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Merge branch 'master' into damage

This commit is contained in:
Lizzy Fleckenstein 2021-04-14 16:14:00 +02:00
commit d0ddd38d4e
14 changed files with 301 additions and 98 deletions

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@ -74,7 +74,7 @@ These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Command Block: `mcl_minecarts:command_block_minecart` * Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation ## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported. are officially supported.
There is no support for running MineClone 2 in development versions of Minetest. There is no support for running MineClone 2 in development versions of Minetest.

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@ -323,7 +323,7 @@ mobs:register_mob("mobs_mc:enderman", {
-- self:teleport(nil) -- self:teleport(nil)
-- self.state = "" -- self.state = ""
--else --else
if self.attack ~= nil then if self.attack ~= nil and not minetest.settings:get_bool("creative_mode") then
self.state = 'attack' self.state = 'attack'
end end
--end --end

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@ -1,4 +1,5 @@
local S = minetest.get_translator("mcl_doors") local S = minetest.get_translator("mcl_doors")
local minetest_get_meta = minetest.get_meta
-- This helper function calls on_place_node callbacks. -- This helper function calls on_place_node callbacks.
local function on_place_node(place_to, newnode, local function on_place_node(place_to, newnode,
@ -164,14 +165,14 @@ function mcl_doors:register_door(name, def)
end end
if def.only_placer_can_open then if def.only_placer_can_open then
local meta = minetest.get_meta(pt) local meta = minetest_get_meta(pt)
meta:set_string("doors_owner", "") meta:set_string("doors_owner", "")
meta = minetest.get_meta(pt2) meta = minetest_get_meta(pt2)
meta:set_string("doors_owner", "") meta:set_string("doors_owner", "")
end end
local meta1 = minetest.get_meta(pt) local meta1 = minetest_get_meta(pt)
local meta2 = minetest.get_meta(pt2) local meta2 = minetest_get_meta(pt2)
-- save mirror state for the correct door -- save mirror state for the correct door
if left_node.name:sub(1, #name) == name then if left_node.name:sub(1, #name) == name then
meta1:set_int("is_mirrored", 1) meta1:set_int("is_mirrored", 1)
@ -198,9 +199,9 @@ function mcl_doors:register_door(name, def)
local tb = def.tiles_bottom local tb = def.tiles_bottom
local function on_open_close(pos, dir, check_name, replace, replace_dir) local function on_open_close(pos, dir, check_name, replace, replace_dir)
local meta1 = minetest.get_meta(pos) local meta1 = minetest_get_meta(pos)
pos.y = pos.y+dir pos.y = pos.y+dir
local meta2 = minetest.get_meta(pos) local meta2 = minetest_get_meta(pos)
-- if name of other door is not the same as check_name -> return -- if name of other door is not the same as check_name -> return
if not minetest.get_node(pos).name == check_name then if not minetest.get_node(pos).name == check_name then
@ -254,7 +255,7 @@ function mcl_doors:register_door(name, def)
if not def.only_placer_can_open then if not def.only_placer_can_open then
return true return true
end end
local meta = minetest.get_meta(pos) local meta = minetest_get_meta(pos)
local pn = player:get_player_name() local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn return meta:get_string("doors_owner") == pn
end end
@ -292,11 +293,16 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds, sounds = def.sounds,
after_destruct = function(bottom, oldnode) after_destruct = function(bottom, oldnode)
local meta_bottom = minetest_get_meta(bottom)
if meta_bottom:get_int("rotation") == 1 then
meta_bottom:set_int("rotation", 0)
else
minetest.add_item(bottom, name) minetest.add_item(bottom, name)
local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z } local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z }
if minetest.get_node(bottom).name ~= name.."_b_2" and minetest.get_node(top).name == name.."_t_1" then if minetest.get_node(bottom).name ~= name.."_b_2" and minetest.get_node(top).name == name.."_t_1" then
minetest.remove_node(top) minetest.remove_node(top)
end end
end
end, end,
on_rightclick = on_rightclick, on_rightclick = on_rightclick,
@ -305,13 +311,19 @@ function mcl_doors:register_door(name, def)
action_on = on_mesecons_signal_open, action_on = on_mesecons_signal_open,
}}, }},
on_rotate = function(pos, node, user, mode, param2) on_rotate = function(bottom, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos) local meta_bottom = minetest_get_meta(bottom)
node.param2 = screwdriver.rotate.facedir(pos, node, mode) meta_bottom:set_int("rotation", 1)
minetest.set_node(pos, node) node.param2 = screwdriver.rotate.facedir(bottom, node, mode)
minetest.swap_node(bottom, node)
local top = {x=bottom.x,y=bottom.y+1,z=bottom.z}
local meta_top = minetest_get_meta(top)
meta_top:set_int("rotation", 1)
node.name = name .."_t_1" node.name = name .."_t_1"
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z}, node) minetest.swap_node(top, node)
return true return true
end end
return false return false
@ -353,10 +365,15 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds, sounds = def.sounds,
after_destruct = function(top, oldnode) after_destruct = function(top, oldnode)
local meta_top = minetest_get_meta(top)
if meta_top:get_int("rotation") == 1 then
meta_top:set_int("rotation", 0)
else
local bottom = { x = top.x, y = top.y - 1, z = top.z } local bottom = { x = top.x, y = top.y - 1, z = top.z }
if minetest.get_node(top).name ~= name.."_t_2" and minetest.get_node(bottom).name == name.."_b_1" and oldnode.name == name.."_t_1" then if minetest.get_node(top).name ~= name.."_t_2" and minetest.get_node(bottom).name == name.."_b_1" and oldnode.name == name.."_t_1" then
minetest.dig_node(bottom) minetest.dig_node(bottom)
end end
end
end, end,
on_rightclick = on_rightclick, on_rightclick = on_rightclick,
@ -366,13 +383,19 @@ function mcl_doors:register_door(name, def)
rules = mesecon.rules.flat, rules = mesecon.rules.flat,
}}, }},
on_rotate = function(pos, node, user, mode, param2) on_rotate = function(top, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos) local meta_top = minetest_get_meta(top)
node.param2 = screwdriver.rotate.facedir(pos, node, mode) meta_top:set_int("rotation", 1)
minetest.set_node(pos, node) node.param2 = screwdriver.rotate.facedir(top, node, mode)
minetest.swap_node(top, node)
local bottom = {x=top.x,y=top.y-1,z=top.z}
local meta_bottom = minetest_get_meta(bottom)
meta_bottom:set_int("rotation", 1)
node.name = name .."_b_1" node.name = name .."_b_1"
minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z}, node) minetest.swap_node(bottom, node)
return true return true
end end
return false return false
@ -414,11 +437,16 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds, sounds = def.sounds,
after_destruct = function(bottom, oldnode) after_destruct = function(bottom, oldnode)
minetest.add_item(bottom, name) local meta_bottom = minetest_get_meta(bottom)
if meta_bottom:get_int("rotation") == 1 then
meta_bottom:set_int("rotation", 0)
else
local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z } local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z }
minetest.add_item(bottom, name)
if minetest.get_node(bottom).name ~= name.."_b_1" and minetest.get_node(top).name == name.."_t_2" then if minetest.get_node(bottom).name ~= name.."_b_1" and minetest.get_node(top).name == name.."_t_2" then
minetest.remove_node(top) minetest.remove_node(top)
end end
end
end, end,
on_rightclick = on_rightclick, on_rightclick = on_rightclick,
@ -427,13 +455,19 @@ function mcl_doors:register_door(name, def)
action_off = on_mesecons_signal_close, action_off = on_mesecons_signal_close,
}}, }},
on_rotate = function(pos, node, user, mode, param2) on_rotate = function(bottom, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos) local meta_bottom = minetest_get_meta(bottom)
node.param2 = screwdriver.rotate.facedir(pos, node, mode) meta_bottom:set_int("rotation", 1)
minetest.set_node(pos, node) node.param2 = screwdriver.rotate.facedir(bottom, node, mode)
minetest.swap_node(bottom, node)
local top = {x=bottom.x,y=bottom.y+1,z=bottom.z}
local meta_top = minetest_get_meta(top)
meta_top:set_int("rotation", 1)
node.name = name .."_t_2" node.name = name .."_t_2"
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z}, node) minetest.swap_node(top, node)
return true return true
end end
return false return false
@ -475,10 +509,15 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds, sounds = def.sounds,
after_destruct = function(top, oldnode) after_destruct = function(top, oldnode)
local meta_top = minetest_get_meta(top)
if meta_top:get_int("rotation") == 1 then
meta_top:set_int("rotation", 0)
else
local bottom = { x = top.x, y = top.y - 1, z = top.z } local bottom = { x = top.x, y = top.y - 1, z = top.z }
if minetest.get_node(top).name ~= name.."_t_1" and minetest.get_node(bottom).name == name.."_b_2" and oldnode.name == name.."_t_2" then if minetest.get_node(top).name ~= name.."_t_1" and minetest.get_node(bottom).name == name.."_b_2" and oldnode.name == name.."_t_2" then
minetest.dig_node(bottom) minetest.dig_node(bottom)
end end
end
end, end,
on_rightclick = on_rightclick, on_rightclick = on_rightclick,
@ -488,13 +527,19 @@ function mcl_doors:register_door(name, def)
rules = mesecon.rules.flat, rules = mesecon.rules.flat,
}}, }},
on_rotate = function(pos, node, user, mode, param2) on_rotate = function(top, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos) local meta_top = minetest_get_meta(top)
node.param2 = screwdriver.rotate.facedir(pos, node, mode) meta_top:set_int("rotation", 1)
minetest.set_node(pos, node) node.param2 = screwdriver.rotate.facedir(top, node, mode)
minetest.swap_node(top, node)
local bottom = {x=top.x,y=top.y-1,z=top.z}
local meta_bottom = minetest_get_meta(bottom)
meta_bottom:set_int("rotation", 1)
node.name = name .."_b_2" node.name = name .."_b_2"
minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z}, node) minetest.swap_node(bottom, node)
return true return true
end end
return false return false

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@ -0,0 +1,7 @@
Firework mod for Mineclone 2
by NO11 and and some parts by j45
Sound credits:
* mcl_firework_rocket.ogg (tnt_ignite.ogg): Own derivate work of sound by Ned Bouhalassa (CC0) created in 2005, source: <https://freesound.org/people/Ned Bouhalassa/sounds/8320/>

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@ -0,0 +1,2 @@
name = mcl_firework
author = NO11, j45

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@ -0,0 +1,17 @@
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_1 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_2 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_3 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder"},
})

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@ -0,0 +1,4 @@
local path = minetest.get_modpath("mcl_fireworks")
dofile(path .. "/register.lua")
dofile(path .. "/crafting.lua")

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@ -0,0 +1,3 @@
# textdomain: mcl_fireworks
Firework Rocket=Feuerwerksrakete
Flight Duration:=Flugdauer:

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@ -0,0 +1,69 @@
local S = minetest.get_translator("mcl_fireworks")
player_rocketing = {}
local help = S("Flight Duration:")
local description = S("Firework Rocket")
local rocket_sound = function()
minetest.sound_play("mcl_fireworks_rocket")
end
minetest.register_craftitem("mcl_fireworks:rocket_1", {
description = description,
_tt_help = help.." 1",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(2.2, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})
minetest.register_craftitem("mcl_fireworks:rocket_2", {
description = description,
_tt_help = help.." 2",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(4.5, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})
minetest.register_craftitem("mcl_fireworks:rocket_3", {
description = description,
_tt_help = help.." 3",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(6, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})

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@ -698,6 +698,10 @@ function mcl_potions.healing_func(player, hp)
local obj = player:get_luaentity() local obj = player:get_luaentity()
if player:get_hp() == 0 then
return
end
if obj and obj.harmed_by_heal then hp = -hp end if obj and obj.harmed_by_heal then hp = -hp end
if hp > 0 then if hp > 0 then

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@ -9,15 +9,38 @@ if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then
return return
end end
local min_y = math.max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1 --lua locals
local max_y = mcl_vars.mg_overworld_max - 1 --minetest
local registered_nodes = minetest.registered_nodes
local swap_node = minetest.swap_node
local set_node = minetest.set_node
local dir_to_facedir = minetest.dir_to_facedir
local get_meta = minetest.get_meta
local emerge_area = minetest.emerge_area
--vector
local vector_add = vector.add
local vector_subtract = vector.subtract
--table
local table_insert = table.insert
local table_sort = table.sort
--math
local math_min = math.min
local math_max = math.max
local math_ceil = math.ceil
--custom mcl_vars
local get_node = mcl_vars.get_node local get_node = mcl_vars.get_node
local min_y = math_max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1
local max_y = mcl_vars.mg_overworld_max - 1
-- Calculate the number of dungeon spawn attempts -- Calculate the number of dungeon spawn attempts
-- In Minecraft, there 8 dungeon spawn attempts Minecraft chunk (16*256*16 = 65536 blocks). -- In Minecraft, there 8 dungeon spawn attempts Minecraft chunk (16*256*16 = 65536 blocks).
-- Minetest chunks don't have this size, so scale the number accordingly. -- Minetest chunks don't have this size, so scale the number accordingly.
local attempts = math.ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192 local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
local dungeonsizes = { local dungeonsizes = {
{ x=5, y=4, z=5}, { x=5, y=4, z=5},
@ -51,8 +74,8 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
local y_floor = y local y_floor = y
local y_ceiling = y + dim.y + 1 local y_ceiling = y + dim.y + 1
if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do
if not minetest.registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable if not registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable
or not minetest.registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end or not registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end
end end end end end end
-- Check for air openings (2 stacked air at ground level) in wall positions -- Check for air openings (2 stacked air at ground level) in wall positions
@ -69,25 +92,25 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end if not openings[x] then openings[x]={} end
openings[x][z] = true openings[x][z] = true
table.insert(corners, {x=x, z=z}) table_insert(corners, {x=x, z=z})
end end
if get_node({x=x2, y=y+1, z=z}).name == "air" and get_node({x=x2, y=y+2, z=z}).name == "air" then if get_node({x=x2, y=y+1, z=z}).name == "air" and get_node({x=x2, y=y+2, z=z}).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end if not openings[x2] then openings[x2]={} end
openings[x2][z] = true openings[x2][z] = true
table.insert(corners, {x=x2, z=z}) table_insert(corners, {x=x2, z=z})
end end
if get_node({x=x, y=y+1, z=z2}).name == "air" and get_node({x=x, y=y+2, z=z2}).name == "air" then if get_node({x=x, y=y+1, z=z2}).name == "air" and get_node({x=x, y=y+2, z=z2}).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end if not openings[x] then openings[x]={} end
openings[x][z2] = true openings[x][z2] = true
table.insert(corners, {x=x, z=z2}) table_insert(corners, {x=x, z=z2})
end end
if get_node({x=x2, y=y+1, z=z2}).name == "air" and get_node({x=x2, y=y+2, z=z2}).name == "air" then if get_node({x=x2, y=y+1, z=z2}).name == "air" and get_node({x=x2, y=y+2, z=z2}).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end if not openings[x2] then openings[x2]={} end
openings[x2][z2] = true openings[x2][z2] = true
table.insert(corners, {x=x2, z=z2}) table_insert(corners, {x=x2, z=z2})
end end
for wx = x+1, x+dim.x do for wx = x+1, x+dim.x do
@ -180,16 +203,16 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
secondChance = false secondChance = false
end end
lastRandom = r lastRandom = r
table.insert(chestSlots, r) table_insert(chestSlots, r)
end end
table.sort(chestSlots) table_sort(chestSlots)
local currentChest = 1 local currentChest = 1
-- Calculate the mob spawner position, to be re-used for later -- Calculate the mob spawner position, to be re-used for later
local sp = {x = x + math.ceil(dim.x/2), y = y+1, z = z + math.ceil(dim.z/2)} local sp = {x = x + math_ceil(dim.x/2), y = y+1, z = z + math_ceil(dim.z/2)}
local rn = minetest.registered_nodes[get_node(sp).name] local rn = registered_nodes[get_node(sp).name]
if rn and rn.is_ground_content then if rn and rn.is_ground_content then
table.insert(spawner_posses, sp) table_insert(spawner_posses, sp)
end end
-- Generate walls and floor -- Generate walls and floor
@ -203,13 +226,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock) -- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
-- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other -- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other
local name = get_node(p).name local name = get_node(p).name
if minetest.registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then if registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
-- Floor -- Floor
if ty == y then if ty == y then
if pr:next(1,4) == 1 then if pr:next(1,4) == 1 then
minetest.swap_node(p, {name = "mcl_core:cobble"}) swap_node(p, {name = "mcl_core:cobble"})
else else
minetest.swap_node(p, {name = "mcl_core:mossycobble"}) swap_node(p, {name = "mcl_core:mossycobble"})
end end
-- Generate walls -- Generate walls
@ -221,14 +244,14 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Check if it's an opening first -- Check if it's an opening first
if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then
-- Place wall or ceiling -- Place wall or ceiling
minetest.swap_node(p, {name = "mcl_core:cobble"}) swap_node(p, {name = "mcl_core:cobble"})
elseif ty < maxy - 1 then elseif ty < maxy - 1 then
-- Normally the openings are already clear, but not if it is a corner -- Normally the openings are already clear, but not if it is a corner
-- widening. Make sure to clear at least the bottom 2 nodes of an opening. -- widening. Make sure to clear at least the bottom 2 nodes of an opening.
if name ~= "air" then minetest.swap_node(p, {name = "air"}) end if name ~= "air" then swap_node(p, {name = "air"}) end
elseif name ~= "air" then elseif name ~= "air" then
-- This allows for variation between 2-node and 3-node high openings. -- This allows for variation between 2-node and 3-node high openings.
minetest.swap_node(p, {name = "mcl_core:cobble"}) swap_node(p, {name = "mcl_core:cobble"})
end end
-- If it was an opening, the lower 3 blocks are not touched at all -- If it was an opening, the lower 3 blocks are not touched at all
@ -236,9 +259,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
else else
if (ty==y+1) and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then if (ty==y+1) and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
currentChest = currentChest + 1 currentChest = currentChest + 1
table.insert(chests, {x=tx, y=ty, z=tz}) table_insert(chests, {x=tx, y=ty, z=tz})
else else
minetest.swap_node(p, {name = "air"}) swap_node(p, {name = "air"})
end end
local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
@ -246,9 +269,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Place next chest at the wall (if it was its chosen wall slot) -- Place next chest at the wall (if it was its chosen wall slot)
if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
currentChest = currentChest + 1 currentChest = currentChest + 1
table.insert(chests, {x=tx, y=ty, z=tz}) table_insert(chests, {x=tx, y=ty, z=tz})
-- else -- else
--minetest.swap_node(p, {name = "air"}) --swap_node(p, {name = "air"})
end end
if forChest then if forChest then
chestSlotCounter = chestSlotCounter + 1 chestSlotCounter = chestSlotCounter + 1
@ -263,15 +286,15 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
local surroundings = {} local surroundings = {}
for s=1, #surround_vectors do for s=1, #surround_vectors do
-- Detect the 4 horizontal neighbors -- Detect the 4 horizontal neighbors
local spos = vector.add(pos, surround_vectors[s]) local spos = vector_add(pos, surround_vectors[s])
local wpos = vector.subtract(pos, surround_vectors[s]) local wpos = vector_subtract(pos, surround_vectors[s])
local nodename = get_node(spos).name local nodename = get_node(spos).name
local nodename2 = get_node(wpos).name local nodename2 = get_node(wpos).name
local nodedef = minetest.registered_nodes[nodename] local nodedef = registered_nodes[nodename]
local nodedef2 = minetest.registered_nodes[nodename2] local nodedef2 = registered_nodes[nodename2]
-- The chest needs an open space in front of it and a walkable node (except chest) behind it -- The chest needs an open space in front of it and a walkable node (except chest) behind it
if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= "mcl_chests:chest" then if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= "mcl_chests:chest" then
table.insert(surroundings, spos) table_insert(surroundings, spos)
end end
end end
-- Set param2 (=facedir) of this chest -- Set param2 (=facedir) of this chest
@ -282,11 +305,11 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
else else
-- 1 or multiple possible open directions: Choose random facedir -- 1 or multiple possible open directions: Choose random facedir
local face_to = surroundings[pr:next(1, #surroundings)] local face_to = surroundings[pr:next(1, #surroundings)]
facedir = minetest.dir_to_facedir(vector.subtract(pos, face_to)) facedir = dir_to_facedir(vector_subtract(pos, face_to))
end end
minetest.set_node(pos, {name="mcl_chests:chest", param2=facedir}) set_node(pos, {name="mcl_chests:chest", param2=facedir})
local meta = minetest.get_meta(pos) local meta = get_meta(pos)
local loottable = local loottable =
{ {
@ -336,7 +359,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings. -- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
if mg_name == "v6" then if mg_name == "v6" then
table.insert(loottable, { table_insert(loottable, {
stacks_min = 1, stacks_min = 1,
stacks_max = 3, stacks_max = 3,
items = { items = {
@ -356,7 +379,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
for s=#spawner_posses, 1, -1 do for s=#spawner_posses, 1, -1 do
local sp = spawner_posses[s] local sp = spawner_posses[s]
-- ... and place it and select a random mob -- ... and place it and select a random mob
minetest.set_node(sp, {name = "mcl_mobspawners:spawner"}) set_node(sp, {name = "mcl_mobspawners:spawner"})
local mobs = { local mobs = {
"mobs_mc:zombie", "mobs_mc:zombie",
"mobs_mc:zombie", "mobs_mc:zombie",
@ -370,7 +393,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
end end
local function dungeons_nodes(minp, maxp, blockseed) local function dungeons_nodes(minp, maxp, blockseed)
local ymin, ymax = math.max(min_y, minp.y), math.min(max_y, maxp.y) local ymin, ymax = math_max(min_y, minp.y), math_min(max_y, maxp.y)
if ymax < ymin then return false end if ymax < ymin then return false end
local pr = PseudoRandom(blockseed) local pr = PseudoRandom(blockseed)
for a=1, attempts do for a=1, attempts do
@ -382,7 +405,7 @@ local function dungeons_nodes(minp, maxp, blockseed)
local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1} local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1}
minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2)) minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
local param = {p1=p1, p2=p2, dim=dim, pr=pr} local param = {p1=p1, p2=p2, dim=dim, pr=pr}
minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param) emerge_area(p1, p2, ecb_spawn_dungeon, param)
end end
end end
@ -392,7 +415,7 @@ function mcl_dungeons.spawn_dungeon(p1, _, pr)
local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1} local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1}
minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2)) minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
local param = {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true} local param = {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true}
minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param) emerge_area(p1, p2, ecb_spawn_dungeon, param)
end end
mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999) mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999)

View File

@ -1,6 +1,6 @@
local S = minetest.get_translator("mcl_playerplus") local S = minetest.get_translator("mcl_playerplus")
local elytra = {} elytra = {}
local node_stand_return = ":air" local node_stand_return = ":air"
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
@ -24,6 +24,7 @@ local mcl_playerplus_internal = {}
local def = {} local def = {}
local time = 0 local time = 0
local look_pitch = 0
local player_collision = function(player) local player_collision = function(player)
@ -175,7 +176,7 @@ minetest.register_globalstep(function(dtime)
]]-- ]]--
local controls = player:get_player_control() local control = player:get_player_control()
local name = player:get_player_name() local name = player:get_player_name()
local meta = player:get_meta() local meta = player:get_meta()
local parent = player:get_attach() local parent = player:get_attach()
@ -184,7 +185,7 @@ minetest.register_globalstep(function(dtime)
local wielded_def = wielded:get_definition() local wielded_def = wielded:get_definition()
-- controls head bone -- control head bone
local pitch = - degrees(player:get_look_vertical()) local pitch = - degrees(player:get_look_vertical())
local yaw = degrees(player:get_look_horizontal()) local yaw = degrees(player:get_look_horizontal())
@ -196,16 +197,44 @@ minetest.register_globalstep(function(dtime)
player_vel_yaws[name] = player_vel_yaw player_vel_yaws[name] = player_vel_yaw
if minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}) then if minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}) then
node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}).name node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.1, z=player:get_pos().z}).name
else else
-- minetest.log("action", "somehow player got of loaded areas") -- minetest.log("action", "somehow player got of loaded areas")
end end
local chestplate = player:get_inventory():get_stack("armor", 3)
if player_rocketing[player] and player_rocketing[player] == true and chestplate:get_name() == "mcl_armor:elytra" then
if math.abs(player_velocity.x) + math.abs(player_velocity.y) + math.abs(player_velocity.z) < 40 then
player:add_player_velocity(vector.multiply(player:get_look_dir(), 4))
elytra[player] = true
end
end
controls.register_on_press(function(player, key)
if key~="jump" and key~="RMB" then return end
if key=="jump" then
if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true then
elytra[player] = true
elseif key=="RMB" then
if wielded:get_name() == "mcl_tools:rocket" then
local item = wielded:take_item()
player:set_wielded_item(wielded)
end
end
end
end)
if elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
elytra[player] = false
end
--[[
if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true and is_sprinting(name) then if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true and is_sprinting(name) then
elytra[player] = true elytra[player] = true
elseif elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then elseif elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
elytra[player] = false elytra[player] = false
end end]]
if elytra[player] == true then if elytra[player] == true then
mcl_player.player_set_animation(player, "fly") mcl_player.player_set_animation(player, "fly")
@ -215,12 +244,12 @@ minetest.register_globalstep(function(dtime)
end end
if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then
local dir = minetest.yaw_to_dir(player:get_look_horizontal()) local dir = minetest.yaw_to_dir(player:get_look_horizontal())
player:add_velocity({x=dir.x, y=0, z=dir.z}) if degrees(player:get_look_vertical()) * -.01 < .1 then
end look_pitch = degrees(player:get_look_vertical()) * -.01
if controls.sneak then else
if player_velocity.y > -5 then look_pitch = .1
player:add_velocity({x=0, y=-2, z=0})
end end
player:add_velocity({x=dir.x, y=look_pitch, z=dir.z})
end end
else else
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra") playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
@ -235,11 +264,11 @@ minetest.register_globalstep(function(dtime)
end end
-- controls right and left arms pitch when shooting a bow -- controls right and left arms pitch when shooting a bow
if string.find(wielded:get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB and not control.LMB and not control.up and not control.down and not control.left and not control.right then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
-- when punching -- when punching
elseif controls.LMB and not parent then elseif control.LMB and not parent then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
-- when holding an item. -- when holding an item.
@ -256,15 +285,15 @@ minetest.register_globalstep(function(dtime)
-- set head pitch and yaw when swimming -- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- control body bone when swimming -- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
elseif parent then elseif parent then
local parent_yaw = degrees(parent:get_yaw()) local parent_yaw = degrees(parent:get_yaw())
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif controls.sneak then elseif control.sneak then
-- controls head pitch when sneaking -- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
@ -275,12 +304,12 @@ minetest.register_globalstep(function(dtime)
-- set head pitch and yaw when swimming -- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- control body bone when swimming -- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
else else
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}) player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
@ -293,7 +322,7 @@ minetest.register_globalstep(function(dtime)
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end end
if controls.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then if control.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
pos = player:get_pos() pos = player:get_pos()