <= 0 and v.y > self.fall_speed then elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed -- fall downwards at set speed
if moveresult and moveresult.touching_ground then new_acceleration = vector.new(0, self.fall_speed, 0)
-- when touching ground, retain a minimal gravity to keep the touching_ground flag
-- but also to not get upwards acceleration with large dtime when on bouncy ground
new_acceleration = vector.new(0, self.fall_speed * 0.01, 0)
else
new_acceleration = vector.new(0, self.fall_speed, 0)
end
else else
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
new_acceleration =vector.zero() new_acceleration =vector.zero()

View File

@ -1,74 +1,74 @@
Mobs Redo: VoxeLibre Edition Mobs Redo: MineClone 2 Edition
Based on Mobs Redo from TenPlus1 Based on Mobs Redo from TenPlus1
Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint.
This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc.
https://forum.minetest.net/viewtopic.php?f=11&t=9917 https://forum.minetest.net/viewtopic.php?f=11&t=9917
------------ ------------
Credits: Credits:
mcl_mobs_mob_poof.ogg: mcl_mobs_mob_poof.ogg:
- by Planman (license: Creative Commons Zero) - by Planman (license: Creative Commons Zero)
- Source: <https://freesound.org/people/Planman/sounds/208111/> - Source: <https://freesound.org/people/Planman/sounds/208111/>
------------ ------------
Changelog from original Mobs Redo mod: Changelog from original Mobs Redo mod:
- 1.41- Mob pathfinding has been updated thanks to Elkien3 - 1.41- Mob pathfinding has been updated thanks to Elkien3
- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. - 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob - 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage - 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage
- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 - 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448
- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked - 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked
- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack - 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack
- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) - 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code)
- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 - 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112
- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs - 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs
- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. - 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder.
- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code - 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code
- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod - 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod
- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) - 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :)
- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. - 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function.
- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) - 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :)
- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. - 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak.
- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) - 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition)
- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) - 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings)
- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner - 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner
- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) - 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp)
- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error - 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error
- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick - 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick
- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first - 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first
- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added - 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added
- 1.16- Mobs follow multiple items now, Npc's can breed - 1.16- Mobs follow multiple items now, Npc's can breed
- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. - 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility.
- 1.14- All .self variables saved in staticdata, Fixed self.health bug - 1.14- All .self variables saved in staticdata, Fixed self.health bug
- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's - 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's
- 1.12- Added animal ownership so that players cannot steal your tamed animals - 1.12- Added animal ownership so that players cannot steal your tamed animals
- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy - 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy
- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. - 1,10- Footstep removed (use replace), explosion routine added for exploding mobs.
- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals - 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals
- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added - 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added
- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables - 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables
- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop - beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop
- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) - 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal)
- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten - 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten
- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) - 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :)
- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. - 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc.
- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions - 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions
- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items - 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items
- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) - 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :)
- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked - 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked
- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound - 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound
- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes - 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes
- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block - 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block
- 0.5 - Mobs now float in water, die from falling, and some code improvements - 0.5 - Mobs now float in water, die from falling, and some code improvements
- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) - 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :)
- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) - 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :)
- 0.2 - Cooking bucket of milk into cheese now returns empty bucket - 0.2 - Cooking bucket of milk into cheese now returns empty bucket
- 0.1 - Initial Release - 0.1 - Initial Release

581
mods/ENTITIES/mcl_mobs/spawning.lua Normal file → Executable file
View File

@ -10,22 +10,19 @@ local overworld_sky_threshold = tonumber(minetest.settings:get("mcl_mobs_overwor
local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7 local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local get_node = minetest.get_node local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local mt_get_biome_name = minetest.get_biome_name local mt_get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local registered_nodes = minetest.registered_nodes
local math_min = math.min
local math_max = math.max
local math_random = math.random local math_random = math.random
local math_floor = math.floor local math_floor = math.floor
local math_ceil = math.ceil local math_ceil = math.ceil
local math_cos = math.cos local math_cos = math.cos
local math_sin = math.sin local math_sin = math.sin
local math_sqrt = math.sqrt local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
local math_abs = math.abs
local vector_distance = vector.distance local vector_distance = vector.distance
local vector_new = vector.new local vector_new = vector.new
@ -35,15 +32,19 @@ local table_copy = table.copy
local table_remove = table.remove local table_remove = table.remove
local pairs = pairs local pairs = pairs
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log(message, property) local function mcl_log (message, property)
if property then message = message .. ": " .. dump(property) end if LOGGING_ON then
mcl_util.mcl_log(message, "[Mobs spawn]", true) if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end end
if not logging then mcl_log = function() end end
local dbg_spawn_attempts = 0 local dbg_spawn_attempts = 0
local dbg_spawn_succ = 0 local dbg_spawn_succ = 0
local dbg_spawn_counts = {}
local remove_far = true local remove_far = true
@ -52,10 +53,8 @@ local FIND_SPAWN_POS_RETRIES = 16
local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8 local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8
local MOB_SPAWN_ZONE_INNER = 24 local MOB_SPAWN_ZONE_INNER = 24
local MOB_SPAWN_ZONE_INNER_SQ = MOB_SPAWN_ZONE_INNER^2 -- squared
local MOB_SPAWN_ZONE_MIDDLE = 32 local MOB_SPAWN_ZONE_MIDDLE = 32
local MOB_SPAWN_ZONE_OUTER = 128 local MOB_SPAWN_ZONE_OUTER = 128
local MOB_SPAWN_ZONE_OUTER_SQ = MOB_SPAWN_ZONE_OUTER^2 -- squared
-- range for mob count -- range for mob count
local MOB_CAP_INNER_RADIUS = 32 local MOB_CAP_INNER_RADIUS = 32
@ -95,6 +94,170 @@ mcl_log("Percentage of hostile spawns are group: " .. hostile_group_percentage_s
--do mobs spawn? --do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter
-- Please update the list when adding new biomes!
local list_of_all_biomes = {
-- underground:
"FlowerForest_underground",
"JungleEdge_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"MangroveSwamp_underground",
-- ocean:
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
"BirchForest_ocean",
"IcePlains_deep_ocean",
"Jungle_deep_ocean",
"Savanna_ocean",
"MesaPlateauF_ocean",
"ExtremeHillsM_deep_ocean",
"Savanna_deep_ocean",
"SunflowerPlains_ocean",
"Swampland_deep_ocean",
"Swampland_ocean",
"MegaSpruceTaiga_deep_ocean",
"ExtremeHillsM_ocean",
"JungleEdgeM_deep_ocean",
"SunflowerPlains_deep_ocean",
"BirchForest_deep_ocean",
"IcePlainsSpikes_ocean",
"Mesa_ocean",
"StoneBeach_ocean",
"Plains_deep_ocean",
"JungleEdge_deep_ocean",
"SavannaM_deep_ocean",
"Desert_deep_ocean",
"Mesa_deep_ocean",
"ColdTaiga_deep_ocean",
"Plains_ocean",
"MesaPlateauFM_ocean",
"Forest_deep_ocean",
"JungleM_deep_ocean",
"FlowerForest_deep_ocean",
"MushroomIsland_ocean",
"MegaTaiga_ocean",
"StoneBeach_deep_ocean",
"IcePlainsSpikes_deep_ocean",
"ColdTaiga_ocean",
"SavannaM_ocean",
"MesaPlateauF_deep_ocean",
"MesaBryce_deep_ocean",
"ExtremeHills+_deep_ocean",
"ExtremeHills_ocean",
"MushroomIsland_deep_ocean",
"Forest_ocean",
"MegaTaiga_deep_ocean",
"JungleEdge_ocean",
"MesaBryce_ocean",
"MegaSpruceTaiga_ocean",
"ExtremeHills+_ocean",
"Jungle_ocean",
"RoofedForest_deep_ocean",
"IcePlains_ocean",
"FlowerForest_ocean",
"ExtremeHills_deep_ocean",
"MesaPlateauFM_deep_ocean",
"Desert_ocean",
"Taiga_ocean",
"BirchForestM_deep_ocean",
"Taiga_deep_ocean",
"JungleM_ocean",
"MangroveSwamp_ocean",
"MangroveSwamp_deep_ocean",
-- water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
-- beach:
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore",
-- dimension biome:
"Nether",
"BasaltDelta",
"CrimsonForest",
"WarpedForest",
"SoulsandValley",
"End",
-- Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"ExtremeHillsM",
"ExtremeHills+_snowtop",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
}
-- count how many mobs are in an area -- count how many mobs are in an area
local function count_mobs(pos,r,mob_type) local function count_mobs(pos,r,mob_type)
@ -123,7 +286,11 @@ local function count_mobs_total(mob_type)
end end
local function count_mobs_add_entry (mobs_list, mob_cat) local function count_mobs_add_entry (mobs_list, mob_cat)
mobs_list[mob_cat] = (mobs_list[mob_cat] or 0) + 1 if mobs_list[mob_cat] then
mobs_list[mob_cat] = mobs_list[mob_cat] + 1
else
mobs_list[mob_cat] = 1
end
end end
--categorise_by can be name or type or spawn_class --categorise_by can be name or type or spawn_class
@ -282,7 +449,7 @@ function mcl_mobs:spawn_setup(def)
local dimension = def.dimension or "overworld" local dimension = def.dimension or "overworld"
local type_of_spawning = def.type_of_spawning or "ground" local type_of_spawning = def.type_of_spawning or "ground"
local biomes = def.biomes or nil local biomes = def.biomes or list_of_all_biomes
local min_light = def.min_light or 0 local min_light = def.min_light or 0
local max_light = def.max_light or (minetest.LIGHT_MAX + 1) local max_light = def.max_light or (minetest.LIGHT_MAX + 1)
local chance = def.chance or 1000 local chance = def.chance or 1000
@ -397,9 +564,6 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
return return
end end
assert(min_height)
assert(max_height)
-- chance/spawn number override in minetest.conf for registered mob -- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name) local numbers = minetest.settings:get(name)
@ -431,91 +595,35 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["max_height"] = max_height spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position spawn_dictionary[key]["check_position"] = check_position
end end
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos) local function get_next_mob_spawn_pos(pos)
-- Select a distance such that distances closer to the player are selected much more often than -- TODO We should consider spawning something a little further away sporadically.
-- those further away from the player. This does produce a concentration at INNER (24 blocks) -- It would be good for sky farms and variance, rather than all being on the 24 - 32 block away radius
local distance = math_random()^2 * (MOB_SPAWN_ZONE_OUTER - MOB_SPAWN_ZONE_INNER) + MOB_SPAWN_ZONE_INNER local distance = math_random(MOB_SPAWN_ZONE_INNER, MOB_SPAWN_ZONE_MIDDLE)
--print("Using spawn distance of "..tostring(distance).." fx="..tostring(fx)..",x="..tostring(x)) local angle = math_random() * two_pi
-- Choose a random direction. Rejection sampling is simple and fast (1-2 tries usually) -- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
local xoff, yoff, zoff, dd local xoff = math_round(distance * math_cos(angle))
repeat local zoff = math_round(distance * math_sin(angle))
xoff, yoff, zoff = math_random() * 2 - 1, math_random() * 2 - 1, math_random() * 2 - 1 return vector.offset(pos, xoff, 0, zoff)
dd = xoff*xoff + yoff*yoff + zoff*zoff end
until (dd <= 1 and dd >= 1e-6) -- outside of uniform ball, retry
dd = distance / math_sqrt(dd) -- distance scaling factor
xoff, yoff, zoff = xoff * dd, yoff * dd, zoff * dd
local goal_pos = vector.offset(pos, xoff, yoff, zoff)
if not (math_abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math_abs(goal_pos.y) <= SPAWN_MAPGEN_LIMIT and math_abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT) then local function decypher_limits(posy)
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos)) posy = math_floor(posy)
return nil return posy - MOB_SPAWN_ZONE_MIDDLE, posy + MOB_SPAWN_ZONE_MIDDLE
end
-- Calculate upper/lower y limits
local d2 = xoff*xoff + zoff*zoff -- squared distance in x,z plane only
local y1 = math_sqrt(MOB_SPAWN_ZONE_OUTER_SQ - d2) -- absolue value of distance to outer sphere
local y_min, y_max
if d2 >= MOB_SPAWN_ZONE_INNER_SQ then
-- Outer region, y range has both ends on the outer sphere
y_min = pos.y - y1
y_max = pos.y + y1
else
-- Inner region, y range spans between inner and outer spheres
local y2 = math_sqrt(MOB_SPAWN_ZONE_INNER_SQ - d2)
if goal_pos.y > pos.y then
-- Upper hemisphere
y_min = pos.y + y2
y_max = pos.y + y1
else
-- Lower hemisphere
y_min = pos.y - y1
y_max = pos.y - y2
end
end
-- Limit total range of check to 32 nodes (maximum of 3 map blocks)
y_min = math_max(math_floor(y_min), goal_pos.y - 16)
y_max = math_min(math_ceil(y_max), goal_pos.y + 16)
-- Ask engine for valid spawn locations
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
) or {}
-- Select only the locations at a valid distance
local valid_positions = {}
for _,check_pos in ipairs(spawning_position_list) do
local dist = vector.distance(pos, check_pos)
if dist >= MOB_SPAWN_ZONE_INNER and dist <= MOB_SPAWN_ZONE_OUTER then
valid_positions[#valid_positions + 1] = check_pos
end
end
spawning_position_list = valid_positions
-- No valid locations, failed to find a position
if #spawning_position_list == 0 then
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
return nil
end
-- Pick a random valid location
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
return spawning_position_list[math_random(1, #spawning_position_list)]
end end
--a simple helper function for mob_spawn --a simple helper function for mob_spawn
local function biome_check(biome_list, biome_goal) local function biome_check(biome_list, biome_goal)
if not biome_goal then return false end
for _, data in pairs(biome_list) do for _, data in pairs(biome_list) do
if data == biome_goal then if data == biome_goal then
return true return true
end end
end end
return false return false
end end
@ -530,8 +638,8 @@ local function get_water_spawn(p)
end end
end end
local function has_room(self, pos) local function has_room(self,pos)
local cb = self.spawnbox or self.collisionbox local cb = self.collisionbox
local nodes = {} local nodes = {}
if self.fly_in then if self.fly_in then
local t = type(self.fly_in) local t = type(self.fly_in)
@ -542,74 +650,18 @@ local function has_room(self, pos)
end end
end end
table.insert(nodes,"air") table.insert(nodes,"air")
local x = cb[4] - cb[1]
-- Calculate area to check for room local y = cb[5] - cb[2]
local cb_height = cb[5] - cb[2] local z = cb[6] - cb[3]
local p1 = vector.new( local r = math.ceil(x * y * z)
math.round(pos.x + cb[1]), local p1 = vector.offset(pos,cb[1],cb[2],cb[3])
math.floor(pos.y), local p2 = vector.offset(pos,cb[4],cb[5],cb[6])
math.round(pos.z + cb[3])) local n = #minetest.find_nodes_in_area(p1,p2,nodes) or 0
local p2 = vector.new( if r > n then
math.round(pos.x + cb[4]), minetest.log("warning","[mcl_mobs] No room for mob "..self.name.." at "..minetest.pos_to_string(vector.round(pos)))
math.ceil(p1.y + cb_height) - 1, return false
math.round(pos.z + cb[6]))
-- Check if the entire spawn volume is free
local dx = p2.x - p1.x + 1
local dy = p2.y - p1.y + 1
local dz = p2.z - p1.z + 1
local found_nodes = minetest.find_nodes_in_area(p1,p2,nodes) or 0
local n = #found_nodes
if n == dx * dy * dz then
return true
end end
return true
-- If we don't have an implementation of get_node_boxes, we can't check for sub-node space
if not minetest.get_node_boxes then return false end
-- Check if it's possible for a sub-node space check to succeed
local needed_in_bottom_section = dx * ( dy - 1) * dz
if n < needed_in_bottom_section then return false end
-- Make sure the entire volume except for the top level is free before checking the top layer
if dy > 1 then
-- Remove nodes in the top layer from the count
for i = 1,#found_nodes do
if found_nodes[i].y == p2.y then
n = n - 1
end
end
-- If the entire volume except the top layer isn't air (or nodes) then we can't spawn this mob here
if n < needed_in_bottom_section then return false end
end
-- Check the top layer to see if we have enough space to spawn in
local top_layer_height = 1
local processed = {}
for x = p1.x,p2.x do
for z = p1.z,p2.z do
local test_pos = vector.new(x,p2.y,z)
local node = minetest.get_node(test_pos) or { name = "ignore" }
local cache_name = string.format("%s-%d", node.name, node.param2)
if not processed[cache_name] then
-- Calculate node bounding box and select the lowest y value
local boxes = minetest.get_node_boxes("collision_box", test_pos, node)
for i = 1,#boxes do
local box = boxes[i]
local y_test = box[2] + 0.5
if y_test < top_layer_height then top_layer_height = y_test end
local y_test = box[5] + 0.5
if y_test < top_layer_height then top_layer_height = y_test end
end
end
end
end
if top_layer_height + dy - 1 >= cb_height then return true end
-- We don't have room
return false
end end
mcl_mobs.custom_biomecheck = nil mcl_mobs.custom_biomecheck = nil
@ -618,92 +670,119 @@ function mcl_mobs.register_custom_biomecheck(custom_biomecheck)
mcl_mobs.custom_biomecheck = custom_biomecheck mcl_mobs.custom_biomecheck = custom_biomecheck
end end
local function get_biome_name(pos) local function get_biome_name(pos)
if mcl_mobs.custom_biomecheck then return mcl_mobs.custom_biomecheck(pos) end if mcl_mobs.custom_biomecheck then
local gotten_biome = minetest.get_biome_data(pos) return mcl_mobs.custom_biomecheck (pos)
return gotten_biome and mt_get_biome_name(gotten_biome.biome) else
local gotten_biome = minetest.get_biome_data(pos)
if not gotten_biome then
return
end
gotten_biome = mt_get_biome_name(gotten_biome.biome)
--minetest.log ("biome: " .. dump(gotten_biome))
return gotten_biome
end
end end
local function spawn_check(pos, spawn_def) local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end if not spawn_def or not pos then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1 dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
if spawn_def.dimension ~= dimension then return end -- wrong dimension
-- find ground node below spawn position
local node_name = get_node(pos).name
local node_def = registered_nodes[node_name]
if node_def and not node_def.groups.solid then -- try node one below instead
pos.y = pos.y - 1
node_name = get_node(pos).name
node_def = registered_nodes[node_name]
end
if not node_def or not node_def.groups then return end
-- do not spawn on bedrock
if node_name == "mcl_core:bedrock" then return end
pos.y = pos.y + 1
-- check spawn height
if pos.y < spawn_def.min_height or pos.y > spawn_def.max_height then return end
mcl_log("spawn_check#1 position checks passed")
-- do not spawn ground mobs on leaves
if spawn_def.type_of_spawning == "ground" and (not node_def.groups.solid or node_def.groups.leaves) then return end
-- water mobs only on water
if spawn_def.type_of_spawning == "water" and not node_def.groups.water then return end
-- lava mobs only on lava
if spawn_def.type_of_spawning == "lava" and not node_def.groups.lava then return end
-- farm animals on grass only
if is_farm_animal(spawn_def.name) and not node_def.groups.grass_block then return end
---- More expensive calls:
-- check the biome
if spawn_def.biomes and not biome_check(spawn_def.biomes, get_biome_name(pos)) then return end
-- check if there is enough room
local mob_def = minetest.registered_entities[spawn_def.name] local mob_def = minetest.registered_entities[spawn_def.name]
if not has_room(mob_def,pos) then return end local mob_type = mob_def.type
-- additional checks (slime etc.) local gotten_node = get_node(pos).name
if spawn_def.check_position and not spawn_def.check_position(pos) then return end if not gotten_node then return end
if spawn_protected and minetest.is_protected(pos, "") then return end
mcl_log("spawn_check#2 advanced checks passed")
-- check light thresholds local biome_name = get_biome_name(pos)
local gotten_light = get_node_light(pos) if not biome_name then return end
-- old lighting
if not modern_lighting then return gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light end
local sky_light = minetest.get_natural_light(pos) local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
local art_light = minetest.get_artificial_light(get_node(pos).param1) if not is_ground then
if mob_def.spawn_check then pos.y = pos.y - 1
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light) gotten_node = get_node(pos).name
is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
end end
if mob_def.type == "monster" then pos.y = pos.y + 1
if dimension == "nether" then local is_water = get_item_group(gotten_node, "water") ~= 0
if art_light <= nether_threshold then local is_lava = get_item_group(gotten_node, "lava") ~= 0
return true local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
end local is_bedrock = gotten_node == "mcl_core:bedrock"
elseif dimension == "end" then local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
if art_light <= end_threshold then
return true if pos.y >= spawn_def.min_height
end and pos.y <= spawn_def.max_height
elseif dimension == "overworld" then and spawn_def.dimension == dimension
if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then and biome_check(spawn_def.biomes, biome_name) then
return true
mcl_log("Spawn level 1 check - Passed")
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water)
and not is_bedrock
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
mcl_log("Spawn level 2 check - Passed")
local gotten_light = get_node_light(pos)
if modern_lighting then
local my_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif mob_type == "monster" then
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
return true
end
end
else
-- passive threshold is apparently the same in all dimensions ...
if gotten_light > overworld_passive_threshold then
return true
end
end
else
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
return true
end
end end
end end
return false
end end
-- passive threshold is apparently the same in all dimensions ... return false
return gotten_light > overworld_passive_threshold
end end
function mcl_mobs.spawn(pos,id) function mcl_mobs.spawn(pos,id)
if not pos or not id then return false end
local def = minetest.registered_entities[id] or minetest.registered_entities["mobs_mc:"..id] or minetest.registered_entities["extra_mobs:"..id] local def = minetest.registered_entities[id] or minetest.registered_entities["mobs_mc:"..id] or minetest.registered_entities["extra_mobs:"..id]
if not def or not def.is_mob or (def.can_spawn and not def.can_spawn(pos)) then return false end if not def or (def.can_spawn and not def.can_spawn(pos)) or not def.is_mob then
if not has_room(def, pos) then return false end return false
end
if not dbg_spawn_counts[def.name] then
dbg_spawn_counts[def.name] = 1
else
dbg_spawn_counts[def.name] = dbg_spawn_counts[def.name] + 1
end
return minetest.add_entity(pos, def.name) return minetest.add_entity(pos, def.name)
end end
local function spawn_group(p,mob,spawn_on,amount_to_spawn) local function spawn_group(p,mob,spawn_on,amount_to_spawn)
local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on) local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o local o
@ -820,7 +899,7 @@ if mobs_spawn then
mob_total_wide = 0 mob_total_wide = 0
end end
local cap_space_wide = math_max(type_cap - mob_total_wide, 0) local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
mcl_log("mob_type", mob_type) mcl_log("mob_type", mob_type)
mcl_log("cap_space_wide", cap_space_wide) mcl_log("cap_space_wide", cap_space_wide)
@ -828,10 +907,10 @@ if mobs_spawn then
local cap_space_available = 0 local cap_space_available = 0
if mob_type == "hostile" then if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile) mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math_min(cap_space_hostile, cap_space_wide) cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else else
mcl_log("cap_space_global", cap_space_non_hostile) mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math_min(cap_space_non_hostile, cap_space_wide) cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
end end
local mob_total_close = mob_counts_close[mob_type] local mob_total_close = mob_counts_close[mob_type]
@ -840,8 +919,8 @@ if mobs_spawn then
mob_total_close = 0 mob_total_close = 0
end end
local cap_space_close = math_max(close_zone_cap - mob_total_close, 0) local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
cap_space_available = math_min(cap_space_available, cap_space_close) cap_space_available = math.min(cap_space_available, cap_space_close)
mcl_log("cap_space_close", cap_space_close) mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available) mcl_log("cap_space_available", cap_space_available)
@ -859,16 +938,42 @@ if mobs_spawn then
local function find_spawning_position(pos, max_times) local function find_spawning_position(pos, max_times)
local spawning_position local spawning_position
local max_loops = max_times or 1
local max_loops = 1
if max_times then max_loops = max_times end
local y_min, y_max = decypher_limits(pos.y)
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT) --mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
while max_loops > 0 do local i = 0
local spawning_position = get_next_mob_spawn_pos(pos) repeat
if spawning_position then return spawning_position end local goal_pos = get_next_mob_spawn_pos(pos)
max_loops = max_loops - 1
end if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
return nil local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list > 0 then
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
end
else
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
end
i = i + 1
if i >= max_loops then
mcl_log("Cancel finding spawn positions at: " .. max_loops)
break
end
until spawning_position
return spawning_position
end end
local cumulative_chance = nil local cumulative_chance = nil
@ -968,7 +1073,7 @@ if mobs_spawn then
local amount_to_spawn = math.random(group_min, spawn_in_group) local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn) mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math_min(amount_to_spawn, cap_space_available) amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn) mcl_log("throttled spawning quantity: " .. amount_to_spawn)
if logging then if logging then
@ -1019,8 +1124,8 @@ if mobs_spawn then
local players = get_connected_players() local players = get_connected_players()
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap() local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math_max(mob_cap.global_hostile - total_hostile, 0) local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math_max(mob_cap.global_non_hostile - total_non_hostile, 0) local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile) mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile) mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
@ -1094,9 +1199,11 @@ function mob_class:check_despawn(pos, dtime)
end end
end end
minetest.register_chatcommand("mobstats",{ minetest.register_chatcommand("mobstats",{
privs = { debug = true }, privs = { debug = true },
func = function(n,param) func = function(n,param)
--minetest.chat_send_player(n,dump(dbg_spawn_counts))
local pos = minetest.get_player_by_name(n):get_pos() local pos = minetest.get_player_by_name(n):get_pos()
minetest.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total()) minetest.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts) minetest.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts)

View File

@ -1,4 +1,4 @@
name = mcl_wither_spawning name = mcl_wither_spawning
description = Wither Spawning for VoxeLibre description = Wither Spawning for MineClone2
author = Fleckenstein author = Fleckenstein
depends = mobs_mc, mcl_heads depends = mobs_mc, mcl_heads

View File

@ -33,11 +33,11 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers
* Husk * Husk
* Skeleton * Skeleton
* Stray * Stray
* Stalker * Creeper
* Slime * Slime
* Spider * Spider
* Cave Spider * Cave Spider
* Rover * Enderman
* Zombie Villager * Zombie Villager
* Zombie Piglin * Zombie Piglin
* Wither Skeleton * Wither Skeleton

View File

@ -72,24 +72,18 @@ local axolotl = {
fly = true, fly = true,
fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" }, fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
breathes_in_water = true, breathes_in_water = true,
jump = false, -- would get them out of the water too often jump = true,
damage = 2, damage = 2,
reach = 2, reach = 2,
attack_type = "dogfight", attack_type = "dogfight",
attack_animals = true, attack_animals = true,
specific_attack = { specific_attack = {
"mobs_mc:cod", "extra_mobs_cod",
"mobs_mc:glow_squid", "extra_mobs_glow_squid",
"mobs_mc:salmon", "extra_mobs_salmon",
"mobs_mc:tropical_fish", "extra_mobs_tropical_fish",
"mobs_mc:squid", "mobs_mc_squid"
"mobs_mc:zombie", -- todo: only drowned? },
"mobs_mc:baby_zombie",
"mobs_mc:husk",
"mobs_mc:baby_husk",
"mobs_mc:guardian_elder",
"mobs_mc:guardian",
},
runaway = true, runaway = true,
} }

View File

@ -95,8 +95,8 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
end end
local pos = self.object:get_pos() local pos = self.object:get_pos()
minetest.add_particle({ minetest.add_particle({
pos = {x=pos.x+(math.random()*0.7-0.35)*math.random(),y=pos.y+0.7+math.random()*0.5,z=pos.z+(math.random()*0.7-0.35)*math.random()}, pos = {x=pos.x+math.random(-0.7,0.7)*math.random()/2,y=pos.y+math.random(0.7,1.2),z=pos.z+math.random(-0.7,0.7)*math.random()/2},
velocity = {x=0, y=1, z=0}, velocity = {x=0, y=math.random(1,1), z=0},
expirationtime = math.random(), expirationtime = math.random(),
size = math.random(1, 4), size = math.random(1, 4),
collisiondetection = true, collisiondetection = true,
@ -110,8 +110,8 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
}, },
}) })
minetest.add_particle({ minetest.add_particle({
pos = {x=pos.x+(math.random()*0.7-0.35)*math.random(),y=pos.y+0.7+math.random()*0.5,z=pos.z+(math.random()*0.7-0.35)*math.random()}, pos = {x=pos.x+math.random(-0.7,0.7)*math.random()/2,y=pos.y+math.random(0.7,1.2),z=pos.z+math.random(-0.7,0.7)*math.random()/2},
velocity = {x=0, y=1, z=0}, velocity = {x=0, y=math.random(1,1), z=0},
expirationtime = math.random(), expirationtime = math.random(),
size = math.random(1, 4), size = math.random(1, 4),
collisiondetection = true, collisiondetection = true,
@ -125,8 +125,8 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
}, },
}) })
minetest.add_particle({ minetest.add_particle({
pos = {x=pos.x+(math.random()*0.7-0.35)*math.random(),y=pos.y+0.7+math.random()*0.5,z=pos.z+(math.random()*0.7-0.35)*math.random()}, pos = {x=pos.x+math.random(-0.7,0.7)*math.random()/2,y=pos.y+math.random(0.7,1.2),z=pos.z+math.random(-0.7,0.7)*math.random()/2},
velocity = {x=0, y=1, z=0}, velocity = {x=0, y=math.random(1,1), z=0},
expirationtime = math.random(), expirationtime = math.random(),
size = math.random(1, 4), size = math.random(1, 4),
collisiondetection = true, collisiondetection = true,

View File

@ -84,7 +84,7 @@ local cod = {
self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0)) self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
if minetest.get_item_group(self.standing_in, "water") ~= 0 then if minetest.get_item_group(self.standing_in, "water") ~= 0 then
if self.object:get_velocity().y < 5 then if self.object:get_velocity().y < 5 then
self.object:add_velocity({ x = 0 , y = math.random()*.014-.007, z = 0 }) self.object:add_velocity({ x = 0 , y = math.random(-.007, .007), z = 0 })
end end
end end
--]] --]]

View File

@ -122,7 +122,6 @@ mooshroom_def.on_rightclick = function(self, clicker)
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
item:add_wear(mobs_mc.shears_wear) item:add_wear(mobs_mc.shears_wear)
tt.reload_itemstack_description(item) -- update tooltip
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item) clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end end
-- Use bucket to milk -- Use bucket to milk

View File

@ -3,66 +3,14 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### STALKER --################### CREEPER
--################### --###################
local function get_texture(self, prev)
local standing_on = minetest.registered_nodes[self.standing_on]
-- TODO: we do not have access to param2 here (color palette index) yet
local texture
local texture_suff = ""
if standing_on and (standing_on.walkable or standing_on.groups.liquid) then
local tiles = standing_on.tiles
if tiles then
local tile = tiles[1]
local color
if type(tile) == "table" then
texture = tile.name or tile.image
if tile.color then
color = minetest.colorspec_to_colorstring(tile.color)
end
elseif type(tile) == "string" then
texture = tile
end
if not color then
color = minetest.colorspec_to_colorstring(standing_on.color)
end
if color then
texture_suff = "^[multiply:" .. color .. "^[hsl:0:0:20"
end
end
end
if not texture or texture == "" then
-- try to keep last texture when, e.g., falling
if prev and (not (not self.attack)) == (string.find(prev, "vl_mobs_stalker_overlay_angry.png") ~= nil) then
return prev
end
texture = "vl_stalker_default.png"
else
texture = texture:gsub("([\\^:\\[])", "\\%1") -- escape texture modifiers
texture = "(vl_stalker_default.png^[combine:16x24:0,0=(" .. texture .. "):0,16=(" .. texture .. ")" .. texture_suff .. ")"
end
if self.attack then
texture = texture .. "^vl_mobs_stalker_overlay_angry.png"
else
texture = texture .. "^vl_mobs_stalker_overlay.png"
end
return texture
end
local AURA = "vl_stalker_overloaded_aura.png"
local function get_overloaded_aura(timer)
local frame = math.floor(timer*16)
local f = tostring(frame)
local nf = tostring(16-f)
return "[combine:16x24:-" .. nf ..",0=" .. AURA .. ":" .. f .. ",0=" .. AURA
end
mcl_mobs.register_mob("mobs_mc:creeper", {
mcl_mobs.register_mob("mobs_mc:stalker", { description = S("Creeper"),
description = S("Stalker"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
spawn_in_group = 1, spawn_in_group = 1,
@ -73,16 +21,16 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3},
pathfinding = 1, pathfinding = 1,
visual = "mesh", visual = "mesh",
mesh = "vl_stalker.b3d", mesh = "mobs_mc_creeper.b3d",
-- head_swivel = "Head_Control", head_swivel = "Head_Control",
bone_eye_height = 2.35, bone_eye_height = 2.35,
head_eye_height = 1.8; head_eye_height = 1.8;
curiosity = 2, curiosity = 2,
textures = { textures = {
{get_texture({}), {"mobs_mc_creeper.png",
"mobs_mc_empty.png"}, "mobs_mc_empty.png"},
}, },
visual_size = {x=2, y=2}, visual_size = {x=3, y=3},
sounds = { sounds = {
attack = "tnt_ignite", attack = "tnt_ignite",
death = "mobs_mc_creeper_death", death = "mobs_mc_creeper_death",
@ -108,8 +56,8 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
-- Force-ignite stalker with flint and steel and explode after 1.5 seconds. -- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make stalker flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer ~= nil then
@ -138,11 +86,6 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength) self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end end
end end
local new_texture = get_texture(self, self._stalker_texture)
if self._stalker_texture ~= new_texture then
self.object:set_properties({textures={new_texture, "mobs_mc_empty.png"}})
self._stalker_texture = new_texture
end
end, end,
on_die = function(self, pos, cmi_cause) on_die = function(self, pos, cmi_cause)
-- Drop a random music disc when killed by skeleton or stray -- Drop a random music disc when killed by skeleton or stray
@ -165,42 +108,35 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
looting = "common",}, looting = "common",},
-- Head -- Head
-- TODO: Only drop if killed by charged stalker -- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:stalker", {name = "mcl_heads:creeper",
chance = 200, -- 0.5% chance = 200, -- 0.5%
min = 1, min = 1,
max = 1,}, max = 1,},
}, },
animation = { animation = {
speed_normal = 30, speed_normal = 24,
speed_run = 60, speed_run = 48,
stand_start = 0, stand_start = 0,
stand_end = 23, stand_end = 23,
walk_start = 24, walk_start = 24,
walk_end = 49, walk_end = 49,
run_start = 24, run_start = 24,
run_end = 49, run_end = 49,
fuse_start = 49, hurt_start = 110,
fuse_end = 80, hurt_end = 139,
death_start = 140,
death_end = 189,
look_start = 50,
look_end = 108,
}, },
floats = 1, floats = 1,
fear_height = 4, fear_height = 4,
view_range = 16, view_range = 16,
})
_on_after_convert = function(obj) mcl_mobs.register_mob("mobs_mc:creeper_charged", {
obj:set_properties({ description = S("Charged Creeper"),
visual_size = {x=2, y=2},
mesh = "vl_stalker.b3d",
textures = {
{get_texture({}),
"mobs_mc_empty.png"},
},
})
end,
}) -- END mcl_mobs.register_mob("mobs_mc:stalker", {
mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
description = S("Overloaded Stalker"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
hp_min = 20, hp_min = 20,
@ -210,16 +146,15 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3},
pathfinding = 1, pathfinding = 1,
visual = "mesh", visual = "mesh",
mesh = "vl_stalker.b3d", mesh = "mobs_mc_creeper.b3d",
--BOOM --BOOM
textures = { textures = {
{get_texture({}), {"mobs_mc_creeper.png",
AURA}, "mobs_mc_creeper_charge.png"},
}, },
use_texture_alpha = true, visual_size = {x=3, y=3},
visual_size = {x=2, y=2},
sounds = { sounds = {
attack = "tnt_ignite", attack = "tnt_ignite",
death = "mobs_mc_creeper_death", death = "mobs_mc_creeper_death",
@ -243,8 +178,8 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
-- Force-ignite stalker with flint and steel and explode after 1.5 seconds. -- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make stalker flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer ~= nil then
@ -273,9 +208,6 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength) self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end end
end end
if not self._aura_timer or self._aura_timer > 1 then self._aura_timer = 0 end
self._aura_timer = self._aura_timer + dtime
self.object:set_properties({textures={get_texture(self), get_overloaded_aura(self._aura_timer)}})
end, end,
on_die = function(self, pos, cmi_cause) on_die = function(self, pos, cmi_cause)
-- Drop a random music disc when killed by skeleton or stray -- Drop a random music disc when killed by skeleton or stray
@ -290,7 +222,7 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
end end
end, end,
on_lightning_strike = function(self, pos, pos2, objects) on_lightning_strike = function(self, pos, pos2, objects)
mcl_util.replace_mob(self.object, "mobs_mc:stalker_overloaded") mcl_util.replace_mob(self.object, "mobs_mc:creeper_charged")
return true return true
end, end,
maxdrops = 2, maxdrops = 2,
@ -302,23 +234,27 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
looting = "common",}, looting = "common",},
-- Head -- Head
-- TODO: Only drop if killed by overloaded stalker -- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:stalker", {name = "mcl_heads:creeper",
chance = 200, -- 0.5% chance = 200, -- 0.5%
min = 1, min = 1,
max = 1,}, max = 1,},
}, },
animation = { animation = {
speed_normal = 30, speed_normal = 24,
speed_run = 60, speed_run = 48,
stand_start = 0, stand_start = 0,
stand_end = 23, stand_end = 23,
walk_start = 24, walk_start = 24,
walk_end = 49, walk_end = 49,
run_start = 24, run_start = 24,
run_end = 49, run_end = 49,
fuse_start = 49, hurt_start = 110,
fuse_end = 80, hurt_end = 139,
death_start = 140,
death_end = 189,
look_start = 50,
look_end = 108,
}, },
floats = 1, floats = 1,
fear_height = 4, fear_height = 4,
@ -326,25 +262,10 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
--Having trouble when fire is placed with lightning --Having trouble when fire is placed with lightning
fire_resistant = true, fire_resistant = true,
glow = 3, glow = 3,
})
_on_after_convert = function(obj)
obj:set_properties({
visual_size = {x=2, y=2},
mesh = "vl_stalker.b3d",
textures = {
{get_texture({}),
AURA},
},
})
end,
}) -- END mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
-- compat
mcl_mobs.register_conversion("mobs_mc:creeper", "mobs_mc:stalker")
mcl_mobs.register_conversion("mobs_mc:creeper_charged", "mobs_mc:stalker_overloaded")
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:stalker", "mobs_mc:creeper",
"overworld", "overworld",
"ground", "ground",
{ {
@ -492,6 +413,4 @@ mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:stalker", S("Stalker"), "#0da70a", "#000000", 0) mcl_mobs.register_egg("mobs_mc:creeper", S("Creeper"), "#0da70a", "#000000", 0)
minetest.register_alias("mobs_mc:creeper", "mobs_mc:stalker")
mcl_mobs.register_egg("mobs_mc:stalker_overloaded", S("Overloaded Stalker"), "#00a77a", "#000000", 0)

View File

@ -81,16 +81,16 @@ local dolphin = {
reach = 2, reach = 2,
damage = 2.5, damage = 2.5,
attack_type = "dogfight", attack_type = "dogfight",
--[[ this is supposed to make them jump out the water but doesn't appear to work very well
do_custom = function(self,dtime) do_custom = function(self,dtime)
--[[ this is supposed to make them jump out the water but doesn't appear to work very well
self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0)) self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
if minetest.get_item_group(self.standing_in, "water") ~= 0 then if minetest.get_item_group(self.standing_in, "water") ~= 0 then
if self.object:get_velocity().y < 5 then if self.object:get_velocity().y < 5 then
self.object:add_velocity({ x = 0 , y = math.random()*.014-.007, z = 0 }) self.object:add_velocity({ x = 0 , y = math.random(-.007, .007), z = 0 })
end end
end end
--]]
end, end,
--]]
} }
mcl_mobs.register_mob("mobs_mc:dolphin", dolphin) mcl_mobs.register_mob("mobs_mc:dolphin", dolphin)

View File

@ -4,17 +4,21 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local BEAM_CHECK_FREQUENCY = 1 local BEAM_CHECK_FREQUENCY = 2
local POS_CHECK_FREQUENCY = 15 local POS_CHECK_FREQUENCY = 15
local HEAL_INTERVAL = 1 local HEAL_AMMOUNT = 37
local HEAL_AMOUNT = 2
local function heal(self)
local o = self.object
self.health = math.min(self.hp_max,self.health + HEAL_AMMOUNT)
end
local function check_beam(self) local function check_beam(self)
for _, obj in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 80)) do for _, obj in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 80)) do
local luaentity = obj:get_luaentity() local luaentity = obj:get_luaentity()
if luaentity and luaentity.name == "mcl_end:crystal" then if luaentity and luaentity.name == "mcl_end:crystal" then
if luaentity.beam then if luaentity.beam then
if luaentity.beam == self.beam then if luaentity.beam == self.beam then
heal(self)
break break
end end
else else
@ -102,6 +106,7 @@ mcl_mobs.register_mob("mobs_mc:enderdragon", {
}, },
ignores_nametag = true, ignores_nametag = true,
do_custom = function(self,dtime) do_custom = function(self,dtime)
mcl_bossbars.update_boss(self.object, "Ender Dragon", "light_purple")
if self._pos_timer == nil or self._pos_timer > POS_CHECK_FREQUENCY then if self._pos_timer == nil or self._pos_timer > POS_CHECK_FREQUENCY then
self._pos_timer = 0 self._pos_timer = 0
check_pos(self) check_pos(self)
@ -110,20 +115,8 @@ mcl_mobs.register_mob("mobs_mc:enderdragon", {
self._beam_timer = 0 self._beam_timer = 0
check_beam(self) check_beam(self)
end end
self._beam_timer = self._beam_timer + dtime self._beam_timer = self._beam_timer + dtime
self._pos_timer = self._pos_timer + dtime self._pos_timer = self._pos_timer + dtime
if self.beam ~= nil then
-- heal
self._heal_timer = (self._heal_timer or 0) + dtime
if self._heal_timer > HEAL_INTERVAL then
self.health = math.min(self.hp_max,self.health + HEAL_AMOUNT)
self._heal_timer = self._heal_timer - HEAL_INTERVAL
end
end
mcl_bossbars.update_boss(self.object, "Ender Dragon", "light_purple")
end, end,
on_die = function(self, pos, cmi_cause) on_die = function(self, pos, cmi_cause)
if self._portal_pos then if self._portal_pos then

View File

@ -31,9 +31,20 @@ local place_frequency_min = 235
local place_frequency_max = 245 local place_frequency_max = 245
minetest.register_entity("mobs_mc:ender_eyes", { minetest.register_entity("mobs_mc:ender_eyes", {
visual = "mesh",
mesh = "mobs_mc_spider.b3d",
visual_size = {x=1.01/3, y=1.01/3},
textures = {
"mobs_mc_enderman_eyes.png",
},
on_step = function(self) on_step = function(self)
self.object:remove() if self and self.object then
if not self.object:get_attach() then
self.object:remove()
end
end
end, end,
glow = 50,
}) })
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
@ -55,8 +66,142 @@ end
local pr = PseudoRandom(os.time()*(-334)) local pr = PseudoRandom(os.time()*(-334))
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
-- and the textures have tranparent pixels.
local block_texture_overrides
do
local cbackground = "mobs_mc_enderman_cactus_background.png"
local ctiles = minetest.registered_nodes["mcl_core:cactus"].tiles
local ctable = {}
local last
for i=1, 6 do
if ctiles[i] then
last = ctiles[i]
end
table.insert(ctable, cbackground .. "^" .. last)
end
block_texture_overrides = {
["mcl_core:cactus"] = ctable,
-- FIXME: replace colorize colors with colors from palette
["mcl_core:dirt_with_grass"] =
{
"mcl_core_grass_block_top.png^[colorize:green:90",
"default_dirt.png",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)"}
}
end
-- Create the textures table for the enderman, depending on which kind of block
-- the enderman holds (if any).
local create_enderman_textures = function(block_type, itemstring)
local base = "mobs_mc_enderman.png^mobs_mc_enderman_eyes.png"
--[[ Order of the textures in the texture table:
Flower, 90 degrees
Flower, 45 degrees
Held block, backside
Held block, bottom
Held block, front
Held block, left
Held block, right
Held block, top
Enderman texture (base)
]]
-- Regular cube
if block_type == "cube" then
local tiles = minetest.registered_nodes[itemstring].tiles
local textures = {}
local last
if block_texture_overrides[itemstring] then
-- Texture override available? Use these instead!
textures = block_texture_overrides[itemstring]
else
-- Extract the texture names
for i = 1, 6 do
if type(tiles[i]) == "string" then
last = tiles[i]
elseif type(tiles[i]) == "table" then
if tiles[i].name then
last = tiles[i].name
end
end
table.insert(textures, last)
end
end
return {
"blank.png",
"blank.png",
textures[5],
textures[2],
textures[6],
textures[3],
textures[4],
textures[1],
base, -- Enderman texture
}
-- Node of plantlike drawtype, 45° (recommended)
elseif block_type == "plantlike45" then
local textures = minetest.registered_nodes[itemstring].tiles
return {
"blank.png",
textures[1],
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base,
}
-- Node of plantlike drawtype, 90°
elseif block_type == "plantlike90" then
local textures = minetest.registered_nodes[itemstring].tiles
return {
textures[1],
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base,
}
elseif block_type == "unknown" then
return {
"blank.png",
"blank.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
base, -- Enderman texture
}
-- No block held (for initial texture)
elseif block_type == "nothing" or block_type == nil then
return {
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base, -- Enderman texture
}
end
end
-- Select a new animation definition. -- Select a new animation definition.
local select_rover_animation = function(animation_type) local select_enderman_animation = function(animation_type)
-- Enderman holds a block -- Enderman holds a block
if animation_type == "block" then if animation_type == "block" then
return { return {
@ -109,8 +254,8 @@ local psdefs = {{
texture = "mcl_portals_particle"..math.random(1, 5)..".png", texture = "mcl_portals_particle"..math.random(1, 5)..".png",
}} }}
mcl_mobs.register_mob("mobs_mc:rover", { mcl_mobs.register_mob("mobs_mc:enderman", {
description = S("Rover"), description = S("Enderman"),
type = "monster", type = "monster",
spawn_class = "passive", spawn_class = "passive",
can_despawn = true, can_despawn = true,
@ -122,11 +267,23 @@ mcl_mobs.register_mob("mobs_mc:rover", {
xp_max = 5, xp_max = 5,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3},
visual = "mesh", visual = "mesh",
mesh = "vl_rover.b3d", mesh = "mobs_mc_enderman.b3d",
textures = { "vl_mobs_rover.png^vl_mobs_rover_face.png" }, textures = create_enderman_textures(),
glow = 100, visual_size = {x=3, y=3},
visual_size = {x=10, y=10},
makes_footstep_sound = true, makes_footstep_sound = true,
on_spawn = function(self)
local spider_eyes=false
for n = 1, #self.object:get_children() do
local obj = self.object:get_children()[n]
if obj:get_luaentity() and self.object:get_luaentity().name == "mobs_mc:ender_eyes" then
spider_eyes = true
end
end
if not spider_eyes then
minetest.add_entity(self.object:get_pos(), "mobs_mc:ender_eyes"):set_attach(self.object, "head.top", vector.new(0,2.54,-1.99), vector.new(90,0,180))
minetest.add_entity(self.object:get_pos(), "mobs_mc:ender_eyes"):set_attach(self.object, "head.top", vector.new(1,2.54,-1.99), vector.new(90,0,180))
end
end,
sounds = { sounds = {
-- TODO: Custom war cry sound -- TODO: Custom war cry sound
war_cry = "mobs_sandmonster", war_cry = "mobs_sandmonster",
@ -135,8 +292,8 @@ mcl_mobs.register_mob("mobs_mc:rover", {
random = {name="mobs_mc_enderman_random", gain=0.5}, random = {name="mobs_mc_enderman_random", gain=0.5},
distance = 16, distance = 16,
}, },
walk_velocity = 2, walk_velocity = 0.2,
run_velocity = 4, run_velocity = 3.4,
damage = 7, damage = 7,
reach = 2, reach = 2,
particlespawners = psdefs, particlespawners = psdefs,
@ -147,7 +304,7 @@ mcl_mobs.register_mob("mobs_mc:rover", {
max = 1, max = 1,
looting = "common"}, looting = "common"},
}, },
animation = select_rover_animation("normal"), animation = select_enderman_animation("normal"),
_taken_node = "", _taken_node = "",
can_spawn = function(pos) can_spawn = function(pos)
return #minetest.find_nodes_in_area(vector.offset(pos,0,1,0),vector.offset(pos,0,3,0),{"air"}) > 2 return #minetest.find_nodes_in_area(vector.offset(pos,0,1,0),vector.offset(pos,0,3,0),{"air"}) > 2
@ -191,7 +348,6 @@ mcl_mobs.register_mob("mobs_mc:rover", {
-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE. -- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
if self.state == "attack" then if self.state == "attack" then
self.object:set_properties({textures={"vl_mobs_rover.png^vl_mobs_rover_face_angry.png"}})
if self.attack then if self.attack then
local target = self.attack local target = self.attack
local pos = target:get_pos() local pos = target:get_pos()
@ -202,7 +358,6 @@ mcl_mobs.register_mob("mobs_mc:rover", {
end end
end end
else --if not attacking try to tp to the dark else --if not attacking try to tp to the dark
self.object:set_properties({textures={"vl_mobs_rover.png^vl_mobs_rover_face.png"}})
if dim == 'overworld' then if dim == 'overworld' then
local light = minetest.get_node_light(enderpos) local light = minetest.get_node_light(enderpos)
if light and light > minetest.LIGHT_MAX then if light and light > minetest.LIGHT_MAX then
@ -334,17 +489,38 @@ mcl_mobs.register_mob("mobs_mc:rover", {
minetest.remove_node(take_pos) minetest.remove_node(take_pos)
local dug = minetest.get_node_or_nil(take_pos) local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then if dug and dug.name == "air" then
local node_obj = vl_held_item.create_item_entity(take_pos, node.name) self._taken_node = node.name
if node_obj then self.persistent = true
node_obj:set_attach(self.object, "held_node")
self._node_obj = node_obj
self._taken_node = node.name
node_obj:set_properties({visual_size={x=0.02, y=0.02}})
end
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
self.animation = select_rover_animation("block") -- Update animation and texture accordingly (adds visibly carried block)
local block_type
-- Cube-shaped
if def.drawtype == "normal" or
def.drawtype == "nodebox" or
def.drawtype == "liquid" or
def.drawtype == "flowingliquid" or
def.drawtype == "glasslike" or
def.drawtype == "glasslike_framed" or
def.drawtype == "glasslike_framed_optional" or
def.drawtype == "allfaces" or
def.drawtype == "allfaces_optional" or
def.drawtype == nil then
block_type = "cube"
elseif def.drawtype == "plantlike" then
-- Flowers and stuff
block_type = "plantlike45"
elseif def.drawtype == "airlike" then
-- Just air
block_type = nil
else
-- Fallback for complex drawtypes
block_type = "unknown"
end
self.base_texture = create_enderman_textures(block_type, self._taken_node)
self.object:set_properties({ textures = self.base_texture })
self.animation = select_enderman_animation("block")
self:set_animation(self.animation.current) self:set_animation(self.animation.current)
if def and def.sounds and def.sounds.dug then if def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true) minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true)
end end
end end
@ -366,14 +542,12 @@ mcl_mobs.register_mob("mobs_mc:rover", {
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block) -- Update animation accordingly (removes visible block)
self.persistent = false self.persistent = false
self.animation = select_rover_animation("normal") self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current) self:set_animation(self.animation.current)
if def and def.sounds and def.sounds.place then if def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true) minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true)
end end
self._node_obj:remove() self._taken_node = ""
self._node_obj = nil
self._taken_node = nil
end end
end end
end end
@ -471,41 +645,16 @@ mcl_mobs.register_mob("mobs_mc:rover", {
--end --end
end end
end, end,
after_activate = function(self, staticdata, def, dtime)
if not self._taken_node or self._taken_node == "" then
self.animation = select_rover_animation("normal")
self:set_animation(self.animation.current)
return
end
self.animation = select_rover_animation("block")
self:set_animation(self.animation.current)
local node_obj = vl_held_item.create_item_entity(self.object:get_pos(), self._taken_node)
if node_obj then
node_obj:set_attach(self.object, "held_node")
self._node_obj = node_obj
node_obj:set_properties({visual_size={x=0.02, y=0.02}})
end
end,
armor = { fleshy = 100, water_vulnerable = 100 }, armor = { fleshy = 100, water_vulnerable = 100 },
water_damage = 8, water_damage = 8,
view_range = 64, view_range = 64,
fear_height = 4, fear_height = 4,
attack_type = "dogfight", attack_type = "dogfight",
_on_after_convert = function(obj) })
obj:set_properties({
mesh = "vl_rover.b3d",
textures = { "vl_mobs_rover.png^vl_mobs_rover_face.png" },
visual_size = {x=10, y=10},
})
end
}) -- END mcl_mobs.register_mob("mobs_mc:rover", {
-- compat
mcl_mobs.register_conversion("mobs_mc:enderman", "mobs_mc:rover")
-- End spawn -- End spawn
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"end", "end",
"ground", "ground",
{ {
@ -525,7 +674,7 @@ mcl_vars.mg_end_min,
mcl_vars.mg_end_max) mcl_vars.mg_end_max)
-- Overworld spawn -- Overworld spawn
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"overworld", "overworld",
"ground", "ground",
{ {
@ -674,7 +823,7 @@ mcl_vars.mg_overworld_max)
-- Nether spawn (rare) -- Nether spawn (rare)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"nether", "nether",
"ground", "ground",
{ {
@ -691,7 +840,7 @@ mcl_vars.mg_nether_max)
-- Warped Forest spawn (common) -- Warped Forest spawn (common)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"nether", "nether",
"ground", "ground",
{ {
@ -706,5 +855,4 @@ mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:rover", S("Rover"), "#252525", "#151515", 0) mcl_mobs.register_egg("mobs_mc:enderman", S("Enderman"), "#252525", "#151515", 0)
minetest.register_alias("mobs_mc:enderman", "mobs_mc:rover")

View File

@ -126,14 +126,13 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
end, end,
hit_mob = function(self, mob) hit_mob = function(self, mob)
local name = mob:get_luaentity().name
mob:punch(self.object, 1.0, { mob:punch(self.object, 1.0, {
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = 6}, damage_groups = {fleshy = 6},
}, nil) }, nil)
mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
local ent = mob:get_luaentity() local ent = mob:get_luaentity()
if (not ent or ent.health <= 0) and self._puncher and name == "mobs_mc:ghast" then if not ent or ent.health <= 0 then
awards.unlock(self._puncher:get_player_name(), "mcl:fireball_redir_serv") awards.unlock(self._puncher:get_player_name(), "mcl:fireball_redir_serv")
end end
end, end,

View File

@ -99,7 +99,9 @@ mcl_mobs.register_mob("mobs_mc:guardian", {
view_range = 16, view_range = 16,
}) })
mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10, mobs_mc.water_level) -- Spawning disabled due to size issues
-- TODO: Re-enable spawning
--mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10)
mcl_mobs:non_spawn_specific("mobs_mc:guardian","overworld",0,minetest.LIGHT_MAX+1) mcl_mobs:non_spawn_specific("mobs_mc:guardian","overworld",0,minetest.LIGHT_MAX+1)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0) mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0)

View File

@ -105,14 +105,11 @@ mcl_mobs.register_mob("mobs_mc:guardian_elder", {
fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" }, fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
jump = false, jump = false,
view_range = 16, view_range = 16,
dealt_effect = {
name = "fatigue",
level = 3,
dur = 30,
},
}) })
mcl_mobs:spawn_specific("mobs_mc:guardian_elder", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 40000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level-18, mobs_mc.water_level) -- Spawning disabled due to size issues <- what do you mean? -j4i
-- TODO: Re-enable spawning
-- mcl_mobs:spawn_specific("mobs_mc:guardian_elder", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 40000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level-18)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0) mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0)

View File

@ -122,10 +122,10 @@ local horse = {
stand_speed = 25, stand_speed = 25,
stand_start = 0, stand_start = 0,
stand_end = 0, stand_end = 0,
walk_speed = 100, walk_speed = 25,
walk_start = 0, walk_start = 0,
walk_end = 40, walk_end = 40,
run_speed = 200, run_speed = 60,
run_start = 0, run_start = 0,
run_end = 40, run_end = 40,
}, },
@ -543,6 +543,11 @@ donkey.description = S("Donkey")
donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}} donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}}
donkey.spawn_in_group = 3 donkey.spawn_in_group = 3
donkey.spawn_in_group_min = 1 donkey.spawn_in_group_min = 1
donkey.animation = {
speed_normal = 25,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
}
donkey.sounds = { donkey.sounds = {
random = "mobs_mc_donkey_random", random = "mobs_mc_donkey_random",
damage = "mobs_mc_donkey_hurt", damage = "mobs_mc_donkey_hurt",

View File

@ -124,7 +124,9 @@ dofile(path .. "/witch.lua") -- Mesh and animation by toby109tt / https://githu
--Monsters --Monsters
dofile(path .. "/blaze.lua") -- Animation by daufinsyd dofile(path .. "/blaze.lua") -- Animation by daufinsyd
dofile(path .. "/creeper.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/ender_dragon.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/ender_dragon.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/enderman.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/endermite.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/endermite.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/villager_illusioner.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/villager_illusioner.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/ghast.lua") -- maikerumine dofile(path .. "/ghast.lua") -- maikerumine
@ -132,12 +134,10 @@ dofile(path .. "/guardian.lua") -- maikerumine Mesh and animation by toby109tt
dofile(path .. "/guardian_elder.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/guardian_elder.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/snowman.lua") dofile(path .. "/snowman.lua")
dofile(path .. "/iron_golem.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/iron_golem.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/rover.lua") -- Mesh and Animation by Herowl
dofile(path .. "/shulker.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/shulker.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/stalker.lua") -- Mesh and Animation by Herowl
dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/slime+magma_cube.lua") -- Wuzzy dofile(path .. "/slime+magma_cube.lua") -- Wuzzy
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture) dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)

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@ -83,8 +83,8 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
stand_speed = 15, walk_speed = 15, run_speed = 25, punch_speed = 15, stand_speed = 15, walk_speed = 15, run_speed = 25, punch_speed = 15,
stand_start = 0, stand_end = 0, stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_start = 0, walk_end = 40,
run_start = 40, run_end = 80, run_start = 0, run_end = 40,
punch_start = 80, punch_end = 90, punch_start = 40, punch_end = 50,
}, },
jump = true, jump = true,
do_custom = function(self, dtime) do_custom = function(self, dtime)

View File

@ -5,7 +5,7 @@ Blaze=Lohe
Chicken=Huhn Chicken=Huhn
Cow=Kuh Cow=Kuh
Mooshroom=Pilzkuh Mooshroom=Pilzkuh
Stalker=Stalker Creeper=Creeper
Ender Dragon=Enderdrache Ender Dragon=Enderdrache
Enderman=Enderman Enderman=Enderman
Endermite=Endermilbe Endermite=Endermilbe

View File

@ -6,7 +6,7 @@ Blaze=Blaze
Chicken=Kylling Chicken=Kylling
Cow=Ko Cow=Ko
Mooshroom=Svamp Mooshroom=Svamp
Stalker=Stalker Creeper=Creeper
Ender Dragon=Enderdrage Ender Dragon=Enderdrage
Enderman=Enderman Enderman=Enderman
Endermite=Endermide Endermite=Endermide
@ -67,4 +67,4 @@ Cod=Torsk
Salmon=Laks Salmon=Laks
Dolphin=Delfin Dolphin=Delfin
Pillager=Plyndrer Pillager=Plyndrer
Tropical fish=Tropisk fisk Tropical fish=Tropisk fisk

View File

@ -5,7 +5,7 @@ Chicken=Pollo
Cod=Bacalao Cod=Bacalao
Cow=Vaca Cow=Vaca
Mooshroom=Champivaca Mooshroom=Champivaca
Stalker=Stalker Creeper=Creeper
Dolphin=Delfín Dolphin=Delfín
Ender Dragon=Ender Dragon Ender Dragon=Ender Dragon
Enderman=Enderman Enderman=Enderman

View File

@ -6,7 +6,7 @@ Blaze=Blaze
Chicken=Poulet Chicken=Poulet
Cow=Vache Cow=Vache
Mooshroom=Champimeuh Mooshroom=Champimeuh
Stalker=Stalker Creeper=Creeper
Ender Dragon=Ender Dragon Ender Dragon=Ender Dragon
Enderman=Enderman Enderman=Enderman
Endermite=Endermite Endermite=Endermite

View File

@ -6,7 +6,7 @@ Blaze=Flamor
Chicken=Polet Chicken=Polet
Cow=Vacha Cow=Vacha
Mooshroom=Vachairòla Mooshroom=Vachairòla
Stalker=Stalker Creeper=Creeper
Ender Dragon=Dragon de Finuèit Ender Dragon=Dragon de Finuèit
Enderman=Finuèairi Enderman=Finuèairi
Endermite=Finuèibau Endermite=Finuèibau

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@ -6,7 +6,7 @@ Blaze=Blaze
Chicken=Galinha Chicken=Galinha
Cow=Vaca Cow=Vaca
Mooshroom=Coguvaca Mooshroom=Coguvaca
Stalker=Stalker Creeper=Creeper
Ender Dragon=Dragão do Fim Ender Dragon=Dragão do Fim
Enderman=Enderman Enderman=Enderman
Endermite=Endermite Endermite=Endermite

View File

@ -6,7 +6,7 @@ Blaze=Ифрит
Chicken=Курица Chicken=Курица
Cow=Корова Cow=Корова
Mooshroom=Грибная корова Mooshroom=Грибная корова
Stalker=Сталкер Creeper=Крипер
Ender Dragon=Дракон Края Ender Dragon=Дракон Края
Enderman=Эндермен Enderman=Эндермен
Endermite=Эндермит Endermite=Эндермит

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@ -6,7 +6,7 @@ Blaze=
Chicken= Chicken=
Cow= Cow=
Mooshroom= Mooshroom=
Stalker= Creeper=
Ender Dragon= Ender Dragon=
Enderman= Enderman=
Endermite= Endermite=

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

View File

@ -360,7 +360,7 @@ piglin_brute.xp_min = 20
piglin_brute.xp_max = 20 piglin_brute.xp_max = 20
piglin_brute.hp_min = 50 piglin_brute.hp_min = 50
piglin_brute.hp_max = 50 piglin_brute.hp_max = 50
piglin_brute.fire_resistant = false piglin_brute.fire_resistant = 1
piglin_brute.do_custom = function() piglin_brute.do_custom = function()
return return
end end
@ -371,8 +371,8 @@ piglin_brute.on_rightclick = function()
return return
end end
piglin_brute.attacks_monsters = true piglin_brute.attacks_monsters = true
piglin_brute.lava_damage = 4 piglin_brute.lava_damage = 0
piglin_brute.fire_damage = 2 piglin_brute.fire_damage = 0
piglin_brute.attack_animals = true piglin_brute.attack_animals = true
piglin_brute.mesh = "extra_mobs_sword_piglin.b3d" piglin_brute.mesh = "extra_mobs_sword_piglin.b3d"
piglin_brute.textures = {"extra_mobs_piglin_brute.png", "default_tool_goldaxe.png", "extra_mobs_trans.png"} piglin_brute.textures = {"extra_mobs_piglin_brute.png", "default_tool_goldaxe.png", "extra_mobs_trans.png"}

View File

@ -52,7 +52,7 @@ local salmon = {
makes_footstep_sound = false, makes_footstep_sound = false,
swim = true, swim = true,
fly = true, fly = true,
fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" }, fly_in = "mcl_core:water_source",
breathes_in_water = true, breathes_in_water = true,
jump = false, jump = false,
view_range = 16, view_range = 16,

View File

@ -249,7 +249,6 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
}) })
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
item:add_wear(mobs_mc.shears_wear) item:add_wear(mobs_mc.shears_wear)
tt.reload_itemstack_description(item) -- update tooltip
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item) clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end end
return return

View File

@ -73,7 +73,7 @@ local skeleton = {
looting = "common",}, looting = "common",},
-- Head -- Head
-- TODO: Only drop if killed by charged stalker -- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:skeleton", {name = "mcl_heads:skeleton",
chance = 200, -- 0.5% chance chance = 200, -- 0.5% chance
min = 1, min = 1,
@ -103,7 +103,6 @@ local skeleton = {
return true return true
end, end,
ignited_by_sunlight = true, ignited_by_sunlight = true,
floats = 0,
view_range = 16, view_range = 16,
fear_height = 4, fear_height = 4,
attack_type = "dogshoot", attack_type = "dogshoot",
@ -114,8 +113,7 @@ local skeleton = {
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos()))) self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
end end
local dmg = math.random(2, 4) local dmg = math.random(2, 4)
local arrow = self.arrow:match("^(.+)_entity$") mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
mcl_bows.shoot_arrow(arrow, pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end end
end, end,
shoot_interval = 2, shoot_interval = 2,
@ -142,10 +140,10 @@ stray.textures = {
"mcl_bows_bow_0.png", "mcl_bows_bow_0.png",
}, },
} }
stray.arrow = "mcl_potions:frost_arrow_entity"
-- TODO: different sound (w/ echo) -- TODO: different sound (w/ echo)
-- TODO: stray's arrow inflicts slowness status
table.insert(stray.drops, { table.insert(stray.drops, {
name = "mcl_potions:frost_arrow", name = "mcl_potions:slowness_arrow",
chance = 2, chance = 2,
min = 1, min = 1,
max = 1, max = 1,
@ -154,20 +152,13 @@ table.insert(stray.drops, {
local chance = 0.5 local chance = 0.5
for i = 1, lvl do for i = 1, lvl do
if chance > 1 then if chance > 1 then
return 1 -- TODO verify this logic, I think this is not how chance works return 1
end end
chance = chance + (1 - chance) / 2 chance = chance + (1 - chance) / 2
end end
return chance return chance
end, end,
}) })
table.insert(stray.drops, {
name = "mcl_mobitems:shiny_ice_crystal",
chance = 3,
min = 1,
max = 2,
looting = "rare",
})
mcl_mobs.register_mob("mobs_mc:stray", stray) mcl_mobs.register_mob("mobs_mc:stray", stray)

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@ -94,12 +94,11 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
dogshoot_switch = 1, dogshoot_switch = 1,
dogshoot_count_max =0.5, dogshoot_count_max =0.5,
fear_height = 4, fear_height = 4,
floats = 0,
harmed_by_heal = true, harmed_by_heal = true,
fire_resistant = true, fire_resistant = true,
dealt_effect = { dealt_effect = {
name = "withering", name = "withering",
level = 1, factor = 1,
dur = 10, dur = 10,
}, },
}) })

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