Merge MineClone2/master

This commit is contained in:
kay27 2021-12-05 05:10:29 +04:00
commit 93da5d3f77
148 changed files with 5349 additions and 2119 deletions

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

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@ -9,52 +9,62 @@
## Creators of MineClone 5 ## Creators of MineClone 5
* kay27 and the Community * kay27 and the Community
## The Community: ## The Community (alphabetically):
* Fleckenstein
* jordan4ibanez
* bzoss
* AFCMS * AFCMS
* epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* Nicu
* aligator
* Code-Sploit
* NO11
* Laurent Rocher
* HimbeerserverDE
* TechDudie
* Alexander Minges * Alexander Minges
* ArTee3 * ArTee3
* ZeDique la Ruleta
* pitchum
* wuniversales
* Bu-Gee
* David McMackins II
* Nicholas Niro
* Wouters Dorian
* Blue Blancmange
* Jared Moody
* Li0n
* Midgard
* Saku Laesvuori
* Yukitty
* ZedekThePD
* aldum * aldum
* dBeans * aligator
* nickolas360 * Benjamin Schötz
* yutyo * Blue Blancmange
* ztianyang * Bu-Gee
* j45 * bzoss
* Code-Sploit
## MineClone5 * cora
* kay27 * David McMackins II
* Debiankaios * Debiankaios
* Dieter44
* Doloment
* dBeans
* E
* Emily2255
* Emojigit
* epCode * epCode
* NO11 * erlehmann
* FinishedFragment
* Fleckenstein
* HimbeerserverDE
* iliekprogrammar
* Jared Moody
* j45 * j45
* jordan4ibanez
* kay27
* Laurent Rocher
* Li0n
* Marcin Serwin
* Midgard
* MysticTempest
* Nicholas Niro
* Nicu
* nickolas360
* NO11
* pitchum
* Rootyjr
* ryvnf
* Saku Laesvuori
* SmallJoker
* Sven792
* Sydney Gems
* sfan5
* TechDudie
* Tianyang Zhang
* talamh
* Wouters Dorian
* wuniversales
* Yukitty
* yutyo
* ZeDique la Ruleta
* ZedekThePD
## Original Mod Authors ## Original Mod Authors
* Wuzzy * Wuzzy
@ -72,7 +82,6 @@
* Rochambeau * Rochambeau
* rubenwardy * rubenwardy
* stu * stu
* jordan4ibanez
* 4aiman * 4aiman
* Kahrl * Kahrl
* Krock * Krock
@ -101,6 +110,7 @@
* xMrVizzy * xMrVizzy
* yutyo * yutyo
* NO11 * NO11
* kay27
## Translations ## Translations
* Wuzzy * Wuzzy
@ -108,6 +118,11 @@
* wuniversales * wuniversales
* kay27 * kay27
* pitchum * pitchum
* todoporlalibertad
* Marcin Serwin
## Funders
* 40W
## Special thanks ## Special thanks
* celeron55 for creating Minetest * celeron55 for creating Minetest

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@ -1,5 +1,5 @@
# MineClone 5 # MineClone 5
Version: 0.71.6 Version: 0.71.7 Release Candidate 0
MineClone 5 is a fork of MineClone 2 with different workflow: MineClone 5 is a fork of MineClone 2 with different workflow:
* No Minecraft version limitation, target version is Latest Java Edition * No Minecraft version limitation, target version is Latest Java Edition

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@ -1,5 +1,27 @@
mcl_util = {} mcl_util = {}
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
t[k] = v
end
end
return t
end
-- Updates nil values in t using values from to*.
function table.update_nil(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
if t[k] == nil then
t[k] = v
end
end
end
return t
end
-- Based on minetest.rotate_and_place -- Based on minetest.rotate_and_place
--[[ --[[
@ -456,7 +478,9 @@ function mcl_util.calculate_durability(itemstack)
end end
end end
end end
uses = uses or (next(itemstack:get_tool_capabilities().groupcaps) or {}).uses
local _, groupcap = next(itemstack:get_tool_capabilities().groupcaps)
uses = uses or (groupcap or {}).uses
end end
return uses or 0 return uses or 0
@ -538,3 +562,12 @@ function mcl_util.get_object_name(object)
return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name
end end
end end
function mcl_util.replace_mob(obj, mob)
local rot = obj:get_yaw()
local pos = obj:get_pos()
obj:remove()
obj = minetest.add_entity(pos, mob)
obj:set_yaw(rot)
return obj
end

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

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

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

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -122,7 +122,7 @@ mobs.death_logic = function(self, dtime)
if self.death_animation_timer >= 1.25 then if self.death_animation_timer >= 1.25 then
item_drop(self,false,1) item_drop(self,false,1)
mobs.death_effect(self) mobs.death_effect(self)
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) mcl_experience.throw_xp(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
if self.on_die then if self.on_die then
self.on_die(self, self.object:get_pos()) self.on_die(self, self.object:get_pos())
end end

View File

@ -37,7 +37,7 @@ mobs:register_mob("mobs_mc:creeper", {
}, },
makes_footstep_sound = false, makes_footstep_sound = false,
walk_velocity = 1.05, walk_velocity = 1.05,
run_velocity = 3.25, run_velocity = 2.1,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" }, runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode", attack_type = "explode",
eye_height = 1.25, eye_height = 1.25,
@ -47,8 +47,8 @@ mobs:register_mob("mobs_mc:creeper", {
--explosion_radius = 3, --explosion_radius = 3,
--explosion_damage_radius = 6, --explosion_damage_radius = 6,
--explosiontimer_reset_radius = 6, --explosiontimer_reset_radius = 6,
reach = 1.5, reach = 3,
defuse_reach = 4, defuse_reach = 5.2,
explosion_timer = 0.3, explosion_timer = 0.3,
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
@ -95,8 +95,8 @@ mobs:register_mob("mobs_mc:creeper", {
if self._forced_explosion_countdown_timer then if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then if self._forced_explosion_countdown_timer <= 0 then
-- mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength) local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength, { drop_chance = 1.0 }) mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object)
end end
end end
end, end,
@ -152,6 +152,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
description = S("Charged Creeper"), description = S("Charged Creeper"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
hostile = true,
hp_min = 20, hp_min = 20,
hp_max = 20, hp_max = 20,
xp_min = 5, xp_min = 5,
@ -187,8 +188,8 @@ mobs:register_mob("mobs_mc:creeper_charged", {
--explosion_radius = 3, --explosion_radius = 3,
--explosion_damage_radius = 6, --explosion_damage_radius = 6,
--explosiontimer_reset_radius = 3, --explosiontimer_reset_radius = 3,
reach = 1.5, reach = 3,
defuse_reach = 4, defuse_reach = 5.2,
explosion_timer = 0.3, explosion_timer = 0.3,
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
@ -220,7 +221,8 @@ mobs:register_mob("mobs_mc:creeper_charged", {
if self._forced_explosion_countdown_timer then if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then if self._forced_explosion_countdown_timer <= 0 then
mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength) local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object)
end end
end end
end, end,

View File

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

View File

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

View File

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

Binary file not shown.

After

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

View File

@ -23,13 +23,14 @@ local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
lightning = { lightning = {
interval_low = 17, interval_low = 17,
interval_high = 503, interval_high = 503,
range_h = 100, range_h = 100,
range_v = 50, range_v = 50,
size = 100, size = 100,
-- disable this to stop lightning mod from striking -- disable this to stop lightning mod from striking
auto = true, auto = true,
on_strike_functions = {},
} }
local rng = PcgRandom(32321123312123) local rng = PcgRandom(32321123312123)
@ -53,6 +54,18 @@ end
minetest.register_globalstep(revertsky) minetest.register_globalstep(revertsky)
-- lightning strike API
-- See API.md
--[[
lightning.register_on_strike(function(pos, pos2, objects)
-- code
end)
]]
function lightning.register_on_strike(func)
table.insert(lightning.on_strike_functions, func)
end
-- select a random strike point, midpoint -- select a random strike point, midpoint
local function choose_pos(pos) local function choose_pos(pos)
if not pos then if not pos then
@ -78,14 +91,14 @@ local function choose_pos(pos)
pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h)) pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
end end
local b, pos2 = line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1) local b, pos2 = line_of_sight(pos, { x = pos.x, y = pos.y - lightning.range_v, z = pos.z }, 1)
-- nothing but air found -- nothing but air found
if b then if b then
return nil, nil return nil, nil
end end
local n = get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z}) local n = get_node({ x = pos2.x, y = pos2.y - 1/2, z = pos2.z })
if n.name == "air" or n.name == "ignore" then if n.name == "air" or n.name == "ignore" then
return nil, nil return nil, nil
end end
@ -93,7 +106,6 @@ local function choose_pos(pos)
return pos, pos2 return pos, pos2
end end
-- lightning strike API
-- * pos: optional, if not given a random pos will be chosen -- * pos: optional, if not given a random pos will be chosen
-- * returns: bool - success if a strike happened -- * returns: bool - success if a strike happened
function lightning.strike(pos) function lightning.strike(pos)
@ -107,21 +119,28 @@ function lightning.strike(pos)
if not pos then if not pos then
return false return false
end end
local objects = get_objects_inside_radius(pos2, 3.5)
if lightning.on_strike_functions then
for _, func in pairs(lightning.on_strike_functions) do
func(pos, pos2, objects)
end
end
end
lightning.register_on_strike(function(pos, pos2, objects)
local particle_pos = vector.offset(pos2, 0, (lightning.size / 2) + 0.5, 0)
local particle_size = lightning.size * 10
local time = 0.2
add_particlespawner({ add_particlespawner({
amount = 1, amount = 1,
time = 0.2, time = time,
-- make it hit the top of a block exactly with the bottom -- make it hit the top of a block exactly with the bottom
minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z }, minpos = particle_pos,
maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z }, maxpos = particle_pos,
minvel = {x = 0, y = 0, z = 0}, minexptime = time,
maxvel = {x = 0, y = 0, z = 0}, maxexptime = time,
minacc = {x = 0, y = 0, z = 0}, minsize = particle_size,
maxacc = {x = 0, y = 0, z = 0}, maxsize = particle_size,
minexptime = 0.2,
maxexptime = 0.2,
minsize = lightning.size * 10,
maxsize = lightning.size * 10,
collisiondetection = true, collisiondetection = true,
vertical = true, vertical = true,
-- to make it appear hitting the node that will get set on fire, make sure -- to make it appear hitting the node that will get set on fire, make sure
@ -134,44 +153,27 @@ function lightning.strike(pos)
sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true) sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
-- damage nearby objects, transform mobs -- damage nearby objects, transform mobs
-- TODO: use an API insteed of hardcoding this behaviour for _, obj in pairs(objects) do
local objs = get_objects_inside_radius(pos2, 3.5)
for o=1, #objs do
local obj = objs[o]
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
-- pig → zombie pigman (no damage) if lua and lua._on_strike then
lua._on_strike(lua, pos, pos2, objects)
end
-- remove this when mob API is done
if lua and lua.name == "mobs_mc:pig" then if lua and lua.name == "mobs_mc:pig" then
local rot = obj:get_yaw() mcl_util.replace_mob(obj, "mobs_mc:pigman")
obj:remove()
obj = minetest.add_entity(pos2, "mobs_mc:pigman")
obj:set_yaw(rot)
-- mooshroom: toggle color red/brown (no damage)
elseif lua and lua.name == "mobs_mc:mooshroom" then elseif lua and lua.name == "mobs_mc:mooshroom" then
if lua.base_texture[1] == "mobs_mc_mooshroom.png" then if lua.base_texture[1] == "mobs_mc_mooshroom.png" then
lua.base_texture = { "mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" } lua.base_texture = { "mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" }
else else
lua.base_texture = { "mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png" } lua.base_texture = { "mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png" }
end end
obj:set_properties({textures = lua.base_texture}) obj:set_properties({ textures = lua.base_texture })
-- villager → witch (no damage) elseif lua and lua.name == "mobs_mc:villager" then
--elseif lua and lua.name == "mobs_mc:villager" then mcl_util.replace_mob(obj, "mobs_mc:witch")
-- Witches are incomplete, this code is unused
-- TODO: Enable this code when witches are working.
--[[
local rot = obj:get_yaw()
obj:remove()
obj = minetest.add_entity(pos2, "mobs_mc:witch")
obj:set_yaw(rot)
]]
-- charged creeper
elseif lua and lua.name == "mobs_mc:creeper" then elseif lua and lua.name == "mobs_mc:creeper" then
local rot = obj:get_yaw() mcl_util.replace_mob(obj, "mobs_mc:creeper_charged")
obj:remove()
obj = minetest.add_entity(pos2, "mobs_mc:creeper_charged")
obj:set_yaw(rot)
-- Other objects: Just damage
else else
mcl_util.deal_damage(obj, 5, {type = "lightning_bolt"}) mcl_util.deal_damage(obj, 5, { type = "lightning_bolt" })
end end
end end
@ -185,7 +187,7 @@ function lightning.strike(pos)
local name = player:get_player_name() local name = player:get_player_name()
if ps[name] == nil then if ps[name] == nil then
ps[name] = {p = player, sky = sky} ps[name] = {p = player, sky = sky}
mcl_weather.skycolor.add_layer("lightning", {{r=255,g=255,b=255}}, true) mcl_weather.skycolor.add_layer("lightning", { { r = 255, g = 255, b = 255 } }, true)
mcl_weather.skycolor.active = true mcl_weather.skycolor.active = true
end end
end end
@ -200,7 +202,7 @@ function lightning.strike(pos)
if rng:next(1,100) <= 3 then if rng:next(1,100) <= 3 then
skeleton_lightning = true skeleton_lightning = true
end end
if get_item_group(get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then if get_item_group(get_node({ x = pos2.x, y = pos2.y - 1, z = pos2.z }).name, "liquid") < 1 then
if get_node(pos2).name == "air" then if get_node(pos2).name == "air" then
-- Low chance for a lightning to spawn skeleton horse + skeletons -- Low chance for a lightning to spawn skeleton horse + skeletons
if skeleton_lightning then if skeleton_lightning then
@ -209,23 +211,22 @@ function lightning.strike(pos)
local angle, posadd local angle, posadd
angle = math.random(0, math.pi*2) angle = math.random(0, math.pi*2)
for i=1,3 do for i=1,3 do
posadd = {x=math.cos(angle),y=0,z=math.sin(angle)} posadd = { x=math.cos(angle),y=0,z=math.sin(angle) }
posadd = vector.normalize(posadd) posadd = vector.normalize(posadd)
local mob = minetest.add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton") local mob = add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
if mob then if mob then
mob:set_yaw(angle-math.pi/2) mob:set_yaw(angle-math.pi/2)
angle = angle + (math.pi*2) / 3
end end
angle = angle + (math.pi*2) / 3
end end
-- Cause a fire -- Cause a fire
else else
set_node(pos2, {name = "mcl_fire:fire"}) set_node(pos2, { name = "mcl_fire:fire" })
end end
end end
end end
end)
end
-- if other mods disable auto lightning during initialization, don't trigger the first lightning. -- if other mods disable auto lightning during initialization, don't trigger the first lightning.
after(5, function(dtime) after(5, function(dtime)

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -3,124 +3,8 @@ local S = minetest.get_translator(modname)
mcl_credits = { mcl_credits = {
players = {}, players = {},
} description = S("A faithful Open Source clone of Minecraft"),
people = dofile(minetest.get_modpath(modname) .. "/people.lua"),
mcl_credits.description = S("A faithful Open Source clone of Minecraft")
-- Sub-lists are sorted by number of commits, but the list should not be rearranged (-> new contributors are just added at the end of the list)
mcl_credits.people = {
{ S("Creator of MineClone"), 0x0A9400, {
"davedevils",
}},
{ S("Creator of MineClone2"), 0xFBF837, {
"Wuzzy",
}},
{"Creator of MineClone5", 0xFF51D5, {
"The Community",
}},
{"Developers", 0xF84355, {
"Fleckenstein",
"kay27",
"oilboi",
"bzoss",
"AFCMS",
"epCode",
"ryvnf",
"iliekprogrammar",
"MysticTempest",
"Rootyjr",
"Nicu",
"aligator",
"Code-Sploit",
"NO11",
}},
{ S("Contributors"), 0x52FF00, {
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
"Alexander Minges",
"ArTee3",
"ZeDique la Ruleta",
"pitchum",
"wuniversales",
"Bu-Gee",
"David McMackins II",
"Nicholas Niro",
"Wouters Dorian",
"Blue Blancmange",
"Jared Moody",
"Li0n",
"Midgard",
"Saku Laesvuori",
"Yukitty",
"ZedekThePD",
"aldum",
"dBeans",
"nickolas360",
"yutyo",
"ztianyang",
"j45",
}},
{"MineClone5", 0xA60014, {
"kay27",
"Debiankaios",
"epCode",
"NO11",
"j45",
}},
{ S("Original Mod Authors"), 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"oilboi",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{ S("3D Models"), 0x0019FF, {
"22i",
"tobyplowy",
"epCode",
}},
{ S("Textures"), 0xFF9705, {
"XSSheep",
"Wuzzy",
"kingoscargames",
"leorockway",
"xMrVizzy",
"yutyo",
"NO11",
}},
{ S("Translations"), 0x00FF60, {
"Wuzzy",
"Rocher Laurent",
"wuniversales",
"kay27",
"pitchum",
}},
} }
local function add_hud_element(def, huds, y) local function add_hud_element(def, huds, y)
@ -244,7 +128,7 @@ minetest.register_globalstep(function(dtime)
y = y - 5 y = y - 5
end end
end end
if y > -100 then if y > -100 then
if id == huds.icon then if id == huds.icon then
y = math.max(400, y) y = math.max(400, y)

View File

@ -7,6 +7,7 @@ Creator of MineClone2=Schöpfer von MineClone2
Developers=Entwickler Developers=Entwickler
Jump to speed up (additionally sprint)=Springen, um zu beschleunigen (zusätzlich sprinten) Jump to speed up (additionally sprint)=Springen, um zu beschleunigen (zusätzlich sprinten)
Maintainers=Betreuer Maintainers=Betreuer
MineClone5=MineClone5
Original Mod Authors=Original-Mod-Autoren Original Mod Authors=Original-Mod-Autoren
Sneak to skip=Schleichen zum Überspringen Sneak to skip=Schleichen zum Überspringen
Textures=Texturen Textures=Texturen

View File

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

View File

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

View File

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

View File

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

View File

@ -0,0 +1,145 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
return {
{S("Creator of MineClone"), 0x0A9400, {
"davedevils",
}},
{S("Creator of MineClone2"), 0xFBF837, {
"Wuzzy",
}},
{S("Creator of MineClone5"), 0xFF51D5, {
S("The Community"),
}},
{S("Developers"), 0xF84355, {
"Fleckenstein",
"kay27",
"oilboi",
"bzoss",
"AFCMS",
"epCode",
"ryvnf",
"iliekprogrammar",
"MysticTempest",
"Rootyjr",
"Nicu",
"aligator",
"Code-Sploit",
"NO11",
"cora",
}},
{S("Contributors"), 0x52FF00, {
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
"Alexander Minges",
"ArTee3",
"ZeDique la Ruleta",
"pitchum",
"wuniversales",
"Bu-Gee",
"David McMackins II",
"Nicholas Niro",
"Wouters Dorian",
"Blue Blancmange",
"Jared Moody",
"Li0n",
"Midgard",
"Saku Laesvuori",
"Yukitty",
"ZedekThePD",
"aldum",
"dBeans",
"nickolas360",
"yutyo",
"ztianyang",
"j45",
"Marcin Serwin",
"erlehmann",
"E",
"Benjamin Schötz",
"Doloment",
"Sydney Gems",
"talamh",
"Emily2255",
"Emojigit",
"FinishedFragment",
"sfan5",
"Blue Blancmange",
"Jared Moody",
"SmallJoker",
"Sven792",
"aldum",
}},
{S("MineClone5"), 0xA60014, {
"kay27",
"Debiankaios",
"epCode",
"NO11",
"j45",
}},
{S("Original Mod Authors"), 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{S("3D Models"), 0x0019FF, {
"22i",
"tobyplowy",
"epCode",
}},
{S("Textures"), 0xFF9705, {
"XSSheep",
"Wuzzy",
"kingoscargames",
"leorockway",
"xMrVizzy",
"yutyo",
"NO11",
"kay27",
}},
{S("Translations"), 0x00FF60, {
"Wuzzy",
"Rocher Laurent",
"wuniversales",
"kay27",
"pitchum",
"todoporlalibertad",
"Marcin Serwin",
}},
{S("Funders"), 0xF7FF00, {
"40W",
}},
{S("Special thanks"), 0x00E9FF, {
"celeron55 for creating Minetest",
"Jordach for the jukebox music compilation from Big Freaking Dig",
"The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game",
"Notch and Jeb for being the major forces behind Minecraft",
}},
}

View File

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

View File

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

View File

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

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

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mods/HUD/mcl_title/API.md Normal file
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# mcl_title
Allow mods to show messages in the hud of players.
## mcl_title.set(player, type, data)
Show a hud message of `type` to player `player` with `data` as params.
The element will stay for the per-player param `stay` or `data.stay` (in gametick which is 1/20 second).
Here is a usage exemple:
```lua
--show a title in the HUD with minecraft color "gold"
mcl_title.set(player, "title", {text="dummy text", color="gold"})
--show a subtitle in the HUD with hex color "#612D2D"
mcl_title.set(player, "subtitle", {text="dummy subtitle", color="#612D2D"})
--show an actionbar in the HUD (above the hotbar) with minecraft color "red"
mcl_title.set(player, "subtitle", {text="dummy actionbar", color="red"})
--show a title in the HUD with minecraft color "gold" staying for 3 seconds (override stay setting)
mcl_title.set(player, "title", {text="dummy text", color="gold", stay=60})
```
## mcl_title.remove(player, type)
Hide HUD element of type `type` for player `player`.
## mcl_title.clear(player)
Remove every title/subtitle/actionbar from a player.
Basicaly run `mcl_title.remove(player, type)` for every type.
## mcl_title.params_set(player, params)
Allow mods to set `stay` and upcomming `fadeIn`/`fadeOut` params.
```lua
mcl_title.params_set(player, {stay = 600}) --elements with no 'data.stay' field will stay during 30s (600/20)
```
## mcl_title.params_get(player)
Get `stay` and upcomming `fadeIn` and `fadeOut` params of a player as a table.
```lua
mcl_title.params_get(player)
```

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

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

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

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

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

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@ -82,7 +82,7 @@ local dispenserdef = {
end, end,
after_dig_node = function(pos, oldnode, oldmetadata, digger) after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local meta2 = meta local meta2 = meta:to_table()
meta:from_table(oldmetadata) meta:from_table(oldmetadata)
local inv = meta:get_inventory() local inv = meta:get_inventory()
for i=1, inv:get_size("main") do for i=1, inv:get_size("main") do
@ -92,7 +92,7 @@ local dispenserdef = {
minetest.add_item(p, stack) minetest.add_item(p, stack)
end end
end end
meta:from_table(meta2:to_table()) meta:from_table(meta2)
end, end,
_mcl_blast_resistance = 3.5, _mcl_blast_resistance = 3.5,
_mcl_hardness = 3.5, _mcl_hardness = 3.5,
@ -168,6 +168,56 @@ local dispenserdef = {
end end
inv:set_stack("main", stack_id, stack) inv:set_stack("main", stack_id, stack)
-- Use shears on sheeps
elseif igroups.shears then
for _, obj in pairs(minetest.get_objects_inside_radius(droppos, 1)) do
local entity = obj:get_luaentity()
if entity and not entity.child and not entity.gotten then
local entname = entity.name
local pos = obj:get_pos()
local used, texture = false
if entname == "mobs_mc:sheep" then
minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3))
if not entity.color then
entity.color = "unicolor_white"
end
entity.base_texture = { "blank.png", "mobs_mc_sheep.png" }
texture = entity.base_texture
entity.drops = {
{ name = mobs_mc.items.mutton_raw, chance = 1, min = 1, max = 2 },
}
used = true
elseif entname == "mobs_mc:snowman" then
texture = {
"mobs_mc_snowman.png",
"blank.png", "blank.png",
"blank.png", "blank.png",
"blank.png", "blank.png",
}
used = true
elseif entname == "mobs_mc:mooshroom" then
local droppos = vector.offset(pos, 0, 1.4, 0)
if entity.base_texture[1] == "mobs_mc_mooshroom_brown.png" then
minetest.add_item(droppos, mobs_mc.items.mushroom_brown .. " 5")
else
minetest.add_item(droppos, mobs_mc.items.mushroom_red .. " 5")
end
obj = mcl_util.replace_mob(obj, "mobs_mc:cow")
entity = obj:get_luaentity()
used = true
end
if used then
obj:set_properties({ textures = texture })
entity.gotten = true
minetest.sound_play("mcl_tools_shears_cut", { pos = pos }, true)
stack:add_wear(65535 / stackdef._mcl_diggroups.shearsy.uses)
inv:set_stack("main", stack_id, stack)
break
end
end
end
-- Spawn Egg -- Spawn Egg
elseif igroups.spawn_egg then elseif igroups.spawn_egg then
-- Spawn mob -- Spawn mob

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@ -55,7 +55,7 @@ local dropperdef = {
sounds = mcl_sounds.node_sound_stone_defaults(), sounds = mcl_sounds.node_sound_stone_defaults(),
after_dig_node = function(pos, oldnode, oldmetadata, digger) after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local meta2 = meta local meta2 = meta:to_table()
meta:from_table(oldmetadata) meta:from_table(oldmetadata)
local inv = meta:get_inventory() local inv = meta:get_inventory()
for i=1, inv:get_size("main") do for i=1, inv:get_size("main") do
@ -65,7 +65,7 @@ local dropperdef = {
minetest.add_item(p, stack) minetest.add_item(p, stack)
end end
end end
meta:from_table(meta2:to_table()) meta:from_table(meta2)
end, end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name() local name = player:get_player_name()

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@ -53,7 +53,7 @@ local dropperdef = {
sounds = mcl_sounds.node_sound_stone_defaults(), sounds = mcl_sounds.node_sound_stone_defaults(),
after_dig_node = function(pos, oldnode, oldmetadata, digger) after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local meta2 = meta local meta2 = meta:to_table()
meta:from_table(oldmetadata) meta:from_table(oldmetadata)
local inv = meta:get_inventory() local inv = meta:get_inventory()
for i=1, inv:get_size("main") do for i=1, inv:get_size("main") do
@ -63,7 +63,7 @@ local dropperdef = {
minetest.add_item(p, stack) minetest.add_item(p, stack)
end end
end end
meta:from_table(meta2:to_table()) meta:from_table(meta2)
end, end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name() local name = player:get_player_name()

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

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@ -119,8 +119,7 @@ local patterns = {
name = N("@1 Thing Charge"), name = N("@1 Thing Charge"),
type = "shapeless", type = "shapeless",
-- TODO: Replace with enchanted golden apple { e, "mcl_core:apple_gold_enchanted", d },
{ e, "mcl_core:apple_gold", d },
}, },
["rhombus"] = { ["rhombus"] = {
name = N("@1 Lozenge"), name = N("@1 Lozenge"),

View File

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

View File

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

View File

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

View File

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

View File

@ -43,7 +43,7 @@ S("An arrow fired from a bow has a regular damage of 1-9. At full charge, there'
S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."), S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
_doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."), _doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."),
inventory_image = "mcl_bows_arrow_inv.png", inventory_image = "mcl_bows_arrow_inv.png",
groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1 }, groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1, ammo_crossbow=1 },
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir) _on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
-- Shoot arrow -- Shoot arrow
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51)) local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
@ -324,7 +324,9 @@ function ARROW_ENTITY.on_step(self, dtime)
end end
if not obj:is_player() then if not obj:is_player() then
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
self.object:remove() if self._piercing == 0 then
self.object:remove()
end
end end
return return
end end

View File

@ -0,0 +1,454 @@
local S = minetest.get_translator(minetest.get_current_modname())
mcl_bows_s = {}
-- local arrows = {
-- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity",
-- }
local GRAVITY = 9.81
local BOW_DURABILITY = 385
-- Charging time in microseconds
local _BOW_CHARGE_TIME_HALF = 350000 -- bow level 1
local _BOW_CHARGE_TIME_FULL = 900000 -- bow level 2 (full charge)
local BOW_CHARGE_TIME_HALF = 350000 -- bow level 1
local BOW_CHARGE_TIME_FULL = 900000 -- bow level 2 (full charge)
-- Factor to multiply with player speed while player uses bow
-- This emulates the sneak speed.
local PLAYER_USE_CROSSBOW_SPEED = tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))
-- TODO: Use Minecraft speed (ca. 53 m/s)
-- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map.
local BOW_MAX_SPEED = 68
local function play_load_sound(id, pos)
minetest.sound_play("mcl_bows_crossbow_drawback_"..id, {pos=pos, max_hear_distance=12}, true)
end
--[[ Store the charging state of each player.
keys: player name
value:
nil = not charging or player not existing
number: currently charging, the number is the time from minetest.get_us_time
in which the charging has started
]]
local bow_load = {}
-- Another player table, this one stores the wield index of the bow being charged
local bow_index = {}
function mcl_bows_s.shoot_arrow_crossbow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, crossbow_stack, collectable)
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
if power == nil then
power = BOW_MAX_SPEED --19
end
if damage == nil then
damage = 3
end
local knockback
if crossbow_stack then
local enchantments = mcl_enchanting.get_enchantments(crossbow_stack)
if enchantments.piercing then
obj:get_luaentity()._piercing = 1 * enchantments.piercing
else
obj:get_luaentity()._piercing = 0
end
end
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
obj:set_acceleration({x=0, y=-GRAVITY, z=0})
obj:set_yaw(yaw-math.pi/2)
local le = obj:get_luaentity()
le._shooter = shooter
le._source_object = shooter
le._damage = damage
le._is_critical = is_critical
le._startpos = pos
le._knockback = knockback
le._collectable = collectable
minetest.sound_play("mcl_bows_crossbow_shoot", {pos=pos, max_hear_distance=16}, true)
if shooter and shooter:is_player() then
if obj:get_luaentity().player == "" then
obj:get_luaentity().player = shooter
end
obj:get_luaentity().node = shooter:get_inventory():get_stack("main", 1):get_name()
end
return obj
end
local function get_arrow(player)
local inv = player:get_inventory()
local arrow_stack, arrow_stack_id
for i=1, inv:get_size("main") do
local it = inv:get_stack("main", i)
if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_crossbow") ~= 0 then
arrow_stack = it
arrow_stack_id = i
break
end
end
return arrow_stack, arrow_stack_id
end
local function player_shoot_arrow(wielditem, player, power, damage, is_critical)
local has_multishot_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "multishot")
local arrow_itemstring = wielditem:get_meta():get("arrow")
if not arrow_itemstring then
return false
end
local playerpos = player:get_pos()
local dir = player:get_look_dir()
local yaw = player:get_look_horizontal()
if has_multishot_enchantment then
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir.x, y=dir.y, z=dir.z + .2}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir.x, y=dir.y, z=dir.z - .2}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)
else
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)
end
return true
end
-- Bow item, uncharged state
minetest.register_tool("mcl_bows:crossbow", {
description = S("Corssbow"),
_tt_help = S("Launches arrows"),
_doc_items_longdesc = S("Bows are ranged weapons to shoot arrows at your foes.").."\n"..
S("The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead."),
_doc_items_usagehelp = S("To use the bow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to shoot."),
_doc_items_durability = BOW_DURABILITY,
inventory_image = "mcl_bows_crossbow.png",
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 4,
-- Trick to disable digging as well
on_use = function() return end,
on_place = function(itemstack, player, pointed_thing)
if pointed_thing and pointed_thing.type == "node" then
-- Call on_rightclick if the pointed node defines it
local node = minetest.get_node(pointed_thing.under)
if player and not player: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, player, itemstack) or itemstack
end
end
end
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
on_secondary_use = function(itemstack)
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1},
_mcl_uses = 326,
})
minetest.register_tool("mcl_bows:crossbow_loaded", {
description = S("Corssbow"),
_tt_help = S("Launches arrows"),
_doc_items_longdesc = S("Corssbow are ranged weapons to shoot arrows at your foes.").."\n"..
S("The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead."),
_doc_items_usagehelp = S("To use the corssbow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to load an arrow into the chamber, then to shoot press left mouse."),
_doc_items_durability = BOW_DURABILITY,
inventory_image = "mcl_bows_crossbow_3.png",
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 4,
-- Trick to disable digging as well
on_use = function() return end,
on_place = function(itemstack, player, pointed_thing)
if pointed_thing and pointed_thing.type == "node" then
-- Call on_rightclick if the pointed node defines it
local node = minetest.get_node(pointed_thing.under)
if player and not player: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, player, itemstack) or itemstack
end
end
end
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
on_secondary_use = function(itemstack)
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1},
_mcl_uses = 326,
})
-- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
local function reset_bows(player)
local inv = player:get_inventory()
local list = inv:get_list("main")
for place, stack in pairs(list) do
if stack:get_name() == "mcl_bows:crossbow" or stack:get_name() == "mcl_bows:crossbow_enchanted" then
stack:get_meta():set_string("active", "")
elseif stack:get_name()=="mcl_bows:crossbow_0" or stack:get_name()=="mcl_bows:crossbow_1" or stack:get_name()=="mcl_bows:crossbow_2" then
stack:set_name("mcl_bows:crossbow")
stack:get_meta():set_string("active", "")
list[place] = stack
elseif stack:get_name()=="mcl_bows:crossbow_0_enchanted" or stack:get_name()=="mcl_bows:crossbow_1_enchanted" or stack:get_name()=="mcl_bows:crossbow_2_enchanted" then
stack:set_name("mcl_bows:crossbow_enchanted")
stack:get_meta():set_string("active", "")
list[place] = stack
end
end
inv:set_list("main", list)
end
-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
local function reset_bow_state(player, also_reset_bows)
bow_load[player:get_player_name()] = nil
bow_index[player:get_player_name()] = nil
if minetest.get_modpath("playerphysics") then
playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_crossbow")
end
if also_reset_bows then
reset_bows(player)
end
end
-- Bow in charging state
for level=0, 2 do
minetest.register_tool("mcl_bows:crossbow_"..level, {
description = S("Crossbow"),
_doc_items_create_entry = false,
inventory_image = "mcl_bows_crossbow_"..level..".png",
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
-- Trick to disable digging as well
on_use = function() return end,
on_drop = function(itemstack, dropper, pos)
reset_bow_state(dropper)
itemstack:get_meta():set_string("active", "")
if mcl_enchanting.is_enchanted(itemstack:get_name()) then
itemstack:set_name("mcl_bows:crossbow_enchanted")
else
itemstack:set_name("mcl_bows:crossbow")
end
minetest.item_drop(itemstack, dropper, pos)
itemstack:take_item()
return itemstack
end,
-- Prevent accidental interaction with itemframes and other nodes
on_place = function(itemstack)
return itemstack
end,
_mcl_uses = 385,
})
end
controls.register_on_release(function(player, key, time)
if key~="RMB" then return end
--local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
local wielditem = player:get_wielded_item()
if wielditem:get_name()=="mcl_bows:crossbow_2" and get_arrow(player) or wielditem:get_name()=="mcl_bows:crossbow_2" and minetest.is_creative_enabled(player:get_player_name()) or wielditem:get_name()=="mcl_bows:crossbow_2_enchanted" and get_arrow(player) or wielditem:get_name()=="mcl_bows:crossbow_2_enchanted" and minetest.is_creative_enabled(player:get_player_name()) then
local arrow_stack, arrow_stack_id = get_arrow(player)
local arrow_itemstring
if minetest.is_creative_enabled(player:get_player_name()) then
if arrow_stack then
arrow_itemstring = arrow_stack:get_name()
else
arrow_itemstring = "mcl_bows:arrow"
end
else
arrow_itemstring = arrow_stack:get_name()
arrow_stack:take_item()
player:get_inventory():set_stack("main", arrow_stack_id, arrow_stack)
end
wielditem:get_meta():set_string("arrow", arrow_itemstring)
if wielditem:get_name()=="mcl_bows:crossbow_2" then
wielditem:set_name("mcl_bows:crossbow_loaded")
else
wielditem:set_name("mcl_bows:crossbow_loaded_enchanted")
end
player:set_wielded_item(wielditem)
minetest.sound_play("mcl_bows_crossbow_load", {pos=player:get_pos(), max_hear_distance=16}, true)
else
reset_bow_state(player, true)
end
end)
controls.register_on_press(function(player, key, time)
if key~="LMB" then return end
local wielditem = player:get_wielded_item()
if wielditem:get_name()=="mcl_bows:crossbow_loaded" or wielditem:get_name()=="mcl_bows:crossbow_loaded_enchanted" then
local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
local speed, damage
local p_load = bow_load[player:get_player_name()]
local charge
-- Type sanity check
if type(p_load) == "number" then
charge = minetest.get_us_time() - p_load
else
-- In case something goes wrong ...
-- Just assume minimum charge.
charge = 0
minetest.log("warning", "[mcl_bows] Player "..player:get_player_name().." fires arrow with non-numeric bow_load!")
end
charge = math.max(math.min(charge, BOW_CHARGE_TIME_FULL), 0)
local charge_ratio = charge / BOW_CHARGE_TIME_FULL
charge_ratio = math.max(math.min(charge_ratio, 1), 0)
-- Calculate damage and speed
-- Fully charged
local is_critical = false
speed = BOW_MAX_SPEED
local r = math.random(1,5)
if r == 1 then
-- 20% chance for critical hit
damage = 10
is_critical = true
else
damage = 9
end
local has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical)
if enchanted then
wielditem:set_name("mcl_bows:crossbow_enchanted")
else
wielditem:set_name("mcl_bows:crossbow")
end
if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then
local durability = BOW_DURABILITY
local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking")
local multishot = mcl_enchanting.get_enchantment(wielditem, "multishot")
if unbreaking > 0 then
durability = durability * (unbreaking + 1)
end
if multishot then
durability = durability / 3
end
wielditem:add_wear(65535/durability)
end
player:set_wielded_item(wielditem)
reset_bow_state(player, true)
end
end)
controls.register_on_hold(function(player, key, time)
local name = player:get_player_name()
local creative = minetest.is_creative_enabled(name)
if key ~= "RMB" then
return
end
--local inv = minetest.get_inventory({type="player", name=name})
local wielditem = player:get_wielded_item()
local enchantments = mcl_enchanting.get_enchantments(wielditem)
if enchantments.quick_charge then
BOW_CHARGE_TIME_HALF = _BOW_CHARGE_TIME_HALF - (enchantments.quick_charge * 0.13 * 1000000 * .5)
BOW_CHARGE_TIME_FULL = _BOW_CHARGE_TIME_FULL - (enchantments.quick_charge * 0.13 * 1000000)
else
BOW_CHARGE_TIME_HALF = _BOW_CHARGE_TIME_HALF
BOW_CHARGE_TIME_FULL = _BOW_CHARGE_TIME_FULL
end
if bow_load[name] == nil and (wielditem:get_name()=="mcl_bows:crossbow" or wielditem:get_name()=="mcl_bows:crossbow_enchanted") and wielditem:get_meta():get("active") and (creative or get_arrow(player)) then
local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
if enchanted then
wielditem:set_name("mcl_bows:crossbow_0_enchanted")
play_load_sound(0, player:get_pos())
else
wielditem:set_name("mcl_bows:crossbow_0")
play_load_sound(0, player:get_pos())
end
player:set_wielded_item(wielditem)
if minetest.get_modpath("playerphysics") then
-- Slow player down when using bow
playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_crossbow", PLAYER_USE_CROSSBOW_SPEED)
end
bow_load[name] = minetest.get_us_time()
bow_index[name] = player:get_wield_index()
else
if player:get_wield_index() == bow_index[name] then
if type(bow_load[name]) == "number" then
if wielditem:get_name() == "mcl_bows:crossbow_0" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
wielditem:set_name("mcl_bows:crossbow_1")
play_load_sound(1, player:get_pos())
elseif wielditem:get_name() == "mcl_bows:crossbow_0_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
wielditem:set_name("mcl_bows:crossbow_1_enchanted")
play_load_sound(1, player:get_pos())
elseif wielditem:get_name() == "mcl_bows:crossbow_1" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
wielditem:set_name("mcl_bows:crossbow_2")
play_load_sound(2, player:get_pos())
elseif wielditem:get_name() == "mcl_bows:crossbow_1_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
wielditem:set_name("mcl_bows:crossbow_2_enchanted")
play_load_sound(2, player:get_pos())
end
else
if wielditem:get_name() == "mcl_bows:crossbow_0" or wielditem:get_name() == "mcl_bows:crossbow_1" or wielditem:get_name() == "mcl_bows:crossbow_2" then
wielditem:set_name("mcl_bows:crossbow")
play_load_sound(1, player:get_pos())
elseif wielditem:get_name() == "mcl_bows:crossbow_0_enchanted" or wielditem:get_name() == "mcl_bows:crossbow_1_enchanted" or wielditem:get_name() == "mcl_bows:crossbow_2_enchanted" then
wielditem:set_name("mcl_bows:crossbow_enchanted")
play_load_sound(1, player:get_pos())
end
end
player:set_wielded_item(wielditem)
else
reset_bow_state(player, true)
end
end
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local wielditem = player:get_wielded_item()
local wieldindex = player:get_wield_index()
--local controls = player:get_player_control()
if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_bows:crossbow_0" and wielditem:get_name()~="mcl_bows:crossbow_1" and wielditem:get_name()~="mcl_bows:crossbow_2" and wielditem:get_name()~="mcl_bows:crossbow_0_enchanted" and wielditem:get_name()~="mcl_bows:crossbow_1_enchanted" and wielditem:get_name()~="mcl_bows:crossbow_2_enchanted") or wieldindex ~= bow_index[name]) then
reset_bow_state(player, true)
end
end
end)
minetest.register_on_joinplayer(function(player)
reset_bows(player)
end)
minetest.register_on_leaveplayer(function(player)
reset_bow_state(player, true)
end)
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({
output = "mcl_bows:crossbow",
recipe = {
{"mcl_core:stick", "mcl_core:iron_ingot", "mcl_core:stick"},
{"mcl_mobitems:string", "mcl_bows:arrow", "mcl_mobitems:string"},
{"", "mcl_core:stick", ""},
}
})
end
minetest.register_craft({
type = "fuel",
recipe = "group:bow",
burntime = 15,
})
-- Add entry aliases for the Help
if minetest.get_modpath("doc") then
doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_0")
doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_1")
doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_2")
end

View File

@ -1,5 +1,11 @@
--Bow
dofile(minetest.get_modpath("mcl_bows") .. "/arrow.lua") dofile(minetest.get_modpath("mcl_bows") .. "/arrow.lua")
dofile(minetest.get_modpath("mcl_bows") .. "/bow.lua") dofile(minetest.get_modpath("mcl_bows") .. "/bow.lua")
dofile(minetest.get_modpath("mcl_bows") .. "/rocket.lua")
--Crossbow
dofile(minetest.get_modpath("mcl_bows") .. "/crossbow.lua")
--Compatiblility with older MineClone worlds
minetest.register_alias("mcl_throwing:bow", "mcl_bows:bow") minetest.register_alias("mcl_throwing:bow", "mcl_bows:bow")
minetest.register_alias("mcl_throwing:arrow", "mcl_bows:arrow") minetest.register_alias("mcl_throwing:arrow", "mcl_bows:arrow")

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@ -0,0 +1,10 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl None
Ns 500
Ka 0.8 0.8 0.8
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,706 @@
local S = minetest.get_translator(minetest.get_current_modname())
local math = math
local vector = vector
-- Time in seconds after which a stuck arrow is deleted
local ARROW_TIMEOUT = 1
-- Time after which stuck arrow is rechecked for being stuck
local STUCK_RECHECK_TIME = 0.1
--local GRAVITY = 9.81
local YAW_OFFSET = -math.pi/2
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local function random_arrow_positions(positions, placement)
if positions == "x" then
return math.random(-4, 4)
elseif positions == "y" then
return math.random(0, 10)
end
if placement == "front" and positions == "z" then
return 3
elseif placement == "back" and positions == "z" then
return -3
end
return 0
end
local function damage_explosion(self, damagemulitplier)
mcl_explosions.explode(self.object:get_pos(), 3, {})
local objects = minetest.get_objects_inside_radius(self.object:get_pos(), 8)
for _,obj in pairs(objects) do
if obj:is_player() then
mcl_util.deal_damage(obj, damagemulitplier - vector.distance(self.object:get_pos(), obj:get_pos()), {type = "explosion"})
elseif obj:get_luaentity()._cmi_is_mob then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=damagemulitplier - vector.distance(self.object:get_pos(), obj:get_pos())},
}, self.object:get_velocity())
end
end
end
local function particle_explosion(self)
local particle_pattern = math.random(1, 3)
local fpitch = 0
local true_type = ""
local type = math.random(1,2)
local size = math.random(1,3)
local colors = {"red", "yellow", "blue", "green", "white"}
local this_colors = {colors[math.random(#colors)], colors[math.random(#colors)], colors[math.random(#colors)]}
if size == 1 then
fpitch = math.random(200, 300)
elseif size == 2 then
fpitch = math.random(100, 130)
else
fpitch = math.random(60, 70)
end
if type == 1 then
true_type = "Popper"
else
true_type = "Floof"
end
if type == 1 then
minetest.sound_play("mcl_bows_firework", {
pos = self.object:get_pos(),
max_hear_distance = 100,
gain = 3.0,
pitch = fpitch/100
}, true)
else
minetest.sound_play("mcl_bows_firework_soft", {
pos = self.object:get_pos(),
max_hear_distance = 100,
gain = 4.0,
pitch = fpitch/100
}, true)
end
if particle_pattern == 1 then
minetest.add_particlespawner({
amount = 400 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-7 * size,-7 * size,-7 * size),
maxvel = vector.new(7 * size,7 * size,7 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[1]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 400 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-2 * size,-2 * size,-2 * size),
maxvel = vector.new(2 * size,2 * size,2 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[2]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 100 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-14 * size,-14 * size,-14 * size),
maxvel = vector.new(14 * size,14 * size,14 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[3]..".png",
glow = 14,
})
elseif particle_pattern == 2 then
minetest.add_particlespawner({
amount = 240 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-5 * size,-5 * size,-5 * size),
maxvel = vector.new(5 * size,5 * size,5 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[1]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 500 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-2 * size,-2 * size,-2 * size),
maxvel = vector.new(2 * size,2 * size,2 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[2]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 350 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-3 * size,-3 * size,-3 * size),
maxvel = vector.new(3 * size,3 * size,3 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[3]..".png",
glow = 14,
})
elseif particle_pattern == 3 then
minetest.add_particlespawner({
amount = 400 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-6 * size,-4 * size,-6 * size),
maxvel = vector.new(6 * size,4 * size,6 * size),
minexptime = .6 * size,
maxexptime = .9 * size,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[1]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 120 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-8 * size,6 * size,-8 * size),
maxvel = vector.new(8 * size,6 * size,8 * size),
minexptime = .6 * size,
maxexptime = .9 * size,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[2]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 130 * size,
time = 0.0001,
minpos = self.object:get_pos(),
maxpos = self.object:get_pos(),
minvel = vector.new(-3 * size,3 * size,-3 * size),
maxvel = vector.new(3 * size,3 * size,3 * size),
minexptime = .6 * size,
maxexptime = .9 * size,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[3]..".png",
glow = 14,
})
end
return size
end
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
local mod_button = minetest.get_modpath("mesecons_button")
minetest.register_craftitem("mcl_bows:rocket", {
description = S("Arrow"),
_tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"),
_doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n"..
S("An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.").."\n"..
S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
_doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."),
inventory_image = "mcl_bows_rocket.png",
groups = { ammo=1, ammo_crossbow=1, ammo_bow_regular=1 },
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
-- Shoot arrow
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
end,
})
local ARROW_ENTITY={
physical = true,
pointable = false,
visual = "mesh",
mesh = "mcl_bows_rocket.obj",
visual_size = {x=2.5, y=2.5},
textures = {"mcl_bows_rocket.png"},
collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
collide_with_objects = false,
_fire_damage_resistant = true,
_lastpos={},
_startpos=nil,
_damage=1, -- Damage on impact
_is_critical=false, -- Whether this arrow would deal critical damage
_stuck=false, -- Whether arrow is stuck
_fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far
_fuserechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
_stuckin=nil, --Position of node in which arow is stuck.
_shooter=nil, -- ObjectRef of player or mob who shot it
_is_arrow = true,
_viscosity=0, -- Viscosity of node the arrow is currently in
_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
}
-- Destroy arrow entity self at pos and drops it as an item
local function spawn_item(self, pos)
if not minetest.is_creative_enabled("") then
local item = minetest.add_item(pos, "mcl_bows:rocket")
item:set_velocity({x=0, y=0, z=0})
item:set_yaw(self.object:get_yaw())
end
mcl_burning.extinguish(self.object)
self.object:remove()
end
local function damage_particles(pos, is_critical)
if is_critical then
minetest.add_particlespawner({
amount = 15,
time = 0.1,
minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
minvel = {x=-0.1, y=-0.1, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1.5,
maxsize = 1.5,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
})
end
end
function ARROW_ENTITY.on_step(self, dtime)
mcl_burning.tick(self.object, dtime, self)
self._time_in_air = self._time_in_air + .001
local pos = self.object:get_pos()
local dpos = table.copy(pos) -- digital pos
dpos = vector.round(dpos)
local node = minetest.get_node(dpos)
if not self._fuse then
self._fuse = 0
end
if not self._fuserechecktimer then
self._fuserechecktimer = 0
end
self._fuse = self._fuse + dtime
self._fuserechecktimer = self._fuserechecktimer + dtime
if self._fuse > ARROW_TIMEOUT then
self._stuck = true
end
if self._stuck then
if self._fuse > ARROW_TIMEOUT then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
-- Drop arrow as item when it is no longer stuck
-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
if self._fuserechecktimer > STUCK_RECHECK_TIME then
local stuckin_def
if self._stuckin then
stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
end
-- TODO: In MC, arrow just falls down without turning into an item
if stuckin_def and stuckin_def.walkable == false then
spawn_item(self, pos)
return
end
self._fuserechecktimer = 0
end
-- Pickup arrow if player is nearby (not in Creative Mode)
local objects = minetest.get_objects_inside_radius(pos, 1)
for _,obj in ipairs(objects) do
if obj:is_player() then
if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
if obj:get_inventory():room_for_item("main", "mcl_bows:rocket") then
obj:get_inventory():add_item("main", "mcl_bows:rocket")
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 16,
gain = 1.0,
}, true)
end
end
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
-- Check for object "collision". Done every tick (hopefully this is not too stressing)
else
if self._in_player == false then
minetest.add_particlespawner({
amount = 1,
time = .0001,
minpos = pos,
maxpos = pos,
minvel = vector.new(-0.1,-0.1,-0.1),
maxvel = vector.new(0.1,0.1,0.1),
minexptime = 0.5,
maxexptime = 0.5,
minsize = 2,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_rocket_particle.png",
glow = 1,
})
end
-- We just check for any hurtable objects nearby.
-- The radius of 3 is fairly liberal, but anything lower than than will cause
-- arrow to hilariously go through mobs often.
-- TODO: Implement an ACTUAL collision detection (engine support needed).
local objs = minetest.get_objects_inside_radius(pos, 1.5)
local closest_object
local closest_distance
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
-- Iterate through all objects and remember the closest attackable object
for k, obj in pairs(objs) do
local ok = false
-- Arrows can only damage players and mobs
if obj:is_player() then
ok = true
elseif obj:get_luaentity() then
if (obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile) then
ok = true
end
end
if ok then
local dist = vector.distance(pos, obj:get_pos())
if not closest_object or not closest_distance then
closest_object = obj
closest_distance = dist
elseif dist < closest_distance then
closest_object = obj
closest_distance = dist
end
end
end
-- If an attackable object was found, we will damage the closest one only
if closest_object then
local obj = closest_object
local is_player = obj:is_player()
local lua = obj:get_luaentity()
if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
if obj:get_hp() > 0 then
-- Check if there is no solid node between arrow and object
local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
for pointed_thing in ray do
if pointed_thing.type == "object" and pointed_thing.ref == closest_object then
-- Target reached! We can proceed now.
break
elseif pointed_thing.type == "node" then
local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
local def = minetest.registered_nodes[nn]
if (not def) or def.walkable then
-- There's a node in the way. Delete arrow without damage
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
end
-- Punch target object but avoid hurting enderman.
if not lua or lua.name ~= "mobs_mc:enderman" then
if self._in_player == false then
damage_particles(self.object:get_pos(), self._is_critical)
end
if mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(obj, 5)
end
if self._in_player == false then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, self.object:get_velocity())
if obj:is_player() then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
mcl_burning.extinguish(self.object)
self.object:remove()
end
end
end
if is_player then
if self._shooter and self._shooter:is_player() and self._in_player == false then
-- “Ding” sound for hitting another player
minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
end
end
if lua then
local entity_name = lua.name
-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
-- TODO: This achievement should be given for the kill, not just a hit
if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then
awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
end
end
end
if self._in_player == false then
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
end
end
if not obj:is_player() then
mcl_burning.extinguish(self.object)
if self._piercing == 0 then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
self.object:remove()
end
end
return
end
end
end
-- Check for node collision
if self._lastpos.x~=nil and not self._stuck then
local def = minetest.registered_nodes[node.name]
local vel = self.object:get_velocity()
-- Arrow has stopped in one axis, so it probably hit something.
-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
-- Check for the node to which the arrow is pointing
local dir
if math.abs(vel.y) < 0.00001 then
if self._lastpos.y < pos.y then
dir = {x=0, y=1, z=0}
else
dir = {x=0, y=-1, z=0}
end
else
dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
end
self._stuckin = vector.add(dpos, dir)
local snode = minetest.get_node(self._stuckin)
local sdef = minetest.registered_nodes[snode.name]
-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
-- This causes a deflection in the engine.
if not sdef or sdef.walkable == false or snode.name == "ignore" then
self._stuckin = nil
if self._deflection_cooloff <= 0 then
-- Lose 1/3 of velocity on deflection
local newvel = vector.multiply(vel, 0.6667)
self.object:set_velocity(newvel)
-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
self._deflection_cooloff = 1.0
end
else
-- Node was walkable, make arrow stuck
self._stuck = true
self._fuserechecktimer = 0
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
tnt.ignite(self._stuckin)
end
-- Push the button! Push, push, push the button!
if mod_button and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
local bdir = minetest.wallmounted_to_dir(node.param2)
-- Check the button orientation
if vector.equals(vector.add(dpos, bdir), self._stuckin) then
mesecon.push_button(dpos, node)
end
end
end
elseif (def and def.liquidtype ~= "none") then
-- Slow down arrow in liquids
local v = def.liquid_viscosity
if not v then
v = 0
end
--local old_v = self._viscosity
self._viscosity = v
local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
if math.abs(vel.x) > 0.001 then
vel.x = vel.x * vpenalty
end
if math.abs(vel.z) > 0.001 then
vel.z = vel.z * vpenalty
end
self.object:set_velocity(vel)
end
end
-- Update yaw
if not self._stuck then
local vel = self.object:get_velocity()
local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET
local pitch = dir_to_pitch(vel)
self.object:set_rotation({ x = 0, y = yaw, z = pitch })
end
-- Update internal variable
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
end
-- Force recheck of stuck arrows when punched.
-- Otherwise, punching has no effect.
function ARROW_ENTITY.on_punch(self)
if self._stuck then
self._fuserechecktimer = STUCK_RECHECK_TIME
end
end
function ARROW_ENTITY.get_staticdata(self)
local out = {
lastpos = self._lastpos,
startpos = self._startpos,
damage = self._damage,
is_critical = self._is_critical,
stuck = self._stuck,
stuckin = self._stuckin,
}
if self._stuck then
-- If _fuse is missing for some reason, assume the maximum
if not self._fuse then
self._fuse = ARROW_TIMEOUT
end
out.stuckstarttime = minetest.get_gametime() - self._fuse
end
if self._shooter and self._shooter:is_player() then
out.shootername = self._shooter:get_player_name()
end
return minetest.serialize(out)
end
function ARROW_ENTITY.on_activate(self, staticdata, dtime_s)
self._time_in_air = 1.0
self._in_player = false
local data = minetest.deserialize(staticdata)
if data then
self._stuck = data.stuck
if data.stuck then
if data.stuckstarttime then
-- First, check if the stuck arrow is aleady past its life timer.
-- If yes, delete it.
self._fuse = minetest.get_gametime() - data.stuckstarttime
if self._fuse > ARROW_TIMEOUT then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
self._fuse = 2
-- Perform a stuck recheck on the next step.
self._fuserechecktimer = STUCK_RECHECK_TIME
self._stuckin = data.stuckin
end
-- Get the remaining arrow state
self._lastpos = data.lastpos
self._startpos = data.startpos
self._damage = data.damage
self._is_critical = data.is_critical
if data.shootername then
local shooter = minetest.get_player_by_name(data.shootername)
if shooter and shooter:is_player() then
self._shooter = shooter
end
end
end
self.object:set_armor_groups({ immortal = 1 })
end
minetest.register_entity("mcl_bows:rocket_entity", ARROW_ENTITY)
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({
output = "mcl_bows:rocket 1",
recipe = {
{"mcl_core:paper"},
{"mcl_fireworks:rocket_2"},
{"mcl_bows:arrow"},
}
})
end
if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object("mcl_bows:rocket_entity", "craftitems", "mcl_bows:rocket")
end

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