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Merge branch 'master' into mcl_starting_chest

This commit is contained in:
Michieal 2023-01-29 13:02:03 -05:00
commit f3e840a0ff
75 changed files with 3222 additions and 2063 deletions

1
.gitignore vendored
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@ -4,3 +4,4 @@
*.blend2 *.blend2
*.blend3 *.blend3
/.idea/ /.idea/
*.xcf

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@ -35,7 +35,8 @@
* SumianVoice * SumianVoice
* MrRar * MrRar
* talamh * talamh
* Faerraven * Faerraven / Michieal
* FossFanatic
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -96,6 +97,8 @@
* TheOnlyJoeEnderman * TheOnlyJoeEnderman
* Ranko Saotome * Ranko Saotome
* Gregor Parzefall * Gregor Parzefall
* Wbjitscool
* b3nderman
## MineClone5 ## MineClone5
* kay27 * kay27
@ -147,11 +150,13 @@
* jordan4ibanez * jordan4ibanez
* paramat * paramat
* cora * cora
* Faerraven / Michieal
## 3D Models ## 3D Models
* 22i * 22i
* tobyplowy * tobyplowy
* epCode * epCode
* Faerraven / Michieal
## Textures ## Textures
* XSSheep * XSSheep
@ -166,6 +171,7 @@
* RandomLegoBrick * RandomLegoBrick
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* Nicu
## Translations ## Translations
* Wuzzy * Wuzzy
@ -183,6 +189,8 @@
## Funders ## Funders
* 40W * 40W
* bauknecht
* Cora
## Special thanks ## Special thanks
* celeron55 for creating Minetest * celeron55 for creating Minetest

21
HOW_TO_PLAY.md Normal file
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@ -0,0 +1,21 @@
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
How to play:
#### Download Minetest
- Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab
#### Install MineClone2 from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "MineClone2" (should be first on the list or on the first page)
- Click the [+] button next to MineClone2 and wait for download to finish
- Click "Back to Main Menu"
#### Create new world and play
- Click "Start Game" tab
- At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
- Click "New", give your world a name
- You can leave seed blank or put in a word of your choice
- Select your new world
- Click "Play Game" and enjoy!

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@ -2,8 +2,6 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB. Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.82 (in development)
### 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
the world and dig and build almost every block in the world to create new the world and dig and build almost every block in the world to create new

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@ -1,19 +1,22 @@
#File to document release steps with a view to evolving into a script #File to document release steps with a view to evolving into a script
#Update CREDITS.md #Update CREDITS.md
#Update version in README.md (soon to be game.conf from of 0.82.0) #Update version in game.conf
lua tools/generate_ingame_credits.lua lua tools/generate_ingame_credits.lua
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 README.md #git add RELEASE.md
# To uncomment when applicable
#git add game.conf
git commit -m "Pre-release update credits and set version 0.81.1" git commit -m "Pre-release update credits and set version 0.82.0"
git tag 0.81.1 git tag 0.82.0
git push origin 0.81.1 git push origin 0.82.0
#Update version in game.conf to -SNAPSHOT
git commit -m "Post-release set version 0.82.0-SNAPSHOT"

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@ -1,4 +1,4 @@
title = MineClone 2 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=MCL2-0.82-indev version=0.82.0-SNAPSHOT

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@ -204,7 +204,7 @@ end
-- Checks if the given node would drop its useful drop if dug by a given tool. -- Checks if the given node would drop its useful drop if dug by a given tool.
-- Returns true if it will yield its useful drop, false otherwise. -- Returns true if it will yield its useful drop, false otherwise.
function mcl_autogroup.can_harvest(nodename, toolname) function mcl_autogroup.can_harvest(nodename, toolname, player)
local ndef = minetest.registered_nodes[nodename] local ndef = minetest.registered_nodes[nodename]
if not ndef then if not ndef then
@ -228,7 +228,9 @@ function mcl_autogroup.can_harvest(nodename, toolname)
end end
-- Check if it can be dug by hand -- Check if it can be dug by hand
local tdef = minetest.registered_tools[""] if not player or not player:is_player() then return false end
local name = player:get_inventory():get_stack("hand", 1):get_name()
local tdef = minetest.registered_items[name]
if tdef then if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then if ndef.groups[g] then
@ -260,7 +262,7 @@ local function get_tool_capabilities(tdef)
-- If the damage group and punch interval from hand is not included, -- If the damage group and punch interval from hand is not included,
-- then the user will not be able to attack with the tool. -- then the user will not be able to attack with the tool.
local hand_toolcaps = minetest.registered_tools[""].tool_capabilities local hand_toolcaps = mcl_meshhand.survival_hand_tool_caps
return { return {
full_punch_interval = hand_toolcaps.full_punch_interval, full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups damage_groups = hand_toolcaps.damage_groups
@ -280,7 +282,7 @@ end
-- would have to add _mcl_autogroup as a dependency which would break the mod -- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order. -- loading order.
function mcl_autogroup.get_groupcaps(toolname, efficiency) function mcl_autogroup.get_groupcaps(toolname, efficiency)
local tdef = minetest.registered_tools[toolname] local tdef = minetest.registered_items[toolname]
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {}) local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency) add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps return groupcaps
@ -350,7 +352,7 @@ local function overwrite()
end end
end end
for tname, tdef in pairs(minetest.registered_tools) do for tname, tdef in pairs(minetest.registered_items) do
-- Assign groupcaps for digging the registered digging groups -- Assign groupcaps for digging the registered digging groups
-- depending on the _mcl_diggroups in the tool definition -- depending on the _mcl_diggroups in the tool definition
if tdef._mcl_diggroups then if tdef._mcl_diggroups then
@ -360,6 +362,12 @@ local function overwrite()
minetest.override_item(tname, { minetest.override_item(tname, {
tool_capabilities = toolcaps tool_capabilities = toolcaps
}) })
else
-- This is needed to deal damage when punching mobs
-- with random items in hand in survival mode
minetest.override_item(tname, {
tool_capabilities = mcl_meshhand.survival_hand_tool_caps
})
end end
end end
end end

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@ -1,10 +1,11 @@
# mcl_autogroup # mcl_autogroup
This mod emulate digging times from mc. This mod emulate digging times from mc.
## mcl_autogroup.can_harvest(nodename, toolname) ## mcl_autogroup.can_harvest(nodename, toolname, player)
Return true if <nodename> can be dig with <toolname>. 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
## mcl_autogroup.get_groupcaps(toolname, efficiency) ## mcl_autogroup.get_groupcaps(toolname, efficiency)
This function is used to calculate diggroups for tools. This function is used to calculate diggroups for tools.

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@ -155,7 +155,6 @@ end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason) minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end if not damage_enabled then return 0 end
if player:get_hp() > 0 then if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason)) mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end end
@ -163,9 +162,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false) end, false)
minetest.register_on_dieplayer(function(player, mt_reason) minetest.register_on_dieplayer(function(player, mt_reason)
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason)) mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos()))) minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
end) end)

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@ -252,10 +252,17 @@ function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil. -- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called -- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case. -- by hand. Creative Mode is intentionally ignored in this case.
if digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name()) then
if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then local inv = digger:get_inventory()
return if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end end
end
end
return
elseif not doTileDrops then return end
-- Check if node will yield its useful drop by the digger's tool -- Check if node will yield its useful drop by the digger's tool
local dug_node = minetest.get_node(pos) local dug_node = minetest.get_node(pos)
@ -263,9 +270,9 @@ function minetest.handle_node_drops(pos, drops, digger)
local tool local tool
if digger then if digger then
tool = digger:get_wielded_item() tool = digger:get_wielded_item()
tooldef = minetest.registered_tools[tool:get_name()] tooldef = minetest.registered_items[tool:get_name()]
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name()) then if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), digger) then
return return
end end
end end

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@ -335,24 +335,27 @@ function mob_class:on_step(dtime)
if self:check_despawn(pos, dtime) then return true end if self:check_despawn(pos, dtime) then return true end
self:slow_mob() if self:check_death_and_slow_mob() then
--minetest.log("action", "Mob is dying: ".. tostring(self.name))
-- Do we abandon out of here now?
end
if self:falling(pos) then return end if self:falling(pos) then return end
self:check_suspend() self:check_suspend()
self:check_water_flow()
self:env_danger_movement_checks (dtime)
if not self.fire_resistant then if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self) mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately -- mcl_burning.tick may remove object immediately
if not self.object:get_pos() then return end if not self.object:get_pos() then return end
end end
if mobs_debug then self:update_tag() end
if self.state == "die" then return end if self.state == "die" then return end
self:check_water_flow()
self:env_danger_movement_checks (dtime)
if mobs_debug then self:update_tag() end
self:follow_flop() -- Mob following code. self:follow_flop() -- Mob following code.
self:set_animation_speed() -- set animation speed relitive to velocity self:set_animation_speed() -- set animation speed relitive to velocity

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@ -746,7 +746,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local name = hitter:get_player_name() or "" local name = hitter:get_player_name() or ""
-- attack puncher and call other mobs for help -- attack puncher
if self.passive == false if self.passive == false
and self.state ~= "flop" and self.state ~= "flop"
and (self.child == false or self.type == "monster") and (self.child == false or self.type == "monster")
@ -758,6 +758,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
self:do_attack(hitter) self:do_attack(hitter)
self._aggro= true self._aggro= true
end end
end
-- alert others to the attack -- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
@ -776,7 +777,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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.name == obj.group_attack[i] 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
@ -791,7 +792,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end end
end end
end end
end
end end
function mob_class:check_aggro(dtime) function mob_class:check_aggro(dtime)

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@ -279,6 +279,7 @@ function mob_class:env_danger_movement_checks(dtime)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end end
else else
-- This code should probably be moved to movement code
if self.move_in_group ~= false then if self.move_in_group ~= false then
self:check_herd(dtime) self:check_herd(dtime)
end end

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@ -47,7 +47,8 @@ end
function mob_class:player_in_active_range() function mob_class:player_in_active_range()
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end local pos = self.object:get_pos()
if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end
-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
end end
end end
@ -182,15 +183,17 @@ function mob_class:collision()
return({x,z}) return({x,z})
end end
function mob_class:slow_mob() function mob_class:check_death_and_slow_mob()
local d = 0.85 local d = 0.85
if self:check_dying() then d = 0.92 end local dying = self:check_dying()
if dying then d = 0.92 end
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then if v then
--diffuse object velocity --diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end end
return dying
end end
-- move mob in facing direction -- move mob in facing direction
@ -519,17 +522,16 @@ function mob_class:check_for_death(cause, cmi_cause)
self:set_velocity(0) self:set_velocity(0)
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if acc then
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
self.object:set_acceleration(acc) self.object:set_acceleration(acc)
end
local length local length
-- default death function and die animation (if defined) -- default death function and die animation (if defined)
if self.instant_death then if self.instant_death then
length = 0 length = 0
elseif self.animation elseif self.animation and self.animation.die_start and self.animation.die_end then
and self.animation.die_start
and self.animation.die_end then
local frames = self.animation.die_end - self.animation.die_start local frames = self.animation.die_end - self.animation.die_start
local speed = self.animation.die_speed or 15 local speed = self.animation.die_speed or 15
length = math.max(frames / speed, 0) + DEATH_DELAY length = math.max(frames / speed, 0) + DEATH_DELAY
@ -545,7 +547,6 @@ function mob_class:check_for_death(cause, cmi_cause)
if not self.object:get_luaentity() then if not self.object:get_luaentity() then
return return
end end
death_handle(self) death_handle(self)
local dpos = self.object:get_pos() local dpos = self.object:get_pos()
local cbox = self.collisionbox local cbox = self.collisionbox
@ -554,6 +555,7 @@ function mob_class:check_for_death(cause, cmi_cause)
self.object:remove() self.object:remove()
mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
end end
if length <= 0 then if length <= 0 then
kill(self) kill(self)
else else
@ -870,9 +872,8 @@ function mob_class:falling(pos)
-- floating in water (or falling) -- floating in water (or falling)
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then
if v.y > 0 then if v.y > 0 then
-- apply gravity when moving up -- apply gravity when moving up
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -881,7 +882,6 @@ function mob_class:falling(pos)
}) })
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
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -892,11 +892,12 @@ function mob_class:falling(pos)
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0})
end end
end
local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then if minetest.registered_nodes[node_ok(pos).name].groups.lava then
if acc and self.floats_on_lava == 1 then
if self.floats_on_lava == 1 then
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2), y = -self.fall_speed / (math.max(1, v.y) ^ 2),
@ -907,9 +908,7 @@ function mob_class:falling(pos)
-- in water then float up -- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then if minetest.registered_nodes[node_ok(pos).name].groups.water then
if acc and self.floats == 1 then
if self.floats == 1 then
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2), y = -self.fall_speed / (math.max(1, v.y) ^ 2),
@ -917,10 +916,8 @@ function mob_class:falling(pos)
}) })
end end
else else
-- fall damage onto solid ground -- fall damage onto solid ground
if self.fall_damage == 1 if self.fall_damage == 1 and self.object:get_velocity().y == 0 then
and self.object:get_velocity().y == 0 then
local n = node_ok(vector.offset(pos,0,-1,0)).name local n = node_ok(vector.offset(pos,0,-1,0)).name
local d = (self.old_y or 0) - self.object:get_pos().y local d = (self.old_y or 0) - self.object:get_pos().y
@ -981,18 +978,24 @@ end
function mob_class:check_dying() function mob_class:check_dying()
if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
local rot = self.object:get_rotation() local rot = self.object:get_rotation()
if rot then
rot.z = ((math.pi/2-rot.z)*.2)+rot.z rot.z = ((math.pi/2-rot.z)*.2)+rot.z
self.object:set_rotation(rot) self.object:set_rotation(rot)
end
return true return true
end end
end end
function mob_class:check_suspend() function mob_class:check_suspend()
if not self:player_in_active_range() then
local pos = self.object:get_pos() local pos = self.object:get_pos()
if pos and not self:player_in_active_range() then
local node_under = node_ok(vector.offset(pos,0,-1,0)).name local node_under = node_ok(vector.offset(pos,0,-1,0)).name
local acc = self.object:get_acceleration()
self:set_animation( "stand", true) self:set_animation( "stand", true)
local acc = self.object:get_acceleration()
if acc then
if acc.y > 0 or node_under ~= "air" then if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.new(0,0,0)) self.object:set_acceleration(vector.new(0,0,0))
self.object:set_velocity(vector.new(0,0,0)) self.object:set_velocity(vector.new(0,0,0))
@ -1000,6 +1003,7 @@ function mob_class:check_suspend()
if acc.y == 0 and node_under == "air" then if acc.y == 0 and node_under == "air" then
self:falling(pos) self:falling(pos)
end end
end
return true return true
end end
end end

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@ -169,6 +169,8 @@ local list_of_all_biomes = {
"MushroomIslandShore", "MushroomIslandShore",
"JungleM_shore", "JungleM_shore",
"Jungle_shore", "Jungle_shore",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore", "MangroveSwamp_shore",
-- dimension biome: -- dimension biome:
@ -216,6 +218,10 @@ local list_of_all_biomes = {
"JungleEdge", "JungleEdge",
"SavannaM", "SavannaM",
"MangroveSwamp", "MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
} }
-- count how many mobs are in an area -- count how many mobs are in an area

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@ -15,7 +15,7 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
description = S("Iron Golem"), description = S("Iron Golem"),
type = "npc", type = "npc",
spawn_class = "passive", spawn_class = "passive",
passive = true, passive = false,
hp_min = 100, hp_min = 100,
hp_max = 100, hp_max = 100,
breath_max = -1, breath_max = -1,
@ -42,7 +42,7 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
damage = 14, damage = 14,
knock_back = false, knock_back = false,
reach = 3, reach = 3,
group_attack = true, group_attack = { "mobs_mc:villager" },
attacks_monsters = true, attacks_monsters = true,
attack_type = "dogfight", attack_type = "dogfight",
_got_poppy = false, _got_poppy = false,

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@ -210,9 +210,23 @@ mcl_weather.skycolor = {
end end
end end
elseif dim == "end" then elseif dim == "end" then
local biomesky = "#000000"
local biomefog = "#A080A0"
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor -- The End biomes seemingly don't use the fog colour, despite having this value according to the wiki. The sky colour is seemingly used for both sky and fog?
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end
local t = "mcl_playerplus_end_sky.png" local t = "mcl_playerplus_end_sky.png"
player:set_sky({ type = "skybox", player:set_sky({ type = "skybox",
base_color = "#000000", base_color = biomesky,
textures = {t,t,t,t,t,t}, textures = {t,t,t,t,t,t},
clouds = false, clouds = false,
}) })
@ -221,24 +235,29 @@ mcl_weather.skycolor = {
player:set_stars({visible = false}) player:set_stars({visible = false})
mcl_weather.skycolor.override_day_night_ratio(player, 0.5) mcl_weather.skycolor.override_day_night_ratio(player, 0.5)
elseif dim == "nether" then elseif dim == "nether" then
local nether_sky = { local biomesky = "#6EB1FF"
Nether = "#300808", local biomefog = "#330808"
BasaltDelta = "#685F70", if mg_name ~= "v6" and mg_name ~= "singlenode" then
SoulsandValley = "#1B4745", local biome_index = minetest.get_biome_data(player:get_pos()).biome
CrimsonForest = "#330303", local biome_name = minetest.get_biome_name(biome_index)
WarpedForest = "#1A051A" local biome = minetest.registered_biomes[biome_name]
} if biome then
local biometint = nether_sky[minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)] --minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor -- The Nether biomes seemingly don't use the sky colour, despite having this value according to the wiki. The fog colour is used for both sky and fog.
biomefog = biome._mcl_fogcolor
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
end
mcl_weather.set_sky_color(player, { mcl_weather.set_sky_color(player, {
type = "regular", type = "regular",
sky_color = { sky_color = {
day_sky = "#300808", day_sky = biomefog,
day_horizon = biometint, day_horizon = biomefog,
dawn_sky = "#300808", dawn_sky = biomefog,
dawn_horizon = biometint, dawn_horizon = biomefog,
night_sky = "#300808", night_sky = biomefog,
night_horizon = biometint, night_horizon = biomefog,
}, },
clouds = false, clouds = false,
}) })

View File

@ -1,3 +1,4 @@
local zombie_siege_enabled = minetest.settings:get_bool("mcl_raids_zombie_siege", false)
local function check_spawn_pos(pos) local function check_spawn_pos(pos)
return minetest.get_natural_light(pos) < 7 return minetest.get_natural_light(pos) < 7
@ -33,6 +34,13 @@ mcl_events.register_event("zombie_siege",{
--minetest.log("Cond start zs") --minetest.log("Cond start zs")
local r = {} local r = {}
if not zombie_siege_enabled then
--minetest.log("action", "Zombie siege disabled")
return r
else
--minetest.log("action", "Zombie siege start check")
end
local t = minetest.get_timeofday() local t = minetest.get_timeofday()
local pr = PseudoRandom(minetest.get_day_count()) local pr = PseudoRandom(minetest.get_day_count())
local rnd = pr:next(1,10) local rnd = pr:next(1,10)
@ -42,7 +50,7 @@ mcl_events.register_event("zombie_siege",{
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
local village = mcl_raids.find_village(p:get_pos()) local village = mcl_raids.find_village(p:get_pos())
if village then if village then
--minetest.log("Found village") minetest.log("action", "Zombie siege is starting")
table.insert(r,{ player = p:get_player_name(), pos = village}) table.insert(r,{ player = p:get_player_name(), pos = village})
end end
end end

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@ -36,7 +36,8 @@ return {
"SumianVoice", "SumianVoice",
"MrRar", "MrRar",
"talamh", "talamh",
"Faerraven", "Faerraven / Michieal",
"FossFanatic",
}}, }},
{S("Contributors"), 0x52FF00, { {S("Contributors"), 0x52FF00, {
"Laurent Rocher", "Laurent Rocher",
@ -96,6 +97,9 @@ return {
"anarquimico", "anarquimico",
"TheOnlyJoeEnderman", "TheOnlyJoeEnderman",
"Ranko Saotome", "Ranko Saotome",
"Gregor Parzefall",
"Wbjitscool",
"b3nderman",
}}, }},
{S("MineClone5"), 0xA60014, { {S("MineClone5"), 0xA60014, {
"kay27", "kay27",
@ -147,11 +151,13 @@ return {
"jordan4ibanez", "jordan4ibanez",
"paramat", "paramat",
"cora", "cora",
"Faerraven / Michieal",
}}, }},
{S("3D Models"), 0x0019FF, { {S("3D Models"), 0x0019FF, {
"22i", "22i",
"tobyplowy", "tobyplowy",
"epCode", "epCode",
"Faerraven / Michieal",
}}, }},
{S("Textures"), 0xFF9705, { {S("Textures"), 0xFF9705, {
"XSSheep", "XSSheep",
@ -166,6 +172,7 @@ return {
"RandomLegoBrick", "RandomLegoBrick",
"cora", "cora",
"Faerraven / Michieal", "Faerraven / Michieal",
"Nicu",
}}, }},
{S("Translations"), 0x00FF60, { {S("Translations"), 0x00FF60, {
"Wuzzy", "Wuzzy",
@ -179,9 +186,12 @@ return {
"Emojigit", "Emojigit",
"snowyu", "snowyu",
"3raven", "3raven",
"SakuraRiu",
}}, }},
{S("Funders"), 0xF7FF00, { {S("Funders"), 0xF7FF00, {
"40W", "40W",
"bauknecht",
"Cora",
}}, }},
{S("Special thanks"), 0x00E9FF, { {S("Special thanks"), 0x00E9FF, {
"celeron55 for creating Minetest", "celeron55 for creating Minetest",
@ -189,5 +199,6 @@ return {
"wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.", "wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.",
"The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game", "The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game",
"Notch and Jeb for being the major forces behind Minecraft", "Notch and Jeb for being the major forces behind Minecraft",
"Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
}}, }},
} }

View File

@ -1,5 +1,7 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local ASSIST_TIMEOUT_SEC = 5
mcl_death_messages = { mcl_death_messages = {
assist = {}, assist = {},
messages = { messages = {
@ -181,8 +183,10 @@ local function get_killer_message(obj, messages, reason)
end end
local function get_assist_message(obj, messages, reason) local function get_assist_message(obj, messages, reason)
if messages.assist and mcl_death_messages.assist[obj] then -- Avoid a timing issue if the assist passes its timeout.
return messages._translator(messages.assist, mcl_util.get_object_name(obj), mcl_death_messages.assist[obj].name) local assist_details = mcl_death_messages.assist[obj]
if messages.assist and assist_details then
return messages._translator(messages.assist, mcl_util.get_object_name(obj), assist_details.name)
end end
end end
@ -232,20 +236,17 @@ mcl_damage.register_on_death(function(obj, reason)
end) end)
mcl_damage.register_on_damage(function(obj, damage, reason) mcl_damage.register_on_damage(function(obj, damage, reason)
if obj:get_hp() - damage > 0 then if (obj:get_hp() - damage > 0) and reason.source and
if reason.source then (reason.source:is_player() or obj:get_luaentity()) then
mcl_death_messages.assist[obj] = {name = mcl_util.get_object_name(reason.source), timeout = 5} -- To avoid timing issues we cancel the previous job before adding a new one.
else if mcl_death_messages.assist[obj] then
mcl_death_messages.assist[obj] = nil mcl_death_messages.assist[obj].job:cancel()
end end
end
end)
minetest.register_globalstep(function(dtime) -- Add a new assist object with a timeout job.
for obj, tbl in pairs(mcl_death_messages.assist) do local new_job = minetest.after(ASSIST_TIMEOUT_SEC, function()
tbl.timeout = tbl.timeout - dtime
if not obj:is_player() and not obj:get_luaentity() or tbl.timeout > 0 then
mcl_death_messages.assist[obj] = nil mcl_death_messages.assist[obj] = nil
end end)
mcl_death_messages.assist[obj] = {name = mcl_util.get_object_name(reason.source), job = new_job}
end end
end) end)

View File

@ -156,6 +156,7 @@ local function set_inv_page(page, player)
creative_list = inventory_lists[page] creative_list = inventory_lists[page]
end end
inv:set_size("main", #creative_list) inv:set_size("main", #creative_list)
players[playername].inv_size = #creative_list
inv:set_list("main", creative_list) inv:set_list("main", creative_list)
end end
@ -304,37 +305,21 @@ minetest.register_on_joinplayer(function (player)
end end
end) end)
function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size, show, page, filter) function mcl_inventory.set_creative_formspec(player)
--reset_menu_item_bg()
pagenum = math.floor(pagenum) or 1
local playername = player:get_player_name() local playername = player:get_player_name()
if not players[playername] then return end
if not inv_size then local start_i = players[playername].start_i
if page == "nix" then local pagenum = start_i / (9*5) + 1
local inv = minetest.get_inventory({type="detached", name="creative_"..playername}) local name = players[playername].page
inv_size = inv:get_size("main") local inv_size = players[playername].inv_size
elseif page and page ~= "inv" then local filter = players[playername].filter
inv_size = #(inventory_lists[page])
else
inv_size = 0
end
end
local pagemax = math.max(1, math.floor((inv_size-1) / (9*5) + 1)) local pagemax = math.max(1, math.floor((inv_size-1) / (9*5) + 1))
local name = "nix"
local main_list local main_list
local listrings = "listring[detached:creative_"..playername..";main]".. local listrings = "listring[detached:creative_"..playername..";main]"..
"listring[current_player;main]".. "listring[current_player;main]"..
"listring[detached:trash;main]" "listring[detached:trash;main]"
if page then
name = page
if players[playername] then
players[playername].page = page
end
end
--bg[name] = "crafting_creative_bg.png"
local inv_bg = "crafting_inventory_creative.png" local inv_bg = "crafting_inventory_creative.png"
if name == "inv" then if name == "inv" then
inv_bg = "crafting_inventory_creative_survival.png" inv_bg = "crafting_inventory_creative_survival.png"
@ -493,9 +478,6 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
listrings listrings
if name == "nix" then if name == "nix" then
if filter == nil then
filter = ""
end
formspec = formspec .. "field[5.3,1.34;4,0.75;search;;"..minetest.formspec_escape(filter).."]" formspec = formspec .. "field[5.3,1.34;4,0.75;search;;"..minetest.formspec_escape(filter).."]"
formspec = formspec .. "field_close_on_enter[search;false]" formspec = formspec .. "field_close_on_enter[search;false]"
end end
@ -582,16 +564,11 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if page then if page then
players[name].page = page players[name].page = page
end else
if players[name].page then
page = players[name].page page = players[name].page
end end
-- Figure out current scroll bar from formspec
--local formspec = player:get_inventory_formspec()
local start_i = players[name].start_i local start_i = players[name].start_i
if fields.creative_prev then if fields.creative_prev then
start_i = start_i - 9*5 start_i = start_i - 9*5
elseif fields.creative_next then elseif fields.creative_next then
@ -613,6 +590,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
else else
inv_size = 0 inv_size = 0
end end
players[name].inv_size = inv_size
if start_i >= inv_size then if start_i >= inv_size then
start_i = start_i - 9*5 start_i = start_i - 9*5
@ -622,72 +600,19 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end end
players[name].start_i = start_i players[name].start_i = start_i
local filter = "" if not fields.nix and fields.search then
if not fields.nix and fields.search and fields.search ~= "" then players[name].filter = fields.search
filter = fields.search else
players[name].filter = filter players[name].filter = ""
end end
mcl_inventory.set_creative_formspec(player, start_i, start_i / (9*5) + 1, inv_size, false, page, filter) mcl_inventory.set_creative_formspec(player)
end) end)
if minetest.is_creative_enabled("") then minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) return placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name())
-- Place infinite nodes, except for shulker boxes end)
local group = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return group == 0 or group == nil
end)
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() then
for _,item in ipairs(drops) do
minetest.add_item(pos, item)
end
end
local inv = digger:get_inventory()
if inv then
for _,item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
end
mcl_inventory.update_inventory_formspec = function(player)
local page
local name = player:get_player_name()
if players[name].page then
page = players[name].page
else
page = "nix"
end
-- Figure out current scroll bar from formspec
--local formspec = player:get_inventory_formspec()
local start_i = players[name].start_i
local inv_size
if page == "nix" then
local inv = minetest.get_inventory({type="detached", name="creative_"..name})
inv_size = inv:get_size("main")
elseif page and page ~= "inv" then
inv_size = #(inventory_lists[page])
else
inv_size = 0
end
local filter = players[name].filter
if filter == nil then
filter = ""
end
mcl_inventory.set_creative_formspec(player, start_i, start_i / (9*5) + 1, inv_size, false, page, filter)
end
end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
-- Initialize variables and inventory -- Initialize variables and inventory
@ -700,7 +625,7 @@ minetest.register_on_joinplayer(function(player)
end end
init(player) init(player)
-- Setup initial creative inventory to the "nix" page. -- Setup initial creative inventory to the "nix" page.
mcl_inventory.set_creative_formspec(player, 0, 1, nil, false, "nix", "") mcl_inventory.set_creative_formspec(player)
end) end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info) minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)

View File

@ -46,14 +46,9 @@ function return_fields(player, name)
end end
end end
local function set_inventory(player, armor_change_only) local function set_inventory(player)
if minetest.is_creative_enabled(player:get_player_name()) then if minetest.is_creative_enabled(player:get_player_name()) then
if armor_change_only then mcl_inventory.set_creative_formspec(player)
-- Stay on survival inventory plage if only the armor has been changed
mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
else
mcl_inventory.set_creative_formspec(player, 0, 1)
end
return return
end end
local inv = player:get_inventory() local inv = player:get_inventory()
@ -143,11 +138,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end end
end) end)
if not minetest.is_creative_enabled("") then mcl_inventory.update_inventory_formspec = set_inventory
function mcl_inventory.update_inventory_formspec(player)
set_inventory(player)
end
end
-- Drop crafting grid items on leaving -- Drop crafting grid items on leaving
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
@ -199,24 +190,6 @@ function minetest.is_creative_enabled(name)
return false return false
end end
--Insta "digging" nodes in gamemode-creative
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
if not puncher or not puncher:is_player() then return end
local name = puncher:get_player_name()
if not minetest.is_creative_enabled(name) then return end
if pointed_thing.type ~= "node" then return end
local def = minetest.registered_nodes[node.name]
if def then
minetest.node_dig(pos,node,puncher)
return true
end
end)
--Don't subtract from inv when placing in gamemode-creative
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name()) then return true end
end)
local function in_table(n,h) local function in_table(n,h)
for k,v in pairs(h) do for k,v in pairs(h) do
if v == n then return true end if v == n then return true end
@ -238,6 +211,7 @@ function mcl_inventory.player_set_gamemode(p,g)
elseif g == "creative" then elseif g == "creative" then
mcl_experience.remove_hud(p) mcl_experience.remove_hud(p)
end end
mcl_meshhand.update_player(p)
set_inventory(p) set_inventory(p)
end end

View File

@ -0,0 +1,226 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
A “covered work” means either the unmodified Program or a work based on the Program.
To “propagate” a work means to do anything with it that, without permission, would make you directly or secondarily liable for infringement under applicable copyright law, except executing it on a computer or modifying a private copy. Propagation includes copying, distribution (with or without modification), making available to the public, and in some countries other activities as well.
To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
A “Standard Interface” means an interface that either is an official standard defined by a recognized standards body, or, in the case of interfaces specified for a particular programming language, one that is widely used among developers working in that language.
The “System Libraries” of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component, or to implement a Standard Interface for which an implementation is available to the public in source code form. A “Major Component”, in this context, means a major essential component (kernel, window system, and so on) of the specific operating system (if any) on which the executable work runs, or a compiler used to produce the work, or an object code interpreter used to run it.
The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
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Copyright (C) <year> <name of author>
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@ -1,19 +1,26 @@
mcl_bamboo mcl_bamboo
========= =========
This mod adds simple bamboo nodes to your Mineclone 2 world. This mod adds working, familiar bamboo nodes to your Mineclone 2 world.
Code redo for Mineclone 2: Michieal. Original bamboo code by: Krock. Code: MineClone2 dev team. Original (basic) bamboo code by: Small Joker.
License for code: GPL3; images / textures: CC-BY-SA. License for code: GPLv3.
Images Created by Michieal, except for: License for images / textures: CC-BY-SA except where noted.
Inventory / wield image: created by RandomLegoBrick#8692 and is CC0. Images Created by Nicu, except for:
* Inventory / wield image for Bamboo Stalk: created by RandomLegoBrick#8692 and is CC0.
Dependencies: mcl_core, mcl_sounds, mcl_tools Dependencies: mcl_core, mcl_sounds, mcl_tools
Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, mesecons_button Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences,
mesecons_button.
Note that "mcl_boats" may be used at a later date.
Special thanks to Nicu for help with the nodebox stalk design. Special thanks to Nicu for help with a ton of things from testing, to encouragement, to graphic design and nodebox work.
Nicu - You Rock!
Original code's forum topic: Small Joker's bamboo forum topic:
Forum topic: https://forum.minetest.net/viewtopic.php?id=8289 Forum topic: https://forum.minetest.net/viewtopic.php?id=8289
Scaffold inspiration: Cora, because she said that it couldn't be done.

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@ -0,0 +1,401 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:33 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
local DOUBLE_DROP_CHANCE = 8
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local node_sound = mcl_sounds.node_sound_wood_defaults()
local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
local on_rotate
if minetest.get_modpath("screwdriver") then
on_rotate = screwdriver.disallow
end
-- basic bamboo nodes.
local bamboo_def = {
description = "Bamboo",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox",
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
sounds = node_sound,
drop = {
max_items = 1,
-- From the API:
-- max_items: Maximum number of item lists to drop.
-- The entries in 'items' are processed in order. For each:
-- Item filtering is applied, chance of drop is applied, if both are
-- successful the entire item list is dropped.
-- Entry processing continues until the number of dropped item lists
-- equals 'max_items'.
-- Therefore, entries should progress from low to high drop chance.
items = {
-- Examples:
{
-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
-- Default rarity is '1'.
rarity = DOUBLE_DROP_CHANCE,
items = {BAMBOO .. " 2"},
},
{
-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
-- Default rarity is '1'.
rarity = 1,
items = {BAMBOO},
},
},
},
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 1.5,
node_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
collision_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
node_placement_prediction = "",
on_rotate = on_rotate,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
local nodename = node.name -- intentional use of nodename.
mcl_bamboo.mcl_log("Node placement data:")
mcl_bamboo.mcl_log(dump(pointed_thing))
mcl_bamboo.mcl_log("node name: " .. nodename)
mcl_bamboo.mcl_log("Checking for protected placement of bamboo.")
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of bamboo is not protected.")
-- Use pointed node's on_rightclick function first, if present
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
mcl_bamboo.mcl_log("Attempting targeted node's on_rightclick.")
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
if mcl_bamboo.is_bamboo(nodename) == false and nodename ~= BAMBOO_ENDCAP_NAME then
-- not bamboo...
mcl_bamboo.mcl_log("not bamboo...")
if nodename ~= "mcl_flowerpots:flower_pot" then
if mcl_bamboo.is_dirt(nodename) == false then
mcl_bamboo.mcl_log("bamboo dirt node not found; node name: " .. nodename)
return
end
end
end
mcl_bamboo.mcl_log("placing bamboo directly.")
local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
if wdir ~= 1 then
return
end
local place_item = ItemStack(itemstack) -- make a copy so that we don't indirectly mess with the original.
local bamboo_node = mcl_bamboo.is_bamboo(nodename) or 0
mcl_bamboo.mcl_log("node name: " .. nodename .. "\nbamboo_node: " .. bamboo_node)
local rand_height
local BAMBOO_MAX_HEIGHT = 16 -- maximum height of 16, per wiki.
local first_shoot
local meta
if bamboo_node and bamboo_node > 0 then
place_item = ItemStack(mcl_bamboo.bamboo_index[bamboo_node])
-- height check for placing bamboo nodes. because... lmfao bamboo stalk to the sky.
-- variables used in more than one spot.
local chk_pos
local node_name = ""
local dist = 0
local height = -1
local BAMBOO_SOIL_DIST = BAMBOO_MAX_HEIGHT * -1
-- -------------------
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
first_shoot = vector.offset(chk_pos, 0, 1, 0)
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if first_shoot == nil then
return
end
meta = minetest.get_meta(first_shoot)
if meta then
height = meta:get_int("height", -1)
end
dist = vector.distance(first_shoot, pos) + 1 -- +1 for the ground offset.
mcl_bamboo.mcl_log("Distance: " .. dist .. " Height: " .. height .. " Bamboo to place: " .. mcl_bamboo.bamboo_index[bamboo_node])
-- okay, so don't go beyond max height...
-- Height is determined when the first node grows or is placed.
-- here, it's not found, so let them do 4-5 nodes up. (should help it grow.)
if dist < 5 and height < 5 then
-- allow
else
-- else, it's complicated.
if dist > 5 and height < 5 then
return
end
end
if dist > height - 1 then
-- height found. here, we let them do it until they reach where the endcap will go.
return
end
else
local placed_type = pr:next(1, 4) -- randomly choose which one to place.
mcl_bamboo.mcl_log("Place_Bamboo_Shoot--Type: " .. placed_type)
place_item = ItemStack(mcl_bamboo.bamboo_index[placed_type])
rand_height = pr:next(BAMBOO_MAX_HEIGHT - 4, BAMBOO_MAX_HEIGHT)
end
local node_above_name = minetest.get_node(pointed_thing.above).name
mcl_bamboo.mcl_log("\n\n\nnode_above name: " .. node_above_name)
if node_above_name ~= "mcl_core:water_source" and node_above_name ~= "mcl_core:lava_source"
and node_above_name ~= "mcl_nether:nether_lava_source" then
local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
if rand_height and rand_height > 1 then
if position then
mcl_bamboo.mcl_log("Setting Height Data...")
meta = minetest.get_meta(position)
if meta then
meta:set_int("height", rand_height)
end
end
end
return itemstack, pointed_thing.under
else
return
end
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
local bamboo_node = mcl_bamboo.is_bamboo(node_above.name) or 0
local istack = ItemStack(BAMBOO)
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
minetest.add_item(new_pos, istack)
end
minetest.add_item(new_pos, istack)
end
end,
}
minetest.register_node(BAMBOO, bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
--bamboo_top.paramtype2 = "meshoptions"
--bamboo_top.param2 = 2
-- bamboo_top.waving = 2
bamboo_top.special_tiles = {{name = "mcl_bamboo_endcap.png"}}
bamboo_top.nodebox = nil
bamboo_top.selection_box = nil
bamboo_top.collision_box = nil
bamboo_top.on_place = function(itemstack, _, _)
-- Should never occur... but, if it does, then nix it.
itemstack:set_name(BAMBOO)
return itemstack
end
minetest.register_node(BAMBOO_ENDCAP_NAME, bamboo_top)
local bamboo_block_def = {
description = "Bamboo Block",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
sounds = node_sound,
paramtype2 = "facedir",
drops = "mcl_bamboo:bamboo_block",
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
_mcl_stripped_variant = "mcl_bamboo:bamboo_block_stripped", -- this allows us to use the built in Axe's strip block.
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
if mcl_bamboo.is_protected(pos, placer) then
return
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
}
minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
local bamboo_stripped_block = table.copy(bamboo_block_def)
bamboo_stripped_block.on_rightclick = nil
bamboo_stripped_block.description = S("Stripped Bamboo Block")
bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom_stripped.png", "mcl_bamboo_bamboo_bottom_stripped.png",
"mcl_bamboo_bamboo_block_stripped.png"}
minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
minetest.register_node("mcl_bamboo:bamboo_plank", {
description = S("Bamboo Plank"),
_doc_items_longdesc = S("Bamboo Plank"),
_doc_items_hidden = false,
tiles = {"mcl_bamboo_bamboo_plank.png"},
stack_max = 64,
is_ground_content = false,
groups = {handy = 1, axey = 1, flammable = 3, wood = 1, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
})
-- Bamboo Part 2 Base nodes.
-- Bamboo Mosaic
local bamboo_mosaic = table.copy(minetest.registered_nodes[BAMBOO_PLANK])
bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank_mosaic.png"}
bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
bamboo_mosaic.description = S("Bamboo Mosaic Plank")
bamboo_mosaic._doc_items_longdesc = S("Bamboo Mosaic Plank")
minetest.register_node("mcl_bamboo:bamboo_mosaic", bamboo_mosaic)
--[[ Bamboo alternative node types. Note that the table.copy's are very important! if you use a common node def and
make changes, even after registering them, the changes overwrite the previous node definitions, and in this case,
you will end up with 4 nodes all being type 3. --]]
local bamboo_one_def = table.copy(bamboo_def)
bamboo_one_def.node_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.selection_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
mcl_bamboo.mcl_log(dump(mcl_bamboo.bamboo_index))
minetest.register_node(mcl_bamboo.bamboo_index[2], bamboo_one_def)
local bamboo_two_def = table.copy(bamboo_def)
bamboo_two_def.node_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.selection_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
minetest.register_node(mcl_bamboo.bamboo_index[3], bamboo_two_def)
local bamboo_three_def = table.copy(bamboo_def)
bamboo_three_def.node_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.selection_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
minetest.register_node(mcl_bamboo.bamboo_index[4], bamboo_three_def)

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@ -0,0 +1,600 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:38 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
local BROKEN_DOORS = true
-- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE.
local SIDE_SCAFFOLDING = false
local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
-- ---------------------------------------------------------------------------
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local adj_nodes = {
vector.new(0, 0, 1),
vector.new(1, 0, 0),
vector.new(0, 0, -1),
vector.new(-1, 0, 0),
}
local node_sound = mcl_sounds.node_sound_wood_defaults()
-- specific bamboo nodes (Items)... Pt. 1
if minetest.get_modpath("mcl_flowerpots") then
mcl_bamboo.mcl_log("FlowerPot Section Entrance. Modpath exists.")
if mcl_flowerpots ~= nil then
-- Flower-potted Bamboo...
local flwr_name = BAMBOO
local flwr_def = {name = "bamboo_plant",
desc = S("Bamboo"),
image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube"
-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
}
-- Chose cube over "potted_flower" as "potted flower" looks bad.
mcl_flowerpots.register_potted_cube(flwr_name, flwr_def) -- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant")
end
end
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
local top_door_tiles = {}
local bot_door_tiles = {}
if BROKEN_DOORS then
top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"}
else
top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"}
end
local name = "mcl_bamboo:bamboo_door"
local def = {
description = S("Bamboo Door."),
inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png",
groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = bot_door_tiles,
tiles_top = top_door_tiles,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_door(name, def)
name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = {
description = S("Bamboo Trapdoor."),
inventory_image = "mcl_bamboo_door_complete.png",
groups = {},
tile_front = "mcl_bamboo_trapdoor_side.png",
tile_side = "mcl_bamboo_trapdoor_side.png",
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
wield_image = "mcl_bamboo_trapdoor_side.png",
inventory_image = "mcl_bamboo_trapdoor_side.png",
groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_trapdoor(name, trap_def)
minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door")
minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor")
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_block",
"mcl_bamboo:bamboo_block",
S("Bamboo Stair"),
S("Bamboo Slab"),
S("Double Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_stripped",
"mcl_bamboo:bamboo_block_stripped",
S("Stripped Bamboo Stair"),
S("Stripped Bamboo Slab"),
S("Double Stripped Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_plank",
BAMBOO_PLANK,
S("Bamboo Plank Stair"),
S("Bamboo Plank Slab"),
S("Double Bamboo Plank Slab")
)
-- let's add plank slabs to the wood_slab group.
local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank"
local node_groups = {
wood_slab = 1,
building_block = 1,
slab = 1,
axey = 1,
handy = 1,
stair = 1,
flammable = 1,
fire_encouragement = 5,
fire_flammability = 20
}
minetest.override_item(bamboo_plank_slab, {groups = node_groups})
end
end
if minetest.get_modpath("mesecons_pressureplates") then
if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
-- make sure that pressure plates are installed.
-- Bamboo Pressure Plate...
-- Register a Pressure Plate (api command doc.)
-- basename: base name of the pressure plate
-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
-- recipe: crafting recipe of the pressure plate
-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
mesecon.register_pressure_plate(
"mcl_bamboo:pressure_plate_bamboo_wood",
S("Bamboo Pressure Plate"),
{"mcl_bamboo_bamboo_plank.png"},
{"mcl_bamboo_bamboo_plank.png"},
"mcl_bamboo_bamboo_plank.png",
nil,
{{BAMBOO_PLANK, BAMBOO_PLANK}},
mcl_sounds.node_sound_wood_defaults(),
{axey = 1, material_wood = 1},
nil,
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off",
burntime = 15
})
minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood")
end
end
if minetest.get_modpath("mcl_signs") then
mcl_bamboo.mcl_log("Signs Section Entrance. Modpath exists.")
if mcl_signs ~= nil then
-- Bamboo Signs...
mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_bamboo_bamboo_sign.png",
"#ffffff", "mcl_bamboo_bamboo_sign_wield.png", "mcl_bamboo_bamboo_sign_wield.png",
"Bamboo Sign")
mcl_signs.register_sign_craft("mcl_bamboo", BAMBOO_PLANK, "_bamboo")
minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo")
end
end
if minetest.get_modpath("mcl_fences") then
mcl_bamboo.mcl_log("Fences Section Entrance. Modpath exists.")
local id = "bamboo_fence"
local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
local wood_connect = {"group:fence_wood"}
local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups,
2, 15, wood_connect, node_sound)
local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
mcl_bamboo.mcl_log(dump(fence_id))
mcl_bamboo.mcl_log(dump(gate_id))
end
if minetest.get_modpath("mesecons_button") then
if mesecon ~= nil then
mesecon.register_button(
"bamboo",
S("Bamboo Button"),
"mcl_bamboo_bamboo_plank.png",
BAMBOO_PLANK,
node_sound,
{material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, },
1,
false,
S("A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_mosaic",
"mcl_bamboo:bamboo_mosaic",
S("Bamboo Mosaic Stair"),
S("Bamboo Mosaic Slab"),
S("Double Bamboo Mosaic Slab")
)
end
end
local disallow_on_rotate
if minetest.get_modpath("screwdriver") then
disallow_on_rotate = screwdriver.disallow
end
minetest.register_node(SCAFFOLDING_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed)
mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
local node = minetest.get_node(pointed.under)
local pos = pointed.under
local h = 0
local current_base_node = node -- Current Base Node.
local below_node = minetest.get_node(vector.offset(pos, 0, -1, 0)) -- current node below the current_base_node.
mcl_bamboo.mcl_log("Below Node: " .. below_node.name)
-- check protected placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
-- place on solid nodes
-- Need to add in a check here... to prevent placing scaffolds against doors, chests, etc.
-- Added in a quick check. need to test it.
if node.name ~= SCAFFOLDING_NAME then
-- Start temp fix: This is a temp fix... will NOT work in final scaffolding implementation.
-- Use pointed node's on_rightclick function first, if present
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
mcl_bamboo.mcl_log("attempting placement of bamboo via targeted node's on_rightclick.")
return minetest.registered_nodes[node.name].on_rightclick(pointed.under, node, placer, itemstack) or itemstack
end
end
-- End: Temp fix
-- A quick check, that may or may not work, to attempt to prevent placing things on the side of other nodes.
local dir = vector.subtract(pointed.under, pointed.above)
local wdir = minetest.dir_to_wallmounted(dir)
if wdir == 1 then
minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
return itemstack
else
return
end
end
--build up when placing on existing scaffold
--[[
Quick explanation. scaffolding should be placed at the ground level ONLY. To do this, we look at a few
different nodes. Current node (current_node) is the top node being placed - make sure that it is air / unoccupied.
below_node (below node) is the node below the bottom node; Used to check to see if we are up in the air putting
more scaffolds on the top.. current_base_node (Current Base Node) is the targeted node for placement; we can only place
scaffolding on this one, to stack them up in the air.
--]]
repeat -- loop through, allowing placement.
pos = vector.offset(pos, 0, 1, 0) -- cleaned up vector.
local current_node = minetest.get_node(pos) -- current node.
if current_node.name == "air" then
-- first step to making scaffolding work like scaffolding should.
-- Prevent running up, and putting down new scaffolding
if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
return itemstack
end
-- Make sure that the uppermost scaffolding doesn't violate protected areas.
if mcl_bamboo.is_protected(pos, placer) then
return itemstack
end
-- okay, we're good. place the node and take the item unless we are in creative mode.
minetest.set_node(pos, node)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
-- set the wielded item to the correct itemstack. (possibly unneeded code. but, works.)
placer:set_wielded_item(itemstack)
return itemstack -- finally, return the itemstack to finish on_place.
end
h = h + 1
until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128 -- loop check.
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == SCAFFOLDING_NAME then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack(SCAFFOLDING_NAME)
minetest.add_item(new_pos, istack)
end
end,
})
-- FOR FUTURE USE. DO NOT ENABLE. DO NOT UNCOMMENT OUT. THIS WILL BREAK THE SCAFFOLDING, IF NOT FINISHED.
-- YOU HAVE BEEN WARNED.
--[[
if SIDE_SCAFFOLDING then
minetest.register_node(SCAFFOLDING_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed)
mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
local node = minetest.get_node(pointed.under)
local pos = pointed.under
local dir = vector.subtract(pointed.under, pointed.above)
local wdir = minetest.dir_to_wallmounted(dir)
local h = 0
mcl_bamboo.mcl_log("WDIR: " .. wdir)
local fdir = minetest.dir_to_facedir(dir, true)
mcl_bamboo.mcl_log("FDIR: " .. fdir)
local down_two = minetest.get_node(vector.offset(pointed.under, 0, -1, 0))
if wdir == 1 then
-- standing placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
-- place on solid nodes
if node.name ~= SCAFFOLDING_NAME then
minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
return itemstack
end
--build up when placing on existing scaffold
repeat
pos.y = pos.y + 1
local current_node = minetest.get_node(pos)
local current_base_node = node
local below_node = down_two
if current_node.name == "air" then
-- first step to making scaffolding work like Minecraft scaffolding.
if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
return itemstack
end
if mcl_bamboo.is_protected(pos, placer) then
return
end
minetest.set_node(pos, node)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
placer:set_wielded_item(itemstack)
return itemstack
end
h = h + 1
until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128
-- Commenting out untested code, for commit.
if SIDE_SCAFFOLDING == true then
local meta = minetest.get_meta(pos)
if not meta then
return false
end
-- local count = meta:get_int("count", 0)
h = minetest.get_node(pointed.under).param2
local new_pos = pointed.under
repeat
local ctrl = placer:get_player_control()
if ctrl and ctrl.sneak then
if node.name == SCAFFOLDING_NAME or node.name == SIDE_SCAFFOLD_NAME then
local param_2 = h
local node_param2 = param_2 + 1
fdir = fdir + 1 -- convert fdir to a base of one.
local target_offset = adj_nodes[fdir]
new_pos = vector.offset(new_pos, target_offset.x, 0, target_offset.z)
if mcl_bamboo.is_protected(new_pos, placer) then
-- disallow placement in protected area
return
end
itemstack:take_item(1)
if minetest.get_node(new_pos).name == "air" then
minetest.set_node(new_pos, {name = SIDE_SCAFFOLD_NAME, param2 = node_param2})
if node_param2 >= 6 then
node_param2 = 6
minetest.minetest.dig_node(new_pos)
end
end
return itemstack
end
h = h + 1
end
until h >= 7 or itemstack.get_count() <= 0
end
end
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == SCAFFOLDING_NAME then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack(SCAFFOLDING_NAME)
minetest.add_item(new_pos, istack)
end
end,
})
minetest.register_node(SIDE_SCAFFOLD_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drop = "mcl_bamboo:scaffolding",
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0.5, -0.375, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1},
_mcl_after_falling = function(pos)
if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then
if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= SCAFFOLDING_NAME then
minetest.remove_node(pos)
minetest.add_item(pos, SCAFFOLDING_NAME)
else
minetest.set_node(vector.offset(pos, 0, 1, 0), {name = SIDE_SCAFFOLD_NAME})
end
end
end,
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed_thing)
-- this function shouldn't be called, as this is never placed by the user.
-- it's placed only as a variant of regular scaffolding.
return false
end
})
end
--]]

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@ -0,0 +1,269 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:34 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
local DEBUG = false
local rand = math.random
math.randomseed((os.time() + 31) * 31415) -- try to make a valid seed
local BAMBOO_MAX_HEIGHT = 16 -- base height check.
local BAMBOO_SOIL_DIST = BAMBOO_MAX_HEIGHT * -1
local BAM_MAX_HEIGHT_STPCHK = BAMBOO_MAX_HEIGHT - 5
local BAM_MAX_HEIGHT_TOP = BAMBOO_MAX_HEIGHT - 1
local GROW_DOUBLE_CHANCE = 32
--Bamboo can be planted on moss blocks, grass blocks, dirt, coarse dirt, rooted dirt, gravel, mycelium, podzol, sand, red sand, or mud
mcl_bamboo.bamboo_dirt_nodes = {
"mcl_core:redsand",
"mcl_core:sand",
"mcl_core:dirt",
"mcl_core:coarse_dirt",
"mcl_core:dirt_with_grass",
"mcl_core:podzol",
"mcl_core:mycelium",
"mcl_lush_caves:rooted_dirt",
"mcl_lush_caves:moss",
"mcl_mud:mud",
}
function mcl_bamboo.is_dirt(node_name)
local index = table.indexof(mcl_bamboo.bamboo_dirt_nodes, node_name)
if index == -1 then
return false
else
return true
end
end
mcl_bamboo.bamboo_index = {
"mcl_bamboo:bamboo",
"mcl_bamboo:bamboo_1",
"mcl_bamboo:bamboo_2",
"mcl_bamboo:bamboo_3",
}
function mcl_bamboo.is_bamboo(node_name)
local index = table.indexof(mcl_bamboo.bamboo_index, node_name)
if index == -1 then
return false
else
return index
end
end
--- pos: node position; placer: ObjectRef that is placing the item
--- returns: true if protected, otherwise false.
function mcl_bamboo.is_protected(pos, placer)
local name = placer:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return true
end
return false
end
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
function mcl_bamboo.grow_bamboo(pos, bonemeal_applied)
local node_above = minetest.get_node(vector.offset(pos, 0, 1, 0))
mcl_bamboo.mcl_log("Grow bamboo called; bonemeal: " .. tostring(bonemeal_applied))
if not bonemeal_applied and mcl_bamboo.is_bamboo(node_above.name) ~= false then
return false -- short circuit this function if we're trying to grow (std) the bamboo and it's not the top shoot.
end
if minetest.get_node_light(pos) < 8 then
return false
end
-- variables used in more than one spot.
local first_shoot
local chk_pos
local soil_pos
local node_name = ""
local dist = 0
local node_below
-- -------------------
mcl_bamboo.mcl_log("Grow bamboo; checking for soil: ")
-- the soil node below the bamboo.
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
soil_pos = chk_pos
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if soil_pos == nil then
return false -- returning false means don't use up the bonemeal.
end
mcl_bamboo.mcl_log("Grow bamboo; soil found. ")
local grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE) -- because yeah, not truly random, or even a good prng.
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
local init_height = rand(BAM_MAX_HEIGHT_STPCHK + 1, BAM_MAX_HEIGHT_TOP + 1)
mcl_bamboo.mcl_log("Grow bamboo; random height: " .. init_height)
node_name = ""
-- update: add randomized max height to first node's meta data.
first_shoot = vector.offset(soil_pos, 0, 1, 0)
local meta = minetest.get_meta(first_shoot)
node_below = minetest.get_node(first_shoot).name
mcl_bamboo.mcl_log("Grow bamboo; checking height meta ")
-- check the meta data for the first node, to see how high to make the stalk.
if not meta then
-- if no metadata, set the metadata!!!
meta:set_int("height", init_height)
end
local height = meta:get_int("height", -1)
mcl_bamboo.mcl_log("Grow bamboo; meta-height: " .. height)
if height <= 10 then
height = init_height
meta:set_int("height", init_height)
end
mcl_bamboo.mcl_log("Grow bamboo; height: " .. height)
-- Bonemeal: Grows the bamboo by 1-2 stems. (per the minecraft wiki.)
if bonemeal_applied then
-- handle applying bonemeal.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- find the top node of bamboo.
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if mcl_bamboo.is_bamboo(node_name) == false or node_name == BAMBOO_ENDCAP_NAME then
break
end
end
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
if node_name == BAMBOO_ENDCAP_NAME then
-- prevent overgrowth
return false
end
-- check to see if we have a full stalk of bamboo.
if dist >= height - 1 then
if dist == height - 1 then
-- equals top of the stalk before the cap
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(vector.offset(chk_pos, 0, 1, 0), {name = BAMBOO_ENDCAP_NAME})
return true -- returning true means use up the bonemeal.
else
return false
end
else
-- okay, we're higher than the end cap, fail out.
return false -- returning false means don't use up the bonemeal.
end
end
-- and now, the meat of the section... add bamboo to the stalk.
-- at this point, we should be lower than the generated maximum height. ~ about height -2 or lower.
if dist <= height - 2 then
if node_name == "air" then
-- here we can check to see if we can do up to 2 bamboo shoots onto the stalk
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, {name = node_below})
-- handle growing a second node.
if grow_amount == 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, {name = node_below})
end
end
return true -- exit out with a success. We've added 1-2 nodes, per the wiki.
end
end
end
-- Non-Bonemeal growth.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- Find the topmost node above the stalk, and check it for "air"
chk_pos = vector.offset(pos, 0, py, 0)
node_below = minetest.get_node(pos).name
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if node_name ~= "air" and mcl_bamboo.is_bamboo(node_name) == false then
break
end
-- stop growing check. ie, handle endcap placement.
if dist >= height - 1 then
local above_node_name = minetest.get_node(vector.offset(chk_pos, 0, 1, 0)).name
if node_name == "air" and above_node_name == "air" then
if height - 1 == dist then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(chk_pos, {name = BAMBOO_ENDCAP_NAME})
end
end
break
end
-- handle regular node placement.
-- find the air node above the top shoot. place a node. And then, if short enough,
-- check for second node placement.
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, {name = node_below})
-- handle growing a second node. (1 in 32 chance.)
if grow_amount == 2 and dist <= height - 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, {name = node_below})
end
end
break
end
end
end
-- Add Groups function, courtesy of Warr1024.
function mcl_bamboo.add_groups(name, ...)
local def = minetest.registered_items[name] or error(name .. " not found")
local groups = {}
for k, v in pairs(def.groups) do
groups[k] = v
end
local function add_all(x, ...)
if not x then
return
end
groups[x] = 1
return add_all(...)
end
addall(...)
return minetest.override_item(name, {groups = groups})
end
function mcl_bamboo.mcl_log(m, l)
if not m then
minetest.log("error", "expected string, received: " .. m)
return
end
if DEBUG then
if not l then
minetest.log("[mcl_bamboo]: " .. m)
else
minetest.log(l, "[mcl_bamboo]: " .. m)
end
end
end

View File

@ -1,841 +1,73 @@
-- [bamboo] mod by Krock, modified by SmallJoker, Made for MineClone 2 by Michieal (as mcl_bamboo). -- [bamboo] mod by SmallJoker, Made for MineClone 2 by Michieal (as mcl_bamboo).
-- Parts of mcl_scaffolding were used. Mcl_scaffolding originally created by Cora; modified for mcl_bamboo by Michieal. -- Parts of mcl_scaffolding were used. Mcl_scaffolding originally created by Cora; Fixed and heavily reworked
-- for mcl_bamboo by Michieal.
-- Creation date: 12-01-2022 (Dec 1st, 2022) -- Creation date: 12-01-2022 (Dec 1st, 2022)
-- License for everything: GPL3 -- License for Media: CC-BY-SA 4.0 (except where noted); Code: GPLv3
-- Bamboo max height: 12-16 -- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- LOCALS -- LOCALS
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname) -- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
local bamboo = "mcl_bamboo:bamboo" -- "BAMBOO" goes here.
local adj_nodes = { local BAMBOO = "mcl_bamboo:bamboo"
vector.new(0, 0, 1),
vector.new(0, 0, -1), mcl_bamboo = {}
vector.new(1, 0, 0),
vector.new(-1, 0, 0), -- BAMBOO GLOBALS
} dofile(minetest.get_modpath(modname) .. "/globals.lua")
local node_sound = mcl_sounds.node_sound_wood_defaults() -- BAMBOO Base Nodes
dofile(minetest.get_modpath(modname) .. "/bamboo_base.lua")
-- CONSTS -- BAMBOO ITEMS
local SIDE_SCAFFOLDING = false dofile(minetest.get_modpath(modname) .. "/bamboo_items.lua")
local MAKE_STAIRS = true -- BAMBOO RECIPES
local DEBUG = false dofile(minetest.get_modpath(modname) .. "/recipes.lua")
local USE_END_CAPS = false
-- ------------------------------------------------------------
-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
local BROKEN_DOORS = true
-- LOCAL FUNCTIONS
-- Add Groups function, courtesy of Warr1024.
function addgroups(name, ...)
local def = minetest.registered_items[name] or error(name .. " not found")
local groups = {}
for k, v in pairs(def.groups) do
groups[k] = v
end
local function addall(x, ...)
if not x then
return
end
groups[x] = 1
return addall(...)
end
addall(...)
return minetest.override_item(name, {groups = groups})
end
local function create_nodes()
local bamboo_def = {
description = "Bamboo",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox",
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
sounds = node_sound,
drops = "mcl_bamboo:bamboo",
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 2,
node_box = {
type = "fixed",
fixed = {
-- {0.1875, -0.5, -0.125, 0.4125, 0.5, 0.0625},
-- {-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
-- {-0.25, -0.5, -0.3125, 0, 0.5, -0.125},
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
--[[
Node Box definitions for alternative styles.
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
--]]
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
if DEBUG then
minetest.log("mcl_bamboo::Node placement data:")
minetest.log(dump(pointed_thing))
minetest.log(dump(node))
end
if DEBUG then
minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
end
local pname = placer:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
if DEBUG then
minetest.log("mcl_bamboo::placement of bamboo is not protected.")
end
-- Use pointed node's on_rightclick function first, if present
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
if DEBUG then
minetest.log("mcl_bamboo::attempting placement of bamboo via targeted node's on_rightclick.")
end
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
if node.name ~= "mcl_bamboo:bamboo" then
if node.name ~= "mcl_flowerpots:flower_pot" then
if minetest.get_item_group(node.name, "dirt") == 0 then
return itemstack
end
end
end
if DEBUG then
minetest.log("mcl_bamboo::placing bamboo directly.")
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == "mcl_bamboo:bamboo" then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack("mcl_bamboo:bamboo")
minetest.add_item(new_pos, istack)
end
end,
}
minetest.register_node("mcl_bamboo:bamboo", bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
bamboo_top.on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
if DEBUG then
minetest.log("mcl_bamboo::Node placement data:")
minetest.log(dump(pointed_thing))
minetest.log(dump(node))
end
if DEBUG then
minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
end
local pname = placer:get_player_name()
if pname then
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
--not for player use.
if minetest.is_creative_enabled(pname) == false then
itemstack:set_count(0)
return itemstack
end
end
if DEBUG then
minetest.log("mcl_bamboo::placement of bamboo is not protected.")
end
if node.name ~= "mcl_bamboo:bamboo" then
return itemstack
end
if DEBUG then
minetest.log("mcl_bamboo::placing bamboo directly.")
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
minetest.register_node("mcl_bamboo:bamboo_top", bamboo_top)
local bamboo_block_def = {
description = "Bamboo Block",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
sounds = node_sound,
paramtype2 = "facedir",
drops = "mcl_bamboo:bamboo_block",
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
_mcl_stripped_variant = "mcl_bamboo:bamboo_block_stripped", -- this allows us to use the built in Axe's strip block.
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local pname = placer:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
}
-- basic bamboo nodes.
minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
local bamboo_stripped_block = table.copy(bamboo_block_def)
bamboo_stripped_block.on_rightclick = nil
bamboo_stripped_block.description = S("Stripped Bamboo Block")
bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block_stripped.png"}
minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
minetest.register_node("mcl_bamboo:bamboo_plank", {
description = S("Bamboo Plank"),
_doc_items_longdesc = S("Bamboo Plank"),
_doc_items_hidden = false,
tiles = {"mcl_bamboo_bamboo_plank.png"},
stack_max = 64,
is_ground_content = false,
groups = {handy = 1, axey = 1, flammable = 3, wood = 1, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
})
-- specific bamboo nodes...
if minetest.get_modpath("mcl_flowerpots") then
if DEBUG then
minetest.log("mcl_bamboo::FlowerPot Section Entrance. Modpath exists.")
end
if mcl_flowerpots ~= nil then
-- Flower-potted Bamboo...
local flwr_name = "mcl_bamboo:bamboo"
local flwr_def = {name = "bamboo_plant",
desc = S("Bamboo"),
image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube"
-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
}
mcl_flowerpots.register_potted_cube(flwr_name, flwr_def)
-- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant")
end
end
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
local top_door_tiles = {}
local bot_door_tiles = {}
if BROKEN_DOORS then
top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"}
else
top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"}
end
local name = "mcl_bamboo:bamboo_door"
local def = {
description = S("Bamboo Door."),
inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png",
groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = bot_door_tiles,
tiles_top = top_door_tiles,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
--[[ Registers a door
-- name: The name of the door
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups
-- tiles_bottom: the tiles of the bottom part of the door {front, side}
-- tiles_top: the tiles of the bottom part of the door {front, side}
-- If the following fields are not defined the default values are used
-- node_box_bottom
-- node_box_top
-- selection_box_bottom
-- selection_box_top
-- only_placer_can_open: if true only the player who placed the door can
-- open it
-- only_redstone_can_open: if true, the door can only be opened by redstone,
-- not by rightclicking it
--]]
mcl_doors:register_door(name, def)
name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = {
description = S("Bamboo Trapdoor."),
inventory_image = "mcl_bamboo_door_complete.png",
groups = {},
tile_front = "mcl_bamboo_trapdoor_top.png",
tile_side = "mcl_bamboo_trapdoor_side.png",
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
wield_image = "mcl_bamboo_trapdoor_wield.png",
inventory_image = "mcl_bamboo_trapdoor_wield.png",
groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_trapdoor(name, trap_def)
minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door")
minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor")
end
end
if MAKE_STAIRS then
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_block",
"mcl_bamboo:bamboo_block",
S("Bamboo Stair"),
S("Bamboo Slab"),
S("Double Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_stripped",
"mcl_bamboo:bamboo_block_stripped",
S("Stripped Bamboo Stair"),
S("Stripped Bamboo Slab"),
S("Double Stripped Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_plank",
"mcl_bamboo:bamboo_plank",
S("Bamboo Plank Stair"),
S("Bamboo Plank Slab"),
S("Double Bamboo Plank Slab")
)
-- let's add plank slabs to the wood_slab group.
local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank"
local node_groups = {
wood_slab = 1,
building_block = 1,
slab = 1,
axey = 1,
handy = 1,
stair = 1,
flammable = 1,
fire_encouragement = 5,
fire_flammability = 20
}
minetest.override_item(bamboo_plank_slab, {groups = node_groups})
end
end
end
if minetest.get_modpath("mesecons_pressureplates") then
if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
-- make sure that pressure plates are installed.
-- Bamboo Pressure Plate...
-- Register a Pressure Plate (api command doc.)
-- basename: base name of the pressure plate
-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
-- recipe: crafting recipe of the pressure plate
-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
mesecon.register_pressure_plate(
"mcl_bamboo:pressure_plate_bamboo_wood",
S("Bamboo Pressure Plate"),
{"mcl_bamboo_bamboo_plank.png"},
{"mcl_bamboo_bamboo_plank.png"},
"mcl_bamboo_bamboo_plank.png",
nil,
{{"mcl_bamboo:bamboo_plank", "mcl_bamboo:bamboo_plank"}},
mcl_sounds.node_sound_wood_defaults(),
{axey = 1, material_wood = 1},
nil,
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off",
burntime = 15
})
minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood")
end
end
if minetest.get_modpath("mcl_signs") then
if DEBUG then
minetest.log("mcl_bamboo::Signs Section Entrance. Modpath exists.")
end
if mcl_signs ~= nil then
-- Bamboo Signs...
mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_signs_sign_greyscale.png",
"#f6dc91", "default_sign_greyscale.png", "default_sign_greyscale.png",
"Bamboo Sign")
mcl_signs.register_sign_craft("mcl_bamboo", "mcl_bamboo:bamboo_plank", "_bamboo")
minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo")
end
end
if minetest.get_modpath("mcl_fences") then
if DEBUG then
minetest.log("mcl_bamboo::Fences Section Entrance. Modpath exists.")
end
local id = "bamboo_fence"
local id_gate = "bamboo_fence_gate"
local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
local wood_connect = {"group:fence_wood"}
local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups,
2, 15, wood_connect, node_sound)
local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
if DEBUG then
minetest.log(dump(fence_id))
minetest.log(dump(gate_id))
end
local craft_wood = "mcl_bamboo:bamboo_plank"
minetest.register_craft({
output = "mcl_bamboo:" .. id .. " 3",
recipe = {
{craft_wood, "mcl_core:stick", craft_wood},
{craft_wood, "mcl_core:stick", craft_wood},
}
})
minetest.register_craft({
output = "mcl_bamboo:" .. id_gate,
recipe = {
{"mcl_core:stick", craft_wood, "mcl_core:stick"},
{"mcl_core:stick", craft_wood, "mcl_core:stick"},
}
})
-- mcl_fences.register_fence("nether_brick_fence", S("Nether Brick Fence"), "mcl_fences_fence_nether_brick.png", {pickaxey=1, deco_block=1, fence_nether_brick=1}, 2, 30, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
minetest.register_alias("bamboo_fence", "mcl_fences:" .. id)
minetest.register_alias("bamboo_fence_gate", "mcl_fences:" .. id_gate)
end
if minetest.get_modpath("mesecons_button") then
if mesecon ~= nil then
mesecon.register_button(
"bamboo",
S("Bamboo Button"),
"mcl_bamboo_bamboo_plank.png",
"mcl_bamboo:bamboo_plank",
node_sound,
{material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, },
1,
false,
S("A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
end
end
minetest.register_node("mcl_bamboo:scaffolding", {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_place = function(itemstack, placer, ptd)
if SIDE_SCAFFOLDING then
-- count param2 up when placing to the sides. Fall when > 6
local ctrl = placer:get_player_control()
if ctrl and ctrl.sneak then
local pp2 = minetest.get_node(ptd.under).param2
local np2 = pp2 + 1
if minetest.get_node(vector.offset(ptd.above, 0, -1, 0)).name == "air" then
minetest.set_node(ptd.above, {name = "mcl_bamboo:scaffolding_horizontal", param2 = np2})
itemstack:take_item(1)
end
if np2 > 6 then
minetest.check_single_for_falling(ptd.above)
end
return itemstack
end
end
--place on solid nodes
local node = minetest.get_node(ptd.under)
if itemstack:get_name() ~= node.name then
minetest.set_node(ptd.above, {name = "mcl_bamboo:scaffolding", param2 = 0})
itemstack:take_item(1)
return itemstack
end
--build up when placing on existing scaffold
local h = 0
local pos = ptd.under
repeat
pos.y = pos.y + 1
h = h + 1
local cn = minetest.get_node(pos)
if cn.name == "air" then
minetest.set_node(pos, node)
itemstack:take_item(1)
placer:set_wielded_item(itemstack)
return itemstack
end
until cn.name ~= node.name or h >= 32
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == "mcl_bamboo:scaffolding" then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack("mcl_bamboo:scaffolding")
minetest.add_item(new_pos, istack)
end
end,
})
if SIDE_SCAFFOLDING then
--currently, disabled.
minetest.register_node("mcl_bamboo:scaffolding_horizontal", {
description = S("Scaffolding (horizontal)"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0.5, -0.375, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1},
_mcl_after_falling = function(pos)
if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then
if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= "mcl_bamboo:scaffolding" then
minetest.remove_node(pos)
minetest.add_item(pos, "mcl_bamboo:scaffolding")
else
minetest.set_node(vector.offset(pos, 0, 1, 0), {name = "mcl_bamboo:scaffolding"})
end
end
end
})
end
end
local function register_craftings()
-- Craftings
minetest.register_craft({
output = bamboo .. "_block",
recipe = {
{bamboo, bamboo, bamboo},
{bamboo, bamboo, bamboo},
{bamboo, bamboo, bamboo},
}
})
minetest.register_craft({
output = bamboo .. "_plank 2",
recipe = {
{bamboo .. "_block"},
}
})
minetest.register_craft({
output = bamboo .. "_plank 2",
recipe = {
{bamboo .. "_block_stripped"},
}
})
minetest.register_craft({
output = "mcl_core:stick",
recipe = {
{bamboo},
{bamboo},
}
})
minetest.register_craft({
output = "mcl_bamboo:scaffolding 6",
recipe = {{bamboo, "mcl_mobitems:string", bamboo},
{bamboo, "", bamboo},
{bamboo, "", bamboo}}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_door 3",
recipe = {
{bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank"}
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_trapdoor 2",
recipe = {
{bamboo .. "_plank", bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank", bamboo .. "_plank"},
}
})
-- Fuels
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_door",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_trapdoor",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo,
burntime = 2.5, -- supposed to be 1/2 that of a stick, per minecraft wiki as of JE 1.19.3
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_block_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:scaffolding",
burntime = 20
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_block",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_stripped",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mesecons_button:button_bamboo_off",
burntime = 5,
})
end
create_nodes()
register_craftings()
-- MAPGEN
dofile(minetest.get_modpath(modname) .. "/mapgen.lua")
local BAMBOO_MAX_HEIGHT_CHECK = -16
--ABMs --ABMs
minetest.register_abm({ minetest.register_abm({
nodenames = {"mcl_bamboo:bamboo"}, nodenames = mcl_bamboo.bamboo_index,
interval = 40, interval = 10,
chance = 40, chance = 20,
action = function(pos, node) action = function(pos, _)
local soil_pos = nil mcl_bamboo.grow_bamboo(pos, false)
if minetest.get_node_light(pos) < 8 then
return
end
local found_soil = false
for py = -1, BAMBOO_MAX_HEIGHT_CHECK, -1 do
local chk_pos = vector.offset(pos, 0, py, 0)
local name = minetest.get_node(chk_pos).name
if minetest.get_item_group(name, "soil") ~= 0 then
found_soil = true
soil_pos = chk_pos
break
elseif name ~= "mcl_bamboo:bamboo" then
break
end
end
if not found_soil then
return
end
for py = 1, 14 do
local npos = vector.offset(pos, 0, py, 0)
local name = minetest.get_node(npos).name
if vector.distance(soil_pos, npos) >= 15 then
-- stop growing check.
if USE_END_CAPS then
if name == "air" then
minetest.set_node(npos, {name = "mcl_bamboo:bamboo_top"})
end
end
break
end
if name == "air" then
minetest.set_node(npos, {name = "mcl_bamboo:bamboo"})
break
elseif name ~= "mcl_bamboo:bamboo" then
break
end
end
end, end,
}) })
-- Base Aliases. -- Base Aliases.
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
minetest.register_alias("bamboo_block", "mcl_bamboo:bamboo_block") minetest.register_alias("bamboo_block", "mcl_bamboo:bamboo_block")
minetest.register_alias("bamboo_strippedblock", "mcl_bamboo:bamboo_block_stripped") minetest.register_alias("bamboo_strippedblock", "mcl_bamboo:bamboo_block_stripped")
minetest.register_alias("bamboo", "mcl_bamboo:bamboo") minetest.register_alias("bamboo", BAMBOO)
minetest.register_alias("bamboo_plank", "mcl_bamboo:bamboo_plank") minetest.register_alias("bamboo_plank", "mcl_bamboo:bamboo_plank")
minetest.register_alias("bamboo_mosaic", "mcl_bamboo:bamboo_mosaic")
minetest.register_alias("mcl_stairs:stair_bamboo", "mcl_stairs:stair_bamboo_block") minetest.register_alias("mcl_stairs:stair_bamboo", "mcl_stairs:stair_bamboo_block")
minetest.register_alias("bamboo:bamboo", "mcl_bamboo:bamboo") minetest.register_alias("bamboo_stairs", "mcl_stairs:stair_bamboo_block")
minetest.register_alias("bamboo:bamboo", BAMBOO)
minetest.register_alias("scaffold", SCAFFOLDING_NAME)
minetest.register_alias("mcl_scaffolding:scaffolding", SCAFFOLDING_NAME)
minetest.register_alias("mcl_scaffolding:scaffolding_horizontal", SCAFFOLDING_NAME)
minetest.register_alias("bamboo_fence", "mcl_fences:bamboo_fence")
minetest.register_alias("bamboo_fence_gate", "mcl_fences:bamboo_fence_gate")
--[[ --[[
todo -- make scaffolds do side scaffold blocks, so that they jut out. todo -- make scaffolds do side scaffold blocks, so that they jut out. (Shelved.)
todo -- Also, make those blocks collapse (break) when a nearby connected scaffold breaks. todo -- Also, make those blocks collapse (break) when a nearby connected scaffold breaks.
todo -- add in alternative bamboo styles to simulate random placement. (see commented out nde box definitions.
todo -- make endcap node for bamboo, so that they can be 12-16 nodes high and stop growing.
todo -- mash all of that together so that it drops as one item, and chooses what version to be, in on_place.
todo -- Raft
todo -- Raft with Chest.
todo -- Add in Extras.
todo: Added a new "Mosaic" plank variant that is unique to Bamboo called Bamboo Mosaic
It can be crafted with 1x2 Bamboo Slabs in a vertical strip
You can craft Stair and Slab variants of Bamboo Mosaic
Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be
used as fuel.
todo -- add in fuel recipes for: waiting on specific things:
[-] bamboo slab + stripped bamboo slab todo -- Raft -- need model
[-] bamboo stair + stripped bamboo stair + bamboo plank stair todo -- Raft with Chest. same.
todo -- handle bonemeal... (shelved until after redoing the bonemeal api).
-----------------------------------------------------------
todo -- Add in Extras. -- Moved to Official Mod Pack.
Notes:
When bone meal is used on it, it grows by 12 blocks. Bamboo can grow up to 1216 blocks tall.
The top of a bamboo plant requires a light level of 9 or above to grow.
Design Decision - to not make bamboo saplings, and not make them go through a ton of transformations.
--]] --]]

View File

@ -1,7 +1,12 @@
# textdomain: mcl_bamboo # textdomain: mcl_bamboo
### bamboo_base.lua ###
### init.lua ### Bamboo Mosaic Plank=
Bamboo Plank=
Stripped Bamboo Block=
### bamboo_items.lua ###
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.= A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=
@ -12,18 +17,18 @@ Bamboo Button=
Bamboo Door.= Bamboo Door.=
Bamboo Fence= Bamboo Fence=
Bamboo Fence Gate= Bamboo Fence Gate=
Bamboo Plank= Bamboo Mosaic Slab=
Bamboo Mosaic Stair=
Bamboo Plank Slab= Bamboo Plank Slab=
Bamboo Plank Stair= Bamboo Plank Stair=
Bamboo Pressure Plate= Bamboo Pressure Plate=
Bamboo Sign=
Bamboo Slab= Bamboo Slab=
Bamboo Stair= Bamboo Stair=
Bamboo Trapdoor.= Bamboo Trapdoor.=
Double Bamboo Mosaic Slab=
Double Bamboo Plank Slab= Double Bamboo Plank Slab=
Double Bamboo Slab= Double Bamboo Slab=
Double Stripped Bamboo Slab= Double Stripped Bamboo Slab=
Nether Brick Fence=
Scaffolding= Scaffolding=
Scaffolding (horizontal)= Scaffolding (horizontal)=
Scaffolding block used to climb up or out across areas.= Scaffolding block used to climb up or out across areas.=
@ -33,4 +38,3 @@ Stripped Bamboo Stair=
To open or close the trapdoor, rightclick it or send a redstone signal to it.= To open or close the trapdoor, rightclick it or send a redstone signal to it.=
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.= Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=

View File

@ -1,60 +0,0 @@
local item_water, item_dirt, item_grass
item_water = "mcl_core:water_source"
item_dirt = "mcl_core:dirt"
item_grass = "mcl_core:dirt_with_grass"
local function make_bamboo(pos, size)
for y = 0, size - 1 do
local p = {x = pos.x, y = pos.y + y, z = pos.z}
if minetest.get_node(p).name ~= "air" then
return
end
minetest.set_node(p, {name = "mcl_bamboo:bamboo"})
end
end
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 2 and minp.y > 0 then
return
end
local c_grass = minetest.get_content_id(item_grass)
local n_bamboo = minetest.get_perlin(8234, 3, 0.6, 100)
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(minp, maxp)
local area = VoxelArea:new {MinEdge = emin, MaxEdge = emax}
local data = vm:get_data()
local rand = PseudoRandom(seed % 8000)
for z = minp.z + 2, maxp.z - 2, 4 do
for x = minp.x + 2, maxp.x - 2, 4 do
local bamboo_amount = math.floor(n_bamboo:get_2d({x = x, y = z}) * 7 - 3)
for i = 1, bamboo_amount do
local p_pos = {
x = rand:next(x - 2, x + 2),
y = 0,
z = rand:next(z - 2, z + 2)
}
local found = false
local node = -1
for y = 4, 0, -1 do
p_pos.y = y
node = data[area:index(p_pos.x, p_pos.y, p_pos.z)]
if node == c_grass then
found = true
break
end
end
if found and
minetest.find_node_near(p_pos, 5, {"group:water", item_water}) then
p_pos.y = p_pos.y + 1
make_bamboo(p_pos, rand:next(4, 12))
end
end
end
end
end
)

View File

@ -0,0 +1,200 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:46 PM -- Restructure Date
--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- Craftings
-- Basic Bamboo craftings
minetest.register_craft({
output = "mcl_core:stick",
recipe = {
{BAMBOO},
{BAMBOO},
}
})
minetest.register_craft({
output = BAMBOO .. "_block",
recipe = {
{BAMBOO, BAMBOO, BAMBOO},
{BAMBOO, BAMBOO, BAMBOO},
{BAMBOO, BAMBOO, BAMBOO},
}
})
minetest.register_craft({
output = BAMBOO_PLANK .. " 2",
recipe = {
{BAMBOO .. "_block"},
}
})
minetest.register_craft({
output = BAMBOO_PLANK .. " 2",
recipe = {
{BAMBOO .. "_block_stripped"},
}
})
minetest.register_craft({
output = BAMBOO .. "_mosaic",
recipe = {
{"mcl_stair:slab_bamboo_plank"},
{"mcl_stair:slab_bamboo_plank"},
}
})
-- Bamboo specific items
if minetest.get_modpath("mcl_doors") and mcl_doors then
minetest.register_craft({
output = "mcl_bamboo:bamboo_door 3",
recipe = {
{BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK}
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_trapdoor 2",
recipe = {
{BAMBOO_PLANK, BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK, BAMBOO_PLANK},
}
})
end
if minetest.get_modpath("mcl_fences") then
minetest.register_craft({
output = "mcl_bamboo:bamboo_fence 3",
recipe = {
{BAMBOO_PLANK, "mcl_core:stick", BAMBOO_PLANK},
{BAMBOO_PLANK, "mcl_core:stick", BAMBOO_PLANK},
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_fence_gate",
recipe = {
{"mcl_core:stick", BAMBOO_PLANK, "mcl_core:stick"},
{"mcl_core:stick", BAMBOO_PLANK, "mcl_core:stick"},
}
})
end
minetest.register_craft({
output = "mcl_bamboo:scaffolding 6",
recipe = {{BAMBOO, "mcl_mobitems:string", BAMBOO},
{BAMBOO, "", BAMBOO},
{BAMBOO, "", BAMBOO}}
})
-- Fuels
-- Basic Bamboo nodes
minetest.register_craft({
type = "fuel",
recipe = BAMBOO,
burntime = 2.5, -- supposed to be 1/2 that of a stick, per minecraft wiki as of JE 1.19.3
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_block_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO_PLANK,
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_mosaic",
burntime = 7.5,
})
-- Bamboo Items
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_door",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_trapdoor",
burntime = 15,
})
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_block",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_stripped",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_plank",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_mosaic",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_mosaic",
burntime = 15,
})
end
end
minetest.register_craft({
type = "fuel",
recipe = "mesecons_button:button_bamboo_off",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:scaffolding",
burntime = 20
})

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@ -139,7 +139,7 @@ local function bucket_get_pointed_thing(user)
local start = user:get_pos() local start = user:get_pos()
start.y = start.y + user:get_properties().eye_height start.y = start.y + user:get_properties().eye_height
local look_dir = user:get_look_dir() local look_dir = user:get_look_dir()
_end = vector.add(start, vector.multiply(look_dir, 5)) local _end = vector.add(start, vector.multiply(look_dir, 5))
local ray = raycast(start, _end, false, true) local ray = raycast(start, _end, false, true)
for pointed_thing in ray do for pointed_thing in ray do

View File

@ -809,7 +809,7 @@ function mcl_core.get_grass_palette_index(pos)
local biome_name = minetest.get_biome_name(biome) local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name] local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome then if reg_biome then
index = reg_biome._mcl_palette_index index = reg_biome._mcl_grass_palette_index
end end
end end
return index return index
@ -939,7 +939,7 @@ minetest.register_lbm({
else else
node.name = "mcl_core:dirt_with_grass" node.name = "mcl_core:dirt_with_grass"
end end
node.param2 = reg_biome._mcl_palette_index node.param2 = reg_biome._mcl_grass_palette_index
-- Fall back to savanna palette index -- Fall back to savanna palette index
if not node.param2 then if not node.param2 then
node.param2 = SAVANNA_INDEX node.param2 = SAVANNA_INDEX

View File

@ -373,7 +373,7 @@ minetest.register_node("mcl_core:dirt_with_grass", {
overlay_tiles = {"mcl_core_grass_block_top.png", "", {name="mcl_core_grass_block_side_overlay.png", tileable_vertical=false}}, overlay_tiles = {"mcl_core_grass_block_top.png", "", {name="mcl_core_grass_block_side_overlay.png", tileable_vertical=false}},
palette = "mcl_core_palette_grass.png", palette = "mcl_core_palette_grass.png",
palette_index = 0, palette_index = 0,
color = "#8EB971", color = "#7CBD6B",
is_ground_content = true, is_ground_content = true,
stack_max = 64, stack_max = 64,
groups = { groups = {

View File

@ -35,7 +35,14 @@ function mcl_core.update_leaves(pos, oldnode)
-- manually placed leaf nodes have param2 -- manually placed leaf nodes have param2
-- set and will never decay automatically -- set and will never decay automatically
if lnode.param2 == 0 then if lnode.param2 == 0 then
minetest.swap_node(lpos, {name = lnode.name .. "_orphan"}) local orphan_name = lnode.name .. "_orphan"
local def = minetest.registered_nodes[orphan_name]
if def then
--minetest.log("Registered: ".. orphan_name)
minetest.swap_node(lpos, {name = orphan_name})
else
--minetest.log("Not registered: ".. orphan_name)
end
end end
end end
end end

View File

@ -145,7 +145,7 @@ function mcl_dye.register_on_bone_meal_apply(func)
table.insert(mcl_dye.bone_meal_callbacks, func) table.insert(mcl_dye.bone_meal_callbacks, func)
end end
local function apply_bone_meal(pointed_thing,user) local function apply_bone_meal(pointed_thing, user)
-- Bone meal currently spawns all flowers found in the plains. -- Bone meal currently spawns all flowers found in the plains.
local flowers_table_plains = { local flowers_table_plains = {
"mcl_flowers:dandelion", "mcl_flowers:dandelion",
@ -191,7 +191,7 @@ local function apply_bone_meal(pointed_thing,user)
if minetest.get_item_group(n.name, "sapling") >= 1 then if minetest.get_item_group(n.name, "sapling") >= 1 then
mcl_dye.add_bone_meal_particle(pos) mcl_dye.add_bone_meal_particle(pos)
-- Saplings: 45% chance to advance growth stage -- Saplings: 45% chance to advance growth stage
if math.random(1,100) <= 45 then if math.random(1, 100) <= 45 then
return mcl_core.grow_sapling(pos, n) return mcl_core.grow_sapling(pos, n)
end end
elseif minetest.get_item_group(n.name, "mushroom") == 1 then elseif minetest.get_item_group(n.name, "mushroom") == 1 then
@ -199,7 +199,7 @@ local function apply_bone_meal(pointed_thing,user)
-- Try to grow huge mushroom -- Try to grow huge mushroom
-- Must be on a dirt-type block -- Must be on a dirt-type block
local below = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}) local below = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if below.name ~= "mcl_core:mycelium" and below.name ~= "mcl_core:dirt" and minetest.get_item_group(below.name, "grass_block") ~= 1 and below.name ~= "mcl_core:coarse_dirt" and below.name ~= "mcl_core:podzol" then if below.name ~= "mcl_core:mycelium" and below.name ~= "mcl_core:dirt" and minetest.get_item_group(below.name, "grass_block") ~= 1 and below.name ~= "mcl_core:coarse_dirt" and below.name ~= "mcl_core:podzol" then
return false return false
end end
@ -353,6 +353,16 @@ local function apply_bone_meal(pointed_thing,user)
return true return true
end end
--[[
Here for when Bonemeal becomes an api, there's code if needed for handling applying to bamboo.
-- Handle applying bonemeal to bamboo.
elseif mcl_bamboo.is_bamboo(n.name) then
local success = mcl_bamboo.grow_bamboo(pos, true)
if success then
mcl_dye.add_bone_meal_particle(pos)
end
return success
--]]
elseif n.name == "mcl_flowers:fern" then elseif n.name == "mcl_flowers:fern" then
mcl_dye.add_bone_meal_particle(pos) mcl_dye.add_bone_meal_particle(pos)
-- Fern: Grow into large fern -- Fern: Grow into large fern

View File

@ -118,7 +118,7 @@ minetest.register_node("mcl_farming:beetroot", {
_mcl_fortune_drop = { _mcl_fortune_drop = {
discrete_uniform_distribution = true, discrete_uniform_distribution = true,
items = {"mcl_farming:beetroot_item", "mcl_farming:beetroot_seeds"}, items = {"mcl_farming:beetroot_seeds"},
min_count = 1, min_count = 1,
max_count = 3, max_count = 3,
cap = 5, cap = 5,

View File

@ -107,7 +107,7 @@ local function berry_damage_check(obj)
if not p then return end if not p then return end
if not minetest.find_node_near(p,0.4,{"group:sweet_berry_thorny"},true) then return end if not minetest.find_node_near(p,0.4,{"group:sweet_berry_thorny"},true) then return end
local v = obj:get_velocity() local v = obj:get_velocity()
if v.x < 0.1 and v.y < 0.1 and v.z < 0.1 then return end if math.abs(v.x) < 0.1 and math.abs(v.y) < 0.1 and math.abs(v.z) < 0.1 then return end
mcl_util.deal_damage(obj, 0.5, {type = "sweet_berry"}) mcl_util.deal_damage(obj, 0.5, {type = "sweet_berry"})
end end

View File

@ -91,6 +91,7 @@ local fish = function(itemstack, player, pointed_thing)
{ itemstring = "mcl_mobitems:bone", weight = 10 }, { itemstring = "mcl_mobitems:bone", weight = 10 },
{ itemstring = "mcl_mobitems:ink_sac", weight = 1, amount_min = 10, amount_max = 10 }, { itemstring = "mcl_mobitems:ink_sac", weight = 1, amount_min = 10, amount_max = 10 },
{ itemstring = "mcl_mobitems:string", weight = 10 }, -- TODO: Tripwire Hook { itemstring = "mcl_mobitems:string", weight = 10 }, -- TODO: Tripwire Hook
{ itemstring = "mcl_bamboo:bamboo", weight = 10 },
}, },
stacks_min = 1, stacks_min = 1,
stacks_max = 1, stacks_max = 1,

View File

@ -19,7 +19,7 @@ local get_palette_color_from_pos = function(pos)
local biome_name = minetest.get_biome_name(biome) local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name] local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome then if reg_biome then
index = reg_biome._mcl_palette_index index = reg_biome._mcl_grass_palette_index
end end
end end
return index return index

View File

@ -90,7 +90,7 @@ function mcl_lanterns.register_lantern(name, def)
local sounds = mcl_sounds.node_sound_metal_defaults() local sounds = mcl_sounds.node_sound_metal_defaults()
minetest.register_node(itemstring_floor, { minetest.register_node(":"..itemstring_floor, {
description = def.description, description = def.description,
_doc_items_longdesc = def.longdesc, _doc_items_longdesc = def.longdesc,
drawtype = "mesh", drawtype = "mesh",
@ -166,7 +166,7 @@ function mcl_lanterns.register_lantern(name, def)
_mcl_blast_resistance = 3.5, _mcl_blast_resistance = 3.5,
}) })
minetest.register_node(itemstring_ceiling, { minetest.register_node(":"..itemstring_ceiling, {
description = def.description, description = def.description,
_doc_items_create_entry = false, _doc_items_create_entry = false,
drawtype = "mesh", drawtype = "mesh",

View File

@ -19,50 +19,6 @@ dig_speed_class group:
- 7: Instantaneous - 7: Instantaneous
]] ]]
-- The hand
local groupcaps, hand_range, hand_groups
if minetest.is_creative_enabled("") then
-- Instant breaking in creative mode
groupcaps = { creative_breakable = { times = {0}, uses = 0 } }
hand_range = tonumber(minetest.settings:get("mcl_hand_range_creative")) or 10
hand_groups = { dig_speed_class = 7 }
else
groupcaps = {}
hand_range = tonumber(minetest.settings:get("mcl_hand_range")) or 4.5
hand_groups = { dig_speed_class = 1 }
end
minetest.register_tool(":", {
type = "none",
_doc_items_longdesc = S("You use your bare hand whenever you are not wielding any item. With your hand you can mine most blocks, but this is the slowest method and only the weakest blocks will yield their useful drop. The hand also deals minor damage by punching. Using the hand is often a last resort, as proper mining tools and weapons are much better.").."\n"..
S("When you are wielding an item which is not a mining tool or a weapon, it will behave as if it were the hand when you start mining or punching.").."\n"..
S("In Creative Mode, the hand is able to break all blocks instantly."),
wield_image = "blank.png",
wield_scale = {x=1.0,y=1.0,z=2.0},
-- According to Minecraft Wiki, the exact range is 3.975.
-- Minetest seems to only support whole numbers, so we use 4.
range = hand_range,
tool_capabilities = {
full_punch_interval = 0.25,
max_drop_level = 0,
groupcaps = groupcaps,
damage_groups = {fleshy=1},
},
groups = hand_groups,
_mcl_diggroups = {
handy = { speed = 1, level = 1, uses = 0 },
axey = { speed = 1, level = 1, uses = 0 },
shovely = { speed = 1, level = 1, uses = 0 },
hoey = { speed = 1, level = 1, uses = 0 },
pickaxey = { speed = 1, level = 0, uses = 0 },
swordy = { speed = 1, level = 0, uses = 0 },
swordy_cobweb = { speed = 1, level = 0, uses = 0 },
shearsy = { speed = 1, level = 0, uses = 0 },
shearsy_wool = { speed = 1, level = 0, uses = 0 },
shearsy_cobweb = { speed = 1, level = 0, uses = 0 },
}
})
-- Help texts -- Help texts
local pickaxe_longdesc = S("Pickaxes are mining tools to mine hard blocks, such as stone. A pickaxe can also be used as weapon, but it is rather inefficient.") local pickaxe_longdesc = S("Pickaxes are mining tools to mine hard blocks, such as stone. A pickaxe can also be used as weapon, but it is rather inefficient.")
local axe_longdesc = S("An axe is your tool of choice to cut down trees, wood-based blocks and other blocks. Axes deal a lot of damage as well, but they are rather slow.") local axe_longdesc = S("An axe is your tool of choice to cut down trees, wood-based blocks and other blocks. Axes deal a lot of damage as well, but they are rather slow.")

File diff suppressed because it is too large Load Diff

View File

@ -280,8 +280,8 @@ local function set_palette(minp,maxp,data2,area,biomemap,nodes)
local bn = minetest.get_biome_name(biomemap[b_pos]) local bn = minetest.get_biome_name(biomemap[b_pos])
if bn then if bn then
local biome = minetest.registered_biomes[bn] local biome = minetest.registered_biomes[bn]
if biome and biome._mcl_biome_type then if biome and biome._mcl_biome_type and biome._mcl_grass_palette_index then
data2[p_pos] = biome._mcl_palette_index data2[p_pos] = biome._mcl_grass_palette_index
lvm_used = true lvm_used = true
end end
end end
@ -349,8 +349,8 @@ local function block_fixes(vm, data, data2, emin, emax, area, minp, maxp, blocks
local lvm_used = false local lvm_used = false
local pr = PseudoRandom(blockseed) local pr = PseudoRandom(blockseed)
if minp.y <= mcl_vars.mg_overworld_max and maxp.y >= mcl_vars.mg_overworld_min then if minp.y <= mcl_vars.mg_overworld_max and maxp.y >= mcl_vars.mg_overworld_min then
-- Set param2 (=color) of sugar cane and grass -- Set param2 (=color) of nodes which use the grass colour palette.
lvm_used = set_palette(minp,maxp,data2,area,biomemap,{"mcl_core:reeds","mcl_core:dirt_with_grass"}) lvm_used = set_palette(minp,maxp,data2,area,biomemap,{"mcl_core:dirt_with_grass", "mcl_flowers:tallgrass", "mcl_flowers:double_grass", "mcl_flowers:double_grass_top", "mcl_flowers:fern", "mcl_flowers:double_fern", "mcl_flowers:double_fern_top", "mcl_core:reeds", "mcl_core:dirt_with_grass_snow"})
end end
return lvm_used return lvm_used
end end
@ -417,3 +417,20 @@ mcl_mapgen_core.register_generator("structures",nil, function(minp, maxp, blocks
end end
return false, false, false return false, false, false
end, 100, true) end, 100, true)
minetest.register_lbm({
label = "Fix grass palette indexes",
name = "mcl_mapgen_core:fix_grass_palette_indexes",
nodenames = {"mcl_core:dirt_with_grass", "mcl_flowers:tallgrass", "mcl_flowers:double_grass", "mcl_flowers:double_grass_top", "mcl_flowers:fern", "mcl_flowers:double_fern", "mcl_flowers:double_fern_top", "mcl_core:reeds", "mcl_core:dirt_with_grass_snow"},
run_at_every_load = true,
action = function(pos, node)
local biome_data = minetest.get_biome_data(pos)
local biome = biome_data.biome
local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name]
if node.param2 ~= reg_biome._mcl_grass_palette_index then
node.param2 = reg_biome._mcl_grass_palette_index
minetest.set_node(pos, node)
end
end,
})

View File

@ -1,4 +1,5 @@
local mcl_skins_enabled = minetest.global_exists("mcl_skins") local mcl_skins_enabled = minetest.global_exists("mcl_skins")
mcl_meshhand = { }
---This is a fake node that should never be placed in the world ---This is a fake node that should never be placed in the world
---@type node_definition ---@type node_definition
@ -15,43 +16,77 @@ local node_def = {
end, end,
drop = "", drop = "",
on_drop = function(_, _, _) return ItemStack() end, on_drop = function(_, _, _) return ItemStack() end,
groups = { dig_immediate = 3, not_in_creative_inventory = 1 }, groups = {
range = minetest.registered_items[""].range dig_immediate = 3,
not_in_creative_inventory = 1,
dig_speed_class = 1,
},
tool_capabilities = {
full_punch_interval = 0.25,
max_drop_level = 0,
groupcaps = { },
damage_groups = { fleshy = 1 },
},
_mcl_diggroups = {
handy = { speed = 1, level = 1, uses = 0 },
axey = { speed = 1, level = 1, uses = 0 },
shovely = { speed = 1, level = 1, uses = 0 },
hoey = { speed = 1, level = 1, uses = 0 },
pickaxey = { speed = 1, level = 0, uses = 0 },
swordy = { speed = 1, level = 0, uses = 0 },
swordy_cobweb = { speed = 1, level = 0, uses = 0 },
shearsy = { speed = 1, level = 0, uses = 0 },
shearsy_wool = { speed = 1, level = 0, uses = 0 },
shearsy_cobweb = { speed = 1, level = 0, uses = 0 },
},
range = tonumber(minetest.settings:get("mcl_hand_range")) or 4.5
} }
-- This is for _mcl_autogroup to know about the survival hand tool capabilites
mcl_meshhand.survival_hand_tool_caps = node_def.tool_capabilities
local creative_dig_speed = tonumber(minetest.settings:get("mcl_creative_dig_speed")) or 0.2
local creative_hand_range = tonumber(minetest.settings:get("mcl_hand_range_creative")) or 10
if mcl_skins_enabled then if mcl_skins_enabled then
-- Generate a node for every skin -- Generate a node for every skin
local list = mcl_skins.get_skin_list() local list = mcl_skins.get_skin_list()
for _, skin in pairs(list) do for _, skin in pairs(list) do
if skin.slim_arms then local node_def = table.copy(node_def)
local female = table.copy(node_def) node_def._mcl_hand_id = skin.id
female._mcl_hand_id = skin.id node_def.tiles = { skin.texture }
female.mesh = "mcl_meshhand_female.b3d" node_def.mesh = skin.slim_arms and "mcl_meshhand_female.b3d" or "mcl_meshhand.b3d"
female.tiles = { skin.texture } if skin.creative then
minetest.register_node("mcl_meshhand:" .. skin.id, female) node_def.range = creative_hand_range
else node_def.groups.dig_speed_class = 7
local male = table.copy(node_def) node_def.tool_capabilities.groupcaps.creative_breakable = { times = { creative_dig_speed }, uses = 0 }
male._mcl_hand_id = skin.id
male.mesh = "mcl_meshhand.b3d"
male.tiles = { skin.texture }
minetest.register_node("mcl_meshhand:" .. skin.id, male)
end end
minetest.register_node("mcl_meshhand:" .. skin.id, node_def)
end end
else else
node_def._mcl_hand_id = "hand" node_def._mcl_hand_id = "hand"
node_def.mesh = "mcl_meshhand.b3d" node_def.mesh = "mcl_meshhand.b3d"
node_def.tiles = { "character.png" } node_def.tiles = { "character.png" }
minetest.register_node("mcl_meshhand:hand", node_def) minetest.register_node("mcl_meshhand:hand_surv", node_def)
node_def = table.copy(node_def)
node_def.range = creative_hand_range
node_def.groups.dig_speed_class = 7
node_def.tool_capabilities.groupcaps.creative_breakable = { times = { creative_dig_speed }, uses = 0 }
minetest.register_node("mcl_meshhand:hand_crea", node_def)
end
function mcl_meshhand.update_player(player)
if mcl_skins_enabled then
local node_id = mcl_skins.get_node_id_by_player(player)
player:get_inventory():set_stack("hand", 1, "mcl_meshhand:" .. node_id)
else
local creative = minetest.is_creative_enabled(player:get_player_name())
player:get_inventory():set_stack("hand", 1, "mcl_meshhand:hand" .. (creative and "_crea" or "_surv"))
end
end end
if mcl_skins_enabled then if mcl_skins_enabled then
-- Change the player's hand to their skin mcl_player.register_on_visual_change(mcl_meshhand.update_player)
mcl_player.register_on_visual_change(function(player)
local node_id = mcl_skins.get_node_id_by_player(player)
player:get_inventory():set_stack("hand", 1, "mcl_meshhand:" .. node_id)
end)
else else
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(mcl_meshhand.update_player)
player:get_inventory():set_stack("hand", 1, ItemStack("mcl_meshhand:hand"))
end)
end end

View File

@ -11,20 +11,23 @@ end
function mcl_skins.get_skin_list() function mcl_skins.get_skin_list()
local list = {} local list = {}
for _, game_mode in pairs({"_crea", "_surv"}) do
for _, base in pairs(mcl_skins.base) do for _, base in pairs(mcl_skins.base) do
for _, base_color in pairs(mcl_skins.base_color) do for _, base_color in pairs(mcl_skins.base_color) do
local id = base:gsub(".png$", "") .. minetest.colorspec_to_colorstring(base_color):gsub("#", "") local id = base:gsub(".png$", "") .. minetest.colorspec_to_colorstring(base_color):gsub("#", "")
local female = { local female = {
texture = make_texture(base, base_color), texture = make_texture(base, base_color),
slim_arms = true, slim_arms = true,
id = id .. "_female" id = id .. "_female" .. game_mode,
creative = game_mode == "_crea"
} }
table.insert(list, female) table.insert(list, female)
local male = { local male = {
texture = make_texture(base, base_color), texture = make_texture(base, base_color),
slim_arms = false, slim_arms = false,
id = id .. "_male" id = id .. "_male" .. game_mode,
creative = game_mode == "_crea"
} }
table.insert(list, male) table.insert(list, male)
end end
@ -33,21 +36,26 @@ function mcl_skins.get_skin_list()
table.insert(list, { table.insert(list, {
texture = skin.texture, texture = skin.texture,
slim_arms = skin.slim_arms, slim_arms = skin.slim_arms,
id = skin.texture:gsub(".png$", "") .. "_" .. (skin.slim_arms and "female" or "male"), id = skin.texture:gsub(".png$", "") .. (skin.slim_arms and "_female" or "_male") .. game_mode,
creative = game_mode == "_crea"
}) })
end end
end
return list return list
end end
function mcl_skins.get_node_id_by_player(player) function mcl_skins.get_node_id_by_player(player)
local skin = mcl_skins.players[player] local skin = mcl_skins.players[player]
if skin.simple_skins_id then local simple_skin = skin.simple_skins_id
local skin = mcl_skins.simple_skins[skin.simple_skins_id] if simple_skin then
return skin.texture:gsub(".png$", "") .. skin = mcl_skins.simple_skins[skin.simple_skins_id]
"_" .. (skin.slim_arms and "female" or "male") end
local creative = minetest.is_creative_enabled(player:get_player_name())
local append = (skin.slim_arms and "_female" or "_male") .. (creative and "_crea" or "_surv")
if simple_skin then
return skin.texture:gsub(".png$", "") .. append
else else
return skin.base:gsub(".png$", "") .. return skin.base:gsub(".png$", "") ..
minetest.colorspec_to_colorstring(skin.base_color):gsub("#", "") .. minetest.colorspec_to_colorstring(skin.base_color):gsub("#", "") .. append
"_" .. (skin.slim_arms and "female" or "male")
end end
end end

View File

@ -76,10 +76,13 @@ mcl_enable_skin_customization (Enable player skin customization) bool true
# Default:4.5 # Default:4.5
mcl_hand_range (Hand range) float 4.5 1 128 mcl_hand_range (Hand range) float 4.5 1 128
# How far the player hand can reach in creative mode (not gamemode-creative) # How far the player hand can reach in creative mode
# Default:10 # Default:10
mcl_hand_range_creative (Creative mode hand range) float 10 1 128 mcl_hand_range_creative (Creative mode hand range) float 10 1 128
# Creative mode dig speed in seconds
mcl_creative_dig_speed (Creative mode dig speed) float 0.2
# If enabled the hunger mechanic will be active # If enabled the hunger mechanic will be active
mcl_enable_hunger (Hunger mechanic) bool true mcl_enable_hunger (Hunger mechanic) bool true
@ -134,6 +137,8 @@ mcl_old_spawn_icons (Old spawn icons instead of eggs) bool false
# Larger values will have a larger performance impact (default:48) # Larger values will have a larger performance impact (default:48)
mcl_mob_active_range (Active mob range) int 48 0 256 mcl_mob_active_range (Active mob range) int 48 0 256
# Zombie siege raid (default:false)
mcl_raids_zombie_siege (Zombie siege raid) bool false
[Audio] [Audio]
# Enable flame sound. # Enable flame sound.