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Nathan Fritzler | abc56ff799 | |
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Nathan Fritzler | d3320bd20a | |
Nathan Fritzler | bb9b9f303b | |
Nathan Fritzler | d8503734cf | |
Nathan Fritzler | 79c2d1492e | |
Nathan Fritzler | 0d8bcfd009 | |
Nathan Fritzler | 538ef0dba6 | |
Nathan Fritzler | a376facc6a | |
Nathan Fritzler | a46721d8c5 | |
Nathan Fritzler | d791930272 | |
Nathan Fritzler | 46b8300b57 | |
Nathan Fritzler | 645ec0a16c |
2
API.md
|
@ -1,4 +1,6 @@
|
||||||
# API
|
# API
|
||||||
|
Keep in mind that much of this api does not apply to MineCloneJEpC and is ripe for removal.
|
||||||
|
|
||||||
## Groups
|
## Groups
|
||||||
MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
|
MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
|
||||||
Groups are explained in `GROUPS.md`.
|
Groups are explained in `GROUPS.md`.
|
||||||
|
|
|
@ -1,128 +0,0 @@
|
||||||
# Contributor Covenant Code of Conduct
|
|
||||||
|
|
||||||
## Our Pledge
|
|
||||||
|
|
||||||
We as members, contributors, and leaders pledge to make participation in our
|
|
||||||
community a harassment-free experience for everyone, regardless of age, body
|
|
||||||
size, visible or invisible disability, ethnicity, sex characteristics, gender
|
|
||||||
identity and expression, level of experience, education, socio-economic status,
|
|
||||||
nationality, personal appearance, race, religion, or sexual identity
|
|
||||||
and orientation.
|
|
||||||
|
|
||||||
We pledge to act and interact in ways that contribute to an open, welcoming,
|
|
||||||
diverse, inclusive, and healthy community.
|
|
||||||
|
|
||||||
## Our Standards
|
|
||||||
|
|
||||||
Examples of behavior that contributes to a positive environment for our
|
|
||||||
community include:
|
|
||||||
|
|
||||||
* Demonstrating empathy and kindness toward other people
|
|
||||||
* Being respectful of differing opinions, viewpoints, and experiences
|
|
||||||
* Giving and gracefully accepting constructive feedback
|
|
||||||
* Accepting responsibility and apologizing to those affected by our mistakes,
|
|
||||||
and learning from the experience
|
|
||||||
* Focusing on what is best not just for us as individuals, but for the
|
|
||||||
overall community
|
|
||||||
|
|
||||||
Examples of unacceptable behavior include:
|
|
||||||
|
|
||||||
* The use of sexualized language or imagery, and sexual attention or
|
|
||||||
advances of any kind
|
|
||||||
* Trolling, insulting or derogatory comments, and personal or political attacks
|
|
||||||
* Public or private harassment
|
|
||||||
* Publishing others' private information, such as a physical or email
|
|
||||||
address, without their explicit permission
|
|
||||||
* Other conduct which could reasonably be considered inappropriate in a
|
|
||||||
professional setting
|
|
||||||
|
|
||||||
## Enforcement Responsibilities
|
|
||||||
|
|
||||||
Community leaders are responsible for clarifying and enforcing our standards of
|
|
||||||
acceptable behavior and will take appropriate and fair corrective action in
|
|
||||||
response to any behavior that they deem inappropriate, threatening, offensive,
|
|
||||||
or harmful.
|
|
||||||
|
|
||||||
Community leaders have the right and responsibility to remove, edit, or reject
|
|
||||||
comments, commits, code, wiki edits, issues, and other contributions that are
|
|
||||||
not aligned to this Code of Conduct, and will communicate reasons for moderation
|
|
||||||
decisions when appropriate.
|
|
||||||
|
|
||||||
## Scope
|
|
||||||
|
|
||||||
This Code of Conduct applies within all community spaces, and also applies when
|
|
||||||
an individual is officially representing the community in public spaces.
|
|
||||||
Examples of representing our community include using an official e-mail address,
|
|
||||||
posting via an official social media account, or acting as an appointed
|
|
||||||
representative at an online or offline event.
|
|
||||||
|
|
||||||
## Enforcement
|
|
||||||
|
|
||||||
Instances of abusive, harassing, or otherwise unacceptable behavior may be
|
|
||||||
reported to the community leaders responsible for enforcement at
|
|
||||||
eliasfleckenstein@web.de.
|
|
||||||
All complaints will be reviewed and investigated promptly and fairly.
|
|
||||||
|
|
||||||
All community leaders are obligated to respect the privacy and security of the
|
|
||||||
reporter of any incident.
|
|
||||||
|
|
||||||
## Enforcement Guidelines
|
|
||||||
|
|
||||||
Community leaders will follow these Community Impact Guidelines in determining
|
|
||||||
the consequences for any action they deem in violation of this Code of Conduct:
|
|
||||||
|
|
||||||
### 1. Correction
|
|
||||||
|
|
||||||
**Community Impact**: Use of inappropriate language or other behavior deemed
|
|
||||||
unprofessional or unwelcome in the community.
|
|
||||||
|
|
||||||
**Consequence**: A private, written warning from community leaders, providing
|
|
||||||
clarity around the nature of the violation and an explanation of why the
|
|
||||||
behavior was inappropriate. A public apology may be requested.
|
|
||||||
|
|
||||||
### 2. Warning
|
|
||||||
|
|
||||||
**Community Impact**: A violation through a single incident or series
|
|
||||||
of actions.
|
|
||||||
|
|
||||||
**Consequence**: A warning with consequences for continued behavior. No
|
|
||||||
interaction with the people involved, including unsolicited interaction with
|
|
||||||
those enforcing the Code of Conduct, for a specified period of time. This
|
|
||||||
includes avoiding interactions in community spaces as well as external channels
|
|
||||||
like social media. Violating these terms may lead to a temporary or
|
|
||||||
permanent ban.
|
|
||||||
|
|
||||||
### 3. Temporary Ban
|
|
||||||
|
|
||||||
**Community Impact**: A serious violation of community standards, including
|
|
||||||
sustained inappropriate behavior.
|
|
||||||
|
|
||||||
**Consequence**: A temporary ban from any sort of interaction or public
|
|
||||||
communication with the community for a specified period of time. No public or
|
|
||||||
private interaction with the people involved, including unsolicited interaction
|
|
||||||
with those enforcing the Code of Conduct, is allowed during this period.
|
|
||||||
Violating these terms may lead to a permanent ban.
|
|
||||||
|
|
||||||
### 4. Permanent Ban
|
|
||||||
|
|
||||||
**Community Impact**: Demonstrating a pattern of violation of community
|
|
||||||
standards, including sustained inappropriate behavior, harassment of an
|
|
||||||
individual, or aggression toward or disparagement of classes of individuals.
|
|
||||||
|
|
||||||
**Consequence**: A permanent ban from any sort of public interaction within
|
|
||||||
the community.
|
|
||||||
|
|
||||||
## Attribution
|
|
||||||
|
|
||||||
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
|
|
||||||
version 2.0, available at
|
|
||||||
https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
|
|
||||||
|
|
||||||
Community Impact Guidelines were inspired by [Mozilla's code of conduct
|
|
||||||
enforcement ladder](https://github.com/mozilla/diversity).
|
|
||||||
|
|
||||||
[homepage]: https://www.contributor-covenant.org
|
|
||||||
|
|
||||||
For answers to common questions about this code of conduct, see the FAQ at
|
|
||||||
https://www.contributor-covenant.org/faq. Translations are available at
|
|
||||||
https://www.contributor-covenant.org/translations.
|
|
166
CONTRIBUTING.md
|
@ -1,46 +1,27 @@
|
||||||
# Contributing to MineClone2
|
# Contributing to MineClone2
|
||||||
So you want to contribute to MineClone2?
|
So you want to contribute to MineCloneJEpC?
|
||||||
Wow, thank you! :-)
|
Wow, thank you! :-)
|
||||||
|
|
||||||
MineClone2 is maintained by Nicu and Fleckenstein. If you have any
|
MineCloneJEpC is maintained by Lazerbeak12345.
|
||||||
problems or questions, contact us (See Links section below).
|
|
||||||
|
|
||||||
You can help with MineClone2's development in many different ways,
|
You can help with MineCloneJEpC's development in many different ways,
|
||||||
whether you're a programmer or not.
|
whether you're a programmer or not.
|
||||||
|
|
||||||
## MineClone2's development target is to...
|
## MineClone2's development target is to...
|
||||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||||
based on the Minetest engine with polished features, usable in both
|
`old_alpha rd-132211` based on the Minetest engine with polished features.
|
||||||
singleplayer and multiplayer. Currently, most of **Minecraft Java
|
No other features will be added.
|
||||||
Edition 1.12.2** features are already implemented and polishing existing
|
|
||||||
features are prioritized over new feature requests.
|
|
||||||
- With lessened priority yet strictly, implement features targetting
|
|
||||||
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
|
|
||||||
by the Minetest Engine). This means features in parity with the listed
|
|
||||||
Minecraft experiences are prioritized over those that don't fulfill this
|
|
||||||
scope.
|
|
||||||
- Optionally, create a performant experience that will run relatively
|
- Optionally, create a performant experience that will run relatively
|
||||||
well on really low spec computers. Unfortunately, due to Minecraft's
|
well on really low spec computers. Unfortunately, due to Minecraft's
|
||||||
mechanisms and Minetest engine's limitations along with a very small
|
mechanisms and Minetest engine's limitations along with a very small
|
||||||
playerbase on low spec computers, optimizations are hard to investigate.
|
playerbase on low spec computers, optimizations are hard to investigate.
|
||||||
|
|
||||||
## Links
|
|
||||||
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
|
|
||||||
* [Discord](https://discord.gg/xE4z8EEpDC)
|
|
||||||
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
|
|
||||||
* [IRC](https://web.libera.chat/#mineclone2)
|
|
||||||
* [Matrix](https://app.element.io/#/room/#mc2:matrix.org)
|
|
||||||
* [Reddit](https://www.reddit.com/r/MineClone2/)
|
|
||||||
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
|
|
||||||
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
|
|
||||||
* [OpenCollective](https://opencollective.com/mineclone2)
|
|
||||||
|
|
||||||
## Using git
|
## Using git
|
||||||
MineClone2 is developed using the version control system
|
MineCloneJEpC is developed using the version control system
|
||||||
[git](https://git-scm.com/). If you want to contribute code to the
|
[git](https://git-scm.com/). If you want to contribute code to the
|
||||||
project, it is **highly recommended** that you learn the git basics.
|
project, it is **highly recommended** that you learn the git basics.
|
||||||
For non-programmers and people who do not plan to contribute code to
|
For non-programmers and people who do not plan to contribute code to
|
||||||
MineClone2, git is not required. However, git is a tool that will be
|
MineCloneJEpC, git is not required. However, git is a tool that will be
|
||||||
referenced frequently because of its usefulness. As such, it is valuable
|
referenced frequently because of its usefulness. As such, it is valuable
|
||||||
in learning how git works and its terminology. It can also help you
|
in learning how git works and its terminology. It can also help you
|
||||||
keeping your game updated, and easily test pull requests.
|
keeping your game updated, and easily test pull requests.
|
||||||
|
@ -69,20 +50,16 @@ whether the bug / the feature that you are reporting / requesting is
|
||||||
actually an issue with Minetest itself, and if it is, head to the
|
actually an issue with Minetest itself, and if it is, head to the
|
||||||
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
|
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
|
||||||
instead.
|
instead.
|
||||||
* If you need any help regarding creating a Mesehub account or opening
|
|
||||||
an issue, feel free to ask on the Discord / Matrix server or the IRC
|
|
||||||
channel.
|
|
||||||
|
|
||||||
### Reporting bugs
|
### Reporting bugs
|
||||||
* A bug is an unintended behavior or, in the worst case, a crash.
|
* A bug is an unintended behavior or, in the worst case, a crash.
|
||||||
However, it is not a bug if you believe something is missing in the
|
However, it is not a bug if you believe something is missing in the
|
||||||
game. In this case, please read "Requesting features"
|
game. In this case, please read "Requesting features"
|
||||||
* If you report a crash, always include the error message. If you play
|
* If you report a crash, always include the error message. Post a
|
||||||
in singleplayer, post a screenshot of the message that Minetest showed
|
screenshot of the message that Minetest showed when the crash happened
|
||||||
when the crash happened (or copy the message into your issue). If you
|
(or copy the message into your issue). If you are a server admin, you
|
||||||
are a server admin, you can find error messages in the log file of the
|
can find error messages in the log file of the server.
|
||||||
server.
|
* Tell us which MineCloneJEpC and Minetest versions you are using.
|
||||||
* Tell us which MineClone2 and Minetest versions you are using.
|
|
||||||
* Tell us how to reproduce the problem: What you were doing to trigger
|
* Tell us how to reproduce the problem: What you were doing to trigger
|
||||||
the bug, e.g. before the crash happened or what causes the faulty
|
the bug, e.g. before the crash happened or what causes the faulty
|
||||||
behavior.
|
behavior.
|
||||||
|
@ -91,11 +68,12 @@ behavior.
|
||||||
* Ensure the requested feature fulfills our development targets and
|
* Ensure the requested feature fulfills our development targets and
|
||||||
goals.
|
goals.
|
||||||
* Begging or excessive attention seeking does not help us in the
|
* Begging or excessive attention seeking does not help us in the
|
||||||
slightest, and may very well disrupt MineClone2 development. It's better
|
slightest, and may very well disrupt MineCloneJEpC development. It's
|
||||||
to put that energy into helping or researching the feature in question.
|
better to put that energy into helping or researching the feature in
|
||||||
|
question.
|
||||||
After all, we're just volunteers working on our spare time.
|
After all, we're just volunteers working on our spare time.
|
||||||
* Ensure the requested feature has not been implemented in MineClone2
|
* Ensure the requested feature has not been implemented in
|
||||||
latest or development versions.
|
MineCloneJEpC latest or development versions.
|
||||||
|
|
||||||
### Testing code
|
### Testing code
|
||||||
If you want to help us with speeding up MineClone2 development and
|
If you want to help us with speeding up MineClone2 development and
|
||||||
|
@ -110,40 +88,32 @@ tell us if the code works as expected without any issues. Ideally, you
|
||||||
would report issues will pull requests similar to when you were
|
would report issues will pull requests similar to when you were
|
||||||
reporting bugs that are the mainline (See Reporting bugs section). You
|
reporting bugs that are the mainline (See Reporting bugs section). You
|
||||||
can find currently open pull requests here:
|
can find currently open pull requests here:
|
||||||
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
|
<https://git.minetest.land/Lazerbeak12345/MineCloneJEpC/pulls>. Note
|
||||||
requests that start with a `WIP:` are not done yet, and therefore might
|
that pull requests that start with a `WIP:` are not done yet, and
|
||||||
not work, so it's not very useful to try them out yet.
|
therefore might not work, so it's not very useful to try them out yet.
|
||||||
|
|
||||||
### Contributing assets
|
### Contributing assets
|
||||||
Due to license problems, MineClone2 unfortunately cannot use
|
Due to license problems, MineCloneJEpC unfortunately cannot use
|
||||||
Minecraft's assets, therefore we are always looking for asset
|
Minecraft's assets, therefore we are always looking for asset
|
||||||
contributions. To contribute assets, it can be useful to learn git
|
contributions. To contribute assets, it can be useful to learn git
|
||||||
basics and read the section for Programmers of this document, however
|
basics and read the section for Programmers of this document, however
|
||||||
this is not required. It's also a good idea to join the Discord server
|
this is not required.
|
||||||
(or alternatively IRC or Matrix).
|
|
||||||
|
Contribute your assets upstream to MineClone2, and they will
|
||||||
|
eventually make it here if it fits within the design goals.
|
||||||
|
|
||||||
#### Textures
|
#### Textures
|
||||||
For textures we use the Pixel Perfection texture pack. This is mostly
|
For textures we use the Pixel Perfection texture pack.
|
||||||
enough; however in some cases - e.g. for newer Minecraft features, it's
|
|
||||||
useful to have texture artists around. If you want to make such
|
|
||||||
contributions, join our Discord server. Demands for textures will be
|
|
||||||
communicated there.
|
|
||||||
|
|
||||||
#### Sounds
|
#### Sounds
|
||||||
MineClone2 currently does not have a consistent way to handle sounds.
|
There (should be) no sounds.
|
||||||
The sounds in the game come from different sources, like the SnowZone
|
|
||||||
resource pack or minetest_game. Unfortunately, MineClone2 does not play
|
|
||||||
a sound in every situation you would get one in Minecraft. Any help with
|
|
||||||
sounds is greatly appreciated, however if you add new sounds you should
|
|
||||||
probably work together with a programmer, to write the code to actually
|
|
||||||
play these sounds in game.
|
|
||||||
|
|
||||||
#### 3D Models
|
#### 3D Models
|
||||||
Most of the 3D Models in MineClone2 come from
|
Most of the 3D Models in MineClone2 come from
|
||||||
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
|
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
|
||||||
Similar to the textures, we need people that can make 3D Models with
|
|
||||||
Blender on demand. Many of the models have to be patched, some new
|
Contribute your assets upstream to MineClone2, and they will
|
||||||
animations have to be added etc.
|
eventually make it here if it fits within the design goals.
|
||||||
|
|
||||||
#### Crediting
|
#### Crediting
|
||||||
Asset contributions will be credited in their own respective sections in
|
Asset contributions will be credited in their own respective sections in
|
||||||
|
@ -152,35 +122,14 @@ credited in the Contributors section.
|
||||||
|
|
||||||
### Contributing Translations
|
### Contributing Translations
|
||||||
|
|
||||||
#### Workflow
|
There (should be) nothing to translate.
|
||||||
To add/update support for your language to MineClone2, you should take
|
|
||||||
the steps documented in the section for Programmers, add/update the
|
|
||||||
translation files of the mods that you want to update. You can add
|
|
||||||
support for all mods, just some of them or only one mod; you can update
|
|
||||||
the translation file entirely or only partly; basically any effort is
|
|
||||||
valued. If your changes are small, you can also send them to developers
|
|
||||||
via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
|
|
||||||
|
|
||||||
#### Things to note
|
|
||||||
You can use the script at `tools/check_translate_files.py` to compare
|
|
||||||
the translation files for the language you are working on with the
|
|
||||||
template files, to see what is missing and what is out of date with
|
|
||||||
the template file. However, template files are often incomplete and/or
|
|
||||||
out of date, sometimes they don't match the code. You can update the
|
|
||||||
translation files if that is required, you can also modify the code in
|
|
||||||
your translation PR if it's related to translation. You can also work on
|
|
||||||
multiple languages at the same time in one PR.
|
|
||||||
|
|
||||||
#### Crediting
|
|
||||||
Translation contributions will be credited in their own in CREDITS.md.
|
|
||||||
If you have commited the results yourself, you will also be credited in
|
|
||||||
the Contributors section.
|
|
||||||
|
|
||||||
### Profiling
|
### Profiling
|
||||||
If you own a server, a great way to help us improve MineClone2's code
|
If you own a server, a great way to help us improve MineCloneJEpC's
|
||||||
is by giving us profiler results. Profiler results give us detailed
|
code is by giving us profiler results. Profiler results give us
|
||||||
information about the game's performance and let us know places to
|
detailed information about the game's performance and let us know
|
||||||
investigate optimization issues. This way we can make the game faster.
|
places to investigate optimization issues. This way we can make the
|
||||||
|
game faster.
|
||||||
|
|
||||||
#### Using Minetest's profiler
|
#### Using Minetest's profiler
|
||||||
Minetest has a built in profiler. Simply set `profiler.load = true` in
|
Minetest has a built in profiler. Simply set `profiler.load = true` in
|
||||||
|
@ -190,25 +139,11 @@ file in the world directory containing the results. Open a new issue and
|
||||||
upload the file. You can name the issue "<Server name> profiler
|
upload the file. You can name the issue "<Server name> profiler
|
||||||
results".
|
results".
|
||||||
|
|
||||||
### Let us know your opinion
|
|
||||||
It is always encouraged to actively contribute to issue discussions on
|
|
||||||
MeseHub, let us know what you think about a topic and help us make
|
|
||||||
decisions. Also, note that a lot of discussion takes place on the
|
|
||||||
Discord server, so it's definitely worth checking it out.
|
|
||||||
|
|
||||||
### Funding
|
|
||||||
You can help pay for our infrastructure (Mesehub) by donating to our
|
|
||||||
OpenCollective link (See Links section).
|
|
||||||
|
|
||||||
### Crediting
|
### Crediting
|
||||||
If you opened or have contributed to an issue, you receive the
|
See `CREDITS.md`
|
||||||
`Community` role on our Discord (after asking for it).
|
|
||||||
OpenCollective Funders are credited in their own section in
|
|
||||||
`CREDITS.md` and receive a special role "Funder" on our discord (unless
|
|
||||||
they have made their donation Incognito).
|
|
||||||
|
|
||||||
## How you can help as a programmer
|
## How you can help as a programmer
|
||||||
(Almost) all the MineClone2 development is done using pull requests.
|
(Almost) all the MineCloneJEpC development should be done using pull requests.
|
||||||
|
|
||||||
### Recommended workflow
|
### Recommended workflow
|
||||||
* Fork the repository (in case you have not already)
|
* Fork the repository (in case you have not already)
|
||||||
|
@ -226,14 +161,6 @@ when you're done, but it never hurts to discuss things first. If there
|
||||||
is no issue on the topic, open one. If there is an issue, tell us that
|
is no issue on the topic, open one. If there is an issue, tell us that
|
||||||
you'd like to take care of it, to avoid duplicate work.
|
you'd like to take care of it, to avoid duplicate work.
|
||||||
|
|
||||||
### Don't hesitate to ask for help
|
|
||||||
We appreciate any contributing effort to MineClone2. If you are a
|
|
||||||
relatively new programmer, you can reach us on Discord, Matrix or IRC
|
|
||||||
for questions about git, Lua, Minetest API, MineClone2 codebase or
|
|
||||||
anything related to MineClone2. We can help you avoid writing code that
|
|
||||||
would be deemed inadequate, or help you become familiar with MineClone2
|
|
||||||
better, or assist you use development tools.
|
|
||||||
|
|
||||||
### Maintain your own code, even if already got merged
|
### Maintain your own code, even if already got merged
|
||||||
Sometimes, your code may cause crashes or bugs - we try to avoid such
|
Sometimes, your code may cause crashes or bugs - we try to avoid such
|
||||||
scenarios by testing every time before merging it, but if your merged
|
scenarios by testing every time before merging it, but if your merged
|
||||||
|
@ -241,8 +168,8 @@ work causes problems, we ask you fix the issues as soon as possible.
|
||||||
|
|
||||||
### Changing Gameplay
|
### Changing Gameplay
|
||||||
Pull Requests that change gameplay have to be properly researched and
|
Pull Requests that change gameplay have to be properly researched and
|
||||||
need to state their sources. These PRs also need Fleckenstein's approval
|
need to state their sources. These PRs also need approval before they
|
||||||
before they are merged.
|
are merged.
|
||||||
You can use these sources:
|
You can use these sources:
|
||||||
|
|
||||||
* Testing things inside of Minecraft (Attach screenshots / video footage
|
* Testing things inside of Minecraft (Attach screenshots / video footage
|
||||||
|
@ -339,12 +266,12 @@ end
|
||||||
```
|
```
|
||||||
|
|
||||||
### Developer status
|
### Developer status
|
||||||
Active and trusted contributors are often granted write access to the
|
Active and trusted contributors may be granted write access to the
|
||||||
MineClone2 repository.
|
MineCloneJEpC repository.
|
||||||
|
|
||||||
#### Developer responsibilities
|
#### Developer responsibilities
|
||||||
- You should not push things directly to
|
- You should not push things directly to
|
||||||
MineClone2 master - rather, do your work on a branch on your private
|
MineCloneJEpC master - rather, do your work on a branch on your private
|
||||||
repository, then create a pull request. This way other people can review
|
repository, then create a pull request. This way other people can review
|
||||||
your changes and make sure they work before they get merged.
|
your changes and make sure they work before they get merged.
|
||||||
- Merge PRs only when they have recieved the necessary feedback and have
|
- Merge PRs only when they have recieved the necessary feedback and have
|
||||||
|
@ -380,9 +307,7 @@ merged, by assigning either themselves or Developers to issues / PRs
|
||||||
- Resolving conflicts and problems within the community
|
- Resolving conflicts and problems within the community
|
||||||
|
|
||||||
#### Current maintainers
|
#### Current maintainers
|
||||||
* Fleckenstein - responsible for gameplay review, publishing releases,
|
* Lazerbeak12345 - I do it all, but may forward things upstream to MineClone2
|
||||||
technical guidelines and issue/PR delegation
|
|
||||||
* Nicu - responsible for community related issues
|
|
||||||
|
|
||||||
#### Release process
|
#### Release process
|
||||||
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
|
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
|
||||||
|
@ -406,5 +331,4 @@ become part of a free/libre software.
|
||||||
### Crediting
|
### Crediting
|
||||||
Contributors, Developers and Maintainers will be credited in
|
Contributors, Developers and Maintainers will be credited in
|
||||||
`CREDITS.md`. If you make your first time contribution, please add
|
`CREDITS.md`. If you make your first time contribution, please add
|
||||||
yourself to this file. There are also Discord roles for Contributors,
|
yourself to this file.
|
||||||
Developers and Maintainers.
|
|
||||||
|
|
|
@ -1,11 +1,18 @@
|
||||||
# Credits
|
# Credits
|
||||||
|
|
||||||
|
> This credits file may not be 100% correct. Most code, mods, and other assets
|
||||||
|
> were removed in the backport to JEpC, and thus most of the users here don't
|
||||||
|
> have any code or assets in this project anymore. I've included them anyway.
|
||||||
|
|
||||||
## Creator of MineClone
|
## Creator of MineClone
|
||||||
* davedevils
|
* davedevils
|
||||||
|
|
||||||
## Creator of MineClone2
|
## Creator of MineClone2
|
||||||
* Wuzzy
|
* Wuzzy
|
||||||
|
|
||||||
|
## Creator of MineClone JEpC
|
||||||
|
|
||||||
|
* Lazerbeak12345
|
||||||
|
|
||||||
## Maintainers
|
## Maintainers
|
||||||
* Nicu
|
* Nicu
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
## Groups
|
## Groups
|
||||||
This document explains all the groups used in this game.
|
This document explains all the groups used in this game. Keep in mind that many do not apply to MineCloneJEpC and are ripe for removal.
|
||||||
|
|
||||||
### Special groups
|
### Special groups
|
||||||
|
|
||||||
|
|
10
LEGAL.md
|
@ -5,8 +5,8 @@ Copying is an act of love. Please copy and share! <3
|
||||||
Here's the detailed legalese for those who need it:
|
Here's the detailed legalese for those who need it:
|
||||||
|
|
||||||
## License of source code
|
## License of source code
|
||||||
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
|
MineClone JEpC (by kay27, EliasFleckenstein, Wuzzy, davedevils, Lazerbeak12345
|
||||||
is an imitation of Minecraft.
|
and countless others) is an imitation of Minecraft.
|
||||||
|
|
||||||
MineClone 2 is free software: you can redistribute it and/or modify
|
MineClone 2 is free software: you can redistribute it and/or modify
|
||||||
it under the terms of the GNU General Public License as published by
|
it under the terms of the GNU General Public License as published by
|
||||||
|
@ -22,10 +22,10 @@ details.
|
||||||
In the mods you might find in the read-me or license
|
In the mods you might find in the read-me or license
|
||||||
text files a different license. This counts as dual-licensing.
|
text files a different license. This counts as dual-licensing.
|
||||||
You can choose which license applies to you: Either the
|
You can choose which license applies to you: Either the
|
||||||
license of MineClone 2 (GNU GPLv3) or the mod's license.
|
license of MineClone JEpC (GNU GPLv3) or the mod's license.
|
||||||
|
|
||||||
MineClone 2 is a direct continuation of the discontinued MineClone
|
MineClone JEpC is a fork of MineClone 2, which is a direct continuation of the
|
||||||
project by davedevils.
|
discontinued MineClone project by davedevils.
|
||||||
|
|
||||||
Mod credits:
|
Mod credits:
|
||||||
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
||||||
|
|
192
README.md
|
@ -1,191 +1,107 @@
|
||||||
# MineClone2
|
# MineCloneJEpC
|
||||||
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
|
|
||||||
|
> PROJECT NOW ABANDONED. For now, see the https://github.com/rollerozxa/minecraftnt-preclassic repo
|
||||||
|
|
||||||
|
An unofficial Minecraft-like game for Minetest. Forked from MineClone 2 by Wuzzy.
|
||||||
Developed by many people. Not developed or endorsed by Mojang AB.
|
Developed by many people. Not developed or endorsed by Mojang AB.
|
||||||
|
|
||||||
Version: 0.75 (in development)
|
Version: 0 (in development)
|
||||||
|
|
||||||
|
SPECIFIC VERSION OF MINECRAFT CLONED: `old_alpha rd-132211`
|
||||||
|
|
||||||
### Gameplay
|
### Gameplay
|
||||||
You start in a randomly-generated world made entirely of cubes. You can explore
|
You start in a flat world made entirely of cubes. You can explore the world and
|
||||||
the world and dig and build almost every block in the world to create new
|
dig almost every block in the world, and can use cobblestone to create new
|
||||||
structures. You can choose to play in a “survival mode” in which you have to
|
structures.
|
||||||
fight monsters and hunger for survival and slowly progress through the
|
|
||||||
various other aspects of the game, such as mining, farming, building machines, and so on
|
Keeping true to the exact version of Minecraft that this is cloning, it's pretty
|
||||||
Or you can play in “creative mode” in which you can build almost anything instantly.
|
bare. There are only grass and cobblestone blocks. Press the action key to
|
||||||
|
respawn.
|
||||||
|
|
||||||
#### Gameplay summary
|
#### Gameplay summary
|
||||||
|
|
||||||
* Sandbox-style gameplay, no goals
|
* Sandbox-style gameplay, no goals
|
||||||
* Survive: Fight against hostile monsters and hunger
|
* Use blocks to create great buildings, your imagination is the limit
|
||||||
* Mine for ores and other treasures
|
* You can build almost anything for free (no cost) and without limit
|
||||||
* Magic: Gain experience and enchant your tools
|
|
||||||
* Use the collected blocks to create great buildings, your imagination is the limit
|
|
||||||
* Collect flowers (and other dye sources) and colorize your world
|
|
||||||
* Find some seeds and start farming
|
|
||||||
* Find or craft one of hundreds of items
|
|
||||||
* Build a railway system and have fun with minecarts
|
|
||||||
* Build complex machines with redstone circuits
|
|
||||||
* In creative mode you can build almost anything for free and without limits
|
|
||||||
|
|
||||||
## How to play (quick start)
|
## How to play (quick start)
|
||||||
### Getting started
|
### Getting started
|
||||||
* **Punch a tree** trunk until it breaks and collect wood
|
- Mine with right click
|
||||||
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
|
- Place with left click
|
||||||
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
|
- Walk around
|
||||||
* **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things
|
|
||||||
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes
|
|
||||||
* **Craft a wooden pickaxe** so you can dig stone
|
|
||||||
* Different tools break different kinds of blocks. Try them out!
|
|
||||||
* Continue playing as you wish. Have fun!
|
|
||||||
|
|
||||||
### Farming
|
### Farming
|
||||||
* Find seeds
|
None built-in.
|
||||||
* Craft hoe
|
|
||||||
* Rightclick dirt or similar block with hoe to create farmland
|
|
||||||
* Place seeds on farmland and watch them grow
|
|
||||||
* Collect plant when fully grown
|
|
||||||
* If near water, farmland becomes wet and speeds up growth
|
|
||||||
|
|
||||||
### Furnace
|
### Furnace
|
||||||
* Craft furnace
|
None built-in.
|
||||||
* Furnace allows you to obtain more items
|
|
||||||
* Upper slot must contain a smeltable item (example: iron ore)
|
|
||||||
* Lower slot must contain a fuel item (example: coal)
|
|
||||||
* See tooltips in crafting guide to learn about fuels and smeltable items
|
|
||||||
|
|
||||||
### Additional help
|
### Additional help
|
||||||
More help about the gameplay, blocks items and much more can be found from inside
|
None built-in.
|
||||||
the game. You can access the help from your inventory menu.
|
|
||||||
|
|
||||||
### Special items
|
### Special items
|
||||||
The following items are interesting for Creative Mode and for adventure
|
None built-in.
|
||||||
map builders. They can not be obtained in-game or in the creative inventory.
|
|
||||||
|
|
||||||
* Barrier: `mcl_core:barrier`
|
|
||||||
|
|
||||||
Use the `/giveme` chat command to obtain them. See the in-game help for
|
|
||||||
an explanation.
|
|
||||||
|
|
||||||
## Installation
|
## Installation
|
||||||
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
|
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
|
||||||
later). So you need to install Minetest first. Only stable versions of Minetest
|
later). Older versions might work, but this is untested. So you need to install
|
||||||
are officially supported.
|
Minetest first. Only stable versions of Minetest are officially supported.
|
||||||
There is no support for running MineClone2 in development versions of Minetest.
|
There is no support for running MineCloneJEpC on development versions of
|
||||||
|
Minetest.
|
||||||
|
|
||||||
To install MineClone2 (if you haven't already), move this directory into the
|
To install MineCloneJEpC (if you haven't already), move this directory into
|
||||||
“games” directory of your Minetest data directory. Consult the help of
|
the “games” directory of your Minetest data directory. Consult the help of
|
||||||
Minetest to learn more.
|
Minetest to learn more.
|
||||||
|
|
||||||
## Useful links
|
## Useful links
|
||||||
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
|
|
||||||
|
|
||||||
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
|
Here's the Minecraft wiki page on the version of Minecraft that this is cloning.
|
||||||
* Discord: <https://discord.gg/xE4z8EEpDC>
|
|
||||||
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
<https://minecraft.fandom.com/wiki/Java_Edition_pre-Classic_rd-132211>
|
||||||
* IRC: <https://web.libera.chat/#mineclone2>
|
|
||||||
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
|
|
||||||
* Reddit: <https://www.reddit.com/r/MineClone2/>
|
|
||||||
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
|
||||||
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
|
||||||
* OpenCollective: <https://opencollective.com/mineclone2>
|
|
||||||
|
|
||||||
## Target
|
## Target
|
||||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||||
based on the Minetest engine with polished features, usable in both
|
`old_alpha rd-132211` based on the Minetest engine with polished features.
|
||||||
singleplayer and multiplayer. Currently, most of **Minecraft Java
|
No other features will be added.
|
||||||
Edition 1.12.2** features are already implemented and polishing existing
|
|
||||||
features are prioritized over new feature requests.
|
|
||||||
- With lessened priority yet strictly, implement features targetting
|
|
||||||
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
|
|
||||||
by the Minetest Engine). This means features in parity with the listed
|
|
||||||
Minecraft experiences are prioritized over those that don't fulfill this
|
|
||||||
scope.
|
|
||||||
- Optionally, create a performant experience that will run relatively
|
- Optionally, create a performant experience that will run relatively
|
||||||
well on really low spec computers. Unfortunately, due to Minecraft's
|
well on really low spec computers. Unfortunately, due to Minecraft's
|
||||||
mechanisms and Minetest engine's limitations along with a very small
|
mechanisms and Minetest engine's limitations along with a very small
|
||||||
playerbase on low spec computers, optimizations are hard to investigate.
|
playerbase on low spec computers, optimizations are hard to investigate.
|
||||||
|
|
||||||
## Completion status
|
## Completion status
|
||||||
This game is currently in **beta** stage.
|
This game is currently in **pre-alpha** stage.
|
||||||
It is playable, but not yet feature-complete.
|
It is playable, but has too many features.
|
||||||
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
||||||
If you want to use the git version of MineClone2 in production, consider using the production branch.
|
|
||||||
It is updated weekly and contains relatively stable code for servers.
|
|
||||||
|
|
||||||
The following main features are available:
|
These things need figured out, and I don't know how to do them:
|
||||||
|
|
||||||
* Tools, weapons
|
* In this edition of minecraft, a left-click places, and a right-click mines.
|
||||||
* Armor
|
(opposite of later versions, and of Minetest defaults)
|
||||||
* Crafting system: 2×2 grid, crafting table (3×3 grid), furnace, including a crafting guide
|
* A way for modpacks to change values in `game.conf` (This will only effect how mods expanding this game function)
|
||||||
* Chests, large chests, ender chests, shulker boxes
|
* mapgen
|
||||||
* Furnaces, hoppers
|
* gamemodes
|
||||||
* Hunger
|
|
||||||
* Most monsters and animals
|
|
||||||
* All ores from Minecraft
|
|
||||||
* Most blocks in the overworld
|
|
||||||
* Water and lava
|
|
||||||
* Weather
|
|
||||||
* 28 biomes
|
|
||||||
* The Nether, a fiery underworld in another dimension
|
|
||||||
* Redstone circuits (partially)
|
|
||||||
* Minecarts (partial)
|
|
||||||
* Status effects (partial)
|
|
||||||
* Experience
|
|
||||||
* Enchanting
|
|
||||||
* Brewing, potions, tipped arrow (partial)
|
|
||||||
* Boats
|
|
||||||
* Fire
|
|
||||||
* Buidling blocks: Stairs, slabs, doors, trapdoors, fences, fence gates, walls
|
|
||||||
* Clock
|
|
||||||
* Compass
|
|
||||||
* Sponge
|
|
||||||
* Slime block
|
|
||||||
* Small plants and saplings
|
|
||||||
* Dyes
|
|
||||||
* Banners
|
|
||||||
* Deco blocks: Glass, stained glass, glass panes, iron bars, hardened clay (and colors), heads and more
|
|
||||||
* Item frames
|
|
||||||
* Jukeboxes
|
|
||||||
* Beds
|
|
||||||
* Inventory menu
|
|
||||||
* Creative inventory
|
|
||||||
* Farming
|
|
||||||
* Writable books
|
|
||||||
* Commands
|
|
||||||
* Villages
|
|
||||||
* The End
|
|
||||||
* And more!
|
|
||||||
|
|
||||||
The following features are incomplete:
|
The following main features are available (including features I must now remove):
|
||||||
|
|
||||||
* Some monsters and animals
|
* Blocks in the overworld
|
||||||
* Redstone-related things
|
* Weather (TO BE REMOVED)
|
||||||
* Special minecarts
|
* Status effects (partial) (TO BE REMOVED)
|
||||||
* A couple of non-trivial blocks and items
|
* Experience (TO BE REMOVED)
|
||||||
|
* Enchanting (TO BE REMOVED)
|
||||||
Bonus features (not found in Minecraft 1.12):
|
* Buidling blocks: Stone, Dirt
|
||||||
|
* Commands (TO BE REMOVED)
|
||||||
* Built-in crafting guide which shows you crafting and smelting recipes
|
|
||||||
* In-game help system containing extensive help about gameplay basics, blocks, items and more
|
|
||||||
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
|
|
||||||
* Saplings in chests in mapgen v6
|
|
||||||
* Fully moddable (thanks to Minetest's powerful Lua API)
|
* Fully moddable (thanks to Minetest's powerful Lua API)
|
||||||
* New blocks and items:
|
* And more! (It's a lot of work to remove)
|
||||||
* Lookup tool, shows you the help for whatever it touches
|
|
||||||
* More slabs and stairs
|
|
||||||
* Nether Brick Fence Gate
|
|
||||||
* Red Nether Brick Fence
|
|
||||||
* Red Nether Brick Fence Gate
|
|
||||||
|
|
||||||
Technical differences from Minecraft:
|
Technical differences from Minecraft:
|
||||||
|
|
||||||
* Height limit of ca. 31000 blocks (much higher than in Minecraft)
|
* Height limit of ca. 31000 blocks (much higher than in Minecraft)
|
||||||
* Horizontal world size is ca. 62000×62000 blocks (much smaller than in Minecraft, but it is still very large)
|
* Horizontal world size is ca. 62000×62000 blocks (much smaller than in Minecraft, but it is still very large)
|
||||||
* Still very incomplete and buggy
|
* Still very incomplete and buggy
|
||||||
* Blocks, items, enemies and other features are missing
|
* Blocks, items and other features that shouldn't be there
|
||||||
* A few items have slightly different names to make them easier to distinguish
|
* A few items have slightly different names to make them easier to distinguish
|
||||||
* Different music for jukebox
|
|
||||||
* Different textures (Pixel Perfection)
|
* Different textures (Pixel Perfection)
|
||||||
* Different sounds (various sources)
|
* Different sounds (various sources) (TO BE REMOVED)
|
||||||
* Different engine (Minetest)
|
* Different engine (Minetest)
|
||||||
* Different easter eggs
|
* Different easter eggs
|
||||||
|
|
||||||
|
|
|
@ -1,324 +0,0 @@
|
||||||
# MineClone 2
|
|
||||||
一個非官方的Minetest遊戲,遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
|
|
||||||
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
|
|
||||||
|
|
||||||
版本:0.71.0
|
|
||||||
|
|
||||||
### 遊玩
|
|
||||||
你開始在一個完全由方塊隨機生成的世界裡。你可以探索這個世界,挖掘和建造世界上幾乎所有的方塊,以創造新的結構。你可以選擇在「生存模式」中進行遊戲,在這個模式中,你必須與怪物戰鬥,飢餓求生,並在遊戲的其他各個環節中慢慢進步,如採礦、養殖、建造機器等等。
|
|
||||||
|
|
||||||
或者你也可以在「創造模式」中玩,在這個模式中,你可以瞬間建造大部分東西。
|
|
||||||
#### Gameplay summary
|
|
||||||
|
|
||||||
* 沙盒式遊戲,沒有明確目標
|
|
||||||
* 生存:與怪物和飢餓搏鬥
|
|
||||||
* 挖礦來獲得礦物和寶物
|
|
||||||
* 附魔:獲得經驗值並以附魔強化你的工具
|
|
||||||
* 使用收集的方塊來創造偉大的建築
|
|
||||||
* 收集鮮花(和其他染料來源),令世界多姿多彩
|
|
||||||
* 找些種子並開始耕種
|
|
||||||
* 尋找或合成數百個物品之一
|
|
||||||
* 建立一個鐵路系統,並從礦車中得到樂趣
|
|
||||||
* 用紅石電路建造複雜的機器
|
|
||||||
* 在創造模式下,你幾乎可以免費建造任何東西,而且沒有限制。
|
|
||||||
|
|
||||||
## 如何開始
|
|
||||||
### 開始生存
|
|
||||||
* **挖樹幹**直到其破裂並收集木材
|
|
||||||
* 將木頭**放入2×2的格子中**(你的物品欄中的「合成格子」),然後製作4塊木材。
|
|
||||||
* 將4塊木材按2×2的形狀擺放在合成格子裡,製作成合成臺。
|
|
||||||
* **右鍵單擊製作臺**以獲得3×3製作網格,製作更複雜的東西
|
|
||||||
* 使用**合成指南**(書形圖標)了解所有可能的合成方式
|
|
||||||
* **製作一個木鎬**,這樣你就可以挖石頭了。
|
|
||||||
* 不同的工具可以打破不同種類的方塊。試試吧!
|
|
||||||
* 繼續玩你想玩的。盡情享受吧!
|
|
||||||
|
|
||||||
### 耕種
|
|
||||||
* 找到種子
|
|
||||||
* 合成鋤頭
|
|
||||||
* 用鋤頭右鍵點擊泥土或類似的方塊,創建農田
|
|
||||||
* 將種子放在農田上,看著它們長出來
|
|
||||||
* Collect plant when fully grown
|
|
||||||
* If near water, farmland becomes wet and speeds up growth
|
|
||||||
|
|
||||||
### Furnace
|
|
||||||
* Craft furnace
|
|
||||||
* Furnace allows you to obtain more items
|
|
||||||
* Upper slot must contain a smeltable item (example: iron ore)
|
|
||||||
* Lower slot must contain a fuel item (example: coal)
|
|
||||||
* See tooltips in crafting guide to learn about fuels and smeltable items
|
|
||||||
|
|
||||||
### Additional help
|
|
||||||
More help about the gameplay, blocks items and much more can be found from inside
|
|
||||||
the game. You can access the help from your inventory menu.
|
|
||||||
|
|
||||||
### Special items
|
|
||||||
The following items are interesting for Creative Mode and for adventure
|
|
||||||
map builders. They can not be obtained in-game or in the creative inventory.
|
|
||||||
|
|
||||||
* Barrier: `mcl_core:barrier`
|
|
||||||
|
|
||||||
Use the `/giveme` chat command to obtain them. See the in-game help for
|
|
||||||
an explanation.
|
|
||||||
|
|
||||||
#### Incomplete items
|
|
||||||
These items do not work yet, but you can get them with `/giveme` for testing:
|
|
||||||
|
|
||||||
* Minecart with Chest: `mcl_minecarts:chest_minecart`
|
|
||||||
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
|
|
||||||
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
|
|
||||||
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
|
|
||||||
|
|
||||||
## Installation
|
|
||||||
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
|
|
||||||
later). So you need to install Minetest first. Only stable versions of Minetest
|
|
||||||
are officially supported.
|
|
||||||
There is no support for running MineClone 2 in development versions of Minetest.
|
|
||||||
|
|
||||||
To install MineClone 2 (if you haven't already), move this directory into the
|
|
||||||
“games” directory of your Minetest data directory. Consult the help of
|
|
||||||
Minetest to learn more.
|
|
||||||
|
|
||||||
## Project description
|
|
||||||
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
|
|
||||||
|
|
||||||
* **開發目標:我的世界, Java版, 版本 1.12**
|
|
||||||
* MineClone2還包括Minetest支持的Optifine功能。
|
|
||||||
* 後期Minecraft版本的功能可能會偷偷加入,但它們的優先級較低。
|
|
||||||
* 總的來說,Minecraft的目標是在Minetest目前允許的情況下進行克隆。
|
|
||||||
* 克隆Minecraft是最優先的。
|
|
||||||
* MineClone2將使用不同的圖形和聲音,但風格相似。
|
|
||||||
* 克隆界面沒有優先權。只會被粗略地模仿。
|
|
||||||
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
|
|
||||||
|
|
||||||
## 完成程度
|
|
||||||
該遊戲目前處於**alpha**階段。
|
|
||||||
它是可玩的,但尚未完成,預計會出現許多錯誤。
|
|
||||||
向後兼容性是**不能保證的**,更新你的世界可能會造成大大小小的bug(比如「缺少節點」的錯誤甚至崩潰)。
|
|
||||||
|
|
||||||
已經實現以下功能:
|
|
||||||
|
|
||||||
* 工具,武器
|
|
||||||
* 盔甲
|
|
||||||
* 合成和熔煉系統:2×2 合成格, 合成臺 (3×3 合成格), 熔爐, 合成教學
|
|
||||||
* 儲物箱,大型儲物箱,終界箱和界伏盒
|
|
||||||
* 熔爐, 漏斗
|
|
||||||
* 飢餓和飽食
|
|
||||||
* 大多數怪物和動物
|
|
||||||
* Minecraft 1.12中的所有礦物<!-- Minecraft 1.17 added copper, so here must mark the version is 1.12, then main README should also add this -->
|
|
||||||
* 主世界的大部分方塊
|
|
||||||
* 水和岩漿
|
|
||||||
* 天氣
|
|
||||||
* 28個生態域
|
|
||||||
* 地獄,熾熱的維度
|
|
||||||
* 紅石電路(部分)
|
|
||||||
* 礦車(部分)
|
|
||||||
* 狀態效果(部分)
|
|
||||||
* 經驗系統
|
|
||||||
* 附魔
|
|
||||||
* 釀造,藥水,藥水箭(部分)
|
|
||||||
* 船
|
|
||||||
* 火
|
|
||||||
* 建築方塊:樓梯、半磚、門、地板門、柵欄、柵欄門、牆。
|
|
||||||
* 時鐘
|
|
||||||
* 指南針
|
|
||||||
* 海綿
|
|
||||||
* 史萊姆方塊(不與紅石互動)
|
|
||||||
* 小植物和樹苗
|
|
||||||
* 染料
|
|
||||||
* 旗幟
|
|
||||||
* 裝飾方塊:玻璃、染色玻璃、玻璃片、鐵柵欄、陶土(和染色版本)、頭顱等
|
|
||||||
* 物品展示框
|
|
||||||
* 唱片機
|
|
||||||
* 床
|
|
||||||
* 物品欄
|
|
||||||
* 創造模式物品欄
|
|
||||||
* 生產
|
|
||||||
* 書和羽毛筆
|
|
||||||
* 一些服務器命令
|
|
||||||
* 還有更多!
|
|
||||||
|
|
||||||
以下是不完整的特性:
|
|
||||||
|
|
||||||
* 生成結構(特別是村莊)
|
|
||||||
* 一些怪物和動物
|
|
||||||
* 紅石系統
|
|
||||||
* 終界
|
|
||||||
* 特殊的礦車
|
|
||||||
* 一些不簡單的方塊和物品。
|
|
||||||
|
|
||||||
額外功能(在Minecraft 1.11中沒有)。
|
|
||||||
|
|
||||||
* 內置合成指南,向你展示製作和熔煉的配方
|
|
||||||
* 遊戲中的幫助系統包含了大量關於遊戲基礎知識、方塊、物品等方面的幫助。
|
|
||||||
* 臨時製作配方。它們的存在只是為了在你不在創造模式下時,提供一些其他無法獲得的物品。這些配方將隨著開發的進行和更多功能的出現而被移除。
|
|
||||||
* v6地圖生成器中箱子裡的樹苗。
|
|
||||||
* 完全可修改(得益於Minetest強大的Lua API)。
|
|
||||||
* 新的方塊和物品:
|
|
||||||
* 查找工具,顯示觸及事物的幫助
|
|
||||||
* 更多的半磚和樓梯
|
|
||||||
* 地獄磚柵欄門
|
|
||||||
* 紅地獄磚柵欄
|
|
||||||
* 紅地獄磚柵欄門
|
|
||||||
|
|
||||||
與Minecraft的技性術差異:
|
|
||||||
|
|
||||||
* 高度限制為31000格(遠高於Minecraft)
|
|
||||||
* 水平世界大小約為62000×62000格(比Minecraft中的小得多,但仍然非常大)。
|
|
||||||
* 仍然非常不完整和有問題
|
|
||||||
* 塊、物品、敵人和其他功能缺失。
|
|
||||||
* 一些項目的名稱略有不同,以便於區分。
|
|
||||||
* 唱片機的音樂不同
|
|
||||||
* 不同的材質(像素完美)
|
|
||||||
* 不同的聲音(各種來源)
|
|
||||||
* 不同的引擎(Minetest)
|
|
||||||
|
|
||||||
...最後,MineClone2是自由軟件!
|
|
||||||
|
|
||||||
## 錯誤報告
|
|
||||||
請在此處報告所有錯誤和缺少的功能:
|
|
||||||
|
|
||||||
<https://git.minetest.land/MineClone2/MineClone2/issues>
|
|
||||||
|
|
||||||
## Chating with the community
|
|
||||||
我們有Discord交流羣:
|
|
||||||
|
|
||||||
<https://discord.gg/84GKcxczG3>
|
|
||||||
|
|
||||||
|
|
||||||
## Other readme files
|
|
||||||
|
|
||||||
* `LICENSE.txt`:GPLv3許可文本
|
|
||||||
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
|
|
||||||
* `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进,Minetest中缺失的功能列表。
|
|
||||||
* `API.md`: 關於MineClone2的API
|
|
||||||
|
|
||||||
## 參與者
|
|
||||||
有這麼多人要列出(抱歉)。詳情請查看各mod目錄。本節只是粗略地介紹了本遊戲的核心作者。
|
|
||||||
|
|
||||||
### 程式碼
|
|
||||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082):大多數mod的主要程序員(已退休)
|
|
||||||
* davedevils:MineClone 2的原型——「MineClone」的創造者
|
|
||||||
* [ex-bart](https://github.com/ex-bart):紅石比較器
|
|
||||||
* [Rootyjr](https://github.com/Rootyjr):釣竿和錯誤修復
|
|
||||||
* [aligator](https://github.com/aligator):改進門
|
|
||||||
* [ryvnf](https://github.com/ryvnf):爆炸物理
|
|
||||||
* MysticTempest:錯誤修復
|
|
||||||
* [bzoss](https://github.com/bzoss):狀態效果,釀造,藥水
|
|
||||||
* kay27 <kay27@bk.ru>:經驗系統,錯誤修復和優化(當前維護者)
|
|
||||||
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03):終界水晶,附魔,燃燒的怪物/玩家,箱子的動畫和錯誤修復(當前維護者)
|
|
||||||
* epCode:更好的玩家動畫,新徽標
|
|
||||||
* 2mac:修復動力鐵軌的錯誤
|
|
||||||
* 更多:待篇寫 (請查看各mod目錄)
|
|
||||||
|
|
||||||
#### Mod(概括)
|
|
||||||
|
|
||||||
* `controls`: Arcelmi
|
|
||||||
* `flowlib`: Qwertymine13
|
|
||||||
* `walkover`: lordfingle
|
|
||||||
* `drippingwater`: kddekadenz
|
|
||||||
* `mobs_mc`: maikerumine, 22i and others
|
|
||||||
* `awards`: rubenwardy
|
|
||||||
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
|
|
||||||
* `xpanes`: Minetest contributors
|
|
||||||
* `mesecons` mods: Jeija and contributors
|
|
||||||
* `wieldview`: Stuart Jones
|
|
||||||
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
|
|
||||||
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
|
|
||||||
* 大多其他的Mod: Wuzzy
|
|
||||||
|
|
||||||
每个mod的详细參與者可以在各个mod目录中找到。
|
|
||||||
|
|
||||||
### 圖形
|
|
||||||
* [XSSheep](http://www.minecraftforum.net/members/XSSheep):主要作者;Minecraft 1.11的Pixel Perfection资源包的制作者
|
|
||||||
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082):主菜單圖像和各種編輯和添加的材質包
|
|
||||||
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
|
|
||||||
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
|
|
||||||
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
|
|
||||||
* yutyo <tanakinci2002@gmail.com>:MineClone2標志
|
|
||||||
* 其他:GUI圖片
|
|
||||||
|
|
||||||
### 翻譯
|
|
||||||
* Wuzzy:德語
|
|
||||||
* Rocher Laurent <rocherl@club-internet.fr>:法語
|
|
||||||
* wuniversales:西班牙語
|
|
||||||
* kay27 <kay27@bk.ru>:俄語
|
|
||||||
* [Emoji](https://toyshost2.ddns.net):繁體中文<!-- Hi, after the translate finish, this name should add to the main README too! -->
|
|
||||||
|
|
||||||
### 模型
|
|
||||||
* [22i](https://github.com/22i):所有模型的作者
|
|
||||||
* [tobyplowy](https://github.com/tobyplowy):對上述模型進行UV映射修復
|
|
||||||
|
|
||||||
### 聲音和音樂
|
|
||||||
多種來源。 有關詳細信息,請參見相應的mod目錄。
|
|
||||||
|
|
||||||
### 特殊感謝
|
|
||||||
|
|
||||||
* Wuzzy,感謝他啟動和維護MineClone2多年。
|
|
||||||
* celeron55,創建Minetest。
|
|
||||||
* Minetest的社區提供了大量的mods選擇,其中一些最終被納入MineClone 2。
|
|
||||||
* Jordach,為《Big Freaking Dig》的唱片機音樂合輯而來
|
|
||||||
* 花了太多時間為Minecraft Wiki寫作的工作狂。它是創建這個遊戲的寶貴資源。
|
|
||||||
* Notch和Jeb是Minecraft背后的主要力量
|
|
||||||
* XSSheep用於創建Pixel Perfection資源包。
|
|
||||||
* [22i](https://github.com/22i) 提供出色的模型和支持
|
|
||||||
* [maikerumine](http://github.com/maikerumine) 揭開生物和生物群落的序幕
|
|
||||||
|
|
||||||
## 給程序員的信息
|
|
||||||
你可以在「API.md」中找到有趣和有用的信息。
|
|
||||||
|
|
||||||
## 法律信息
|
|
||||||
這是一款粉絲開發的遊戲,並非由Mojang AB開發或認可。
|
|
||||||
|
|
||||||
複製是一種愛的行為。請複制和分享! <3
|
|
||||||
下面是詳細的法律條文,有需要的朋友可以參考。
|
|
||||||
|
|
||||||
### License of source code
|
|
||||||
```
|
|
||||||
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
|
|
||||||
is an imitation of Minecraft.
|
|
||||||
|
|
||||||
MineClone 2 is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU General Public License as published by
|
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU General Public License (in the LICENSE.txt file) for more
|
|
||||||
details.
|
|
||||||
|
|
||||||
In the mods you might find in the read-me or license
|
|
||||||
text files a different license. This counts as dual-licensing.
|
|
||||||
You can choose which license applies to you: Either the
|
|
||||||
license of MineClone 2 (GNU GPLv3) or the mod's license.
|
|
||||||
|
|
||||||
MineClone 2 is a direct continuation of the discontinued MineClone
|
|
||||||
project by davedevils.
|
|
||||||
|
|
||||||
Mod credits:
|
|
||||||
See `README.txt` or `README.md` in each mod directory for information about other authors.
|
|
||||||
For mods that do not have such a file, the license is the source code license
|
|
||||||
of MineClone 2 and the author is Wuzzy.
|
|
||||||
```
|
|
||||||
|
|
||||||
### License of media (textures and sounds)
|
|
||||||
```
|
|
||||||
No non-free licenses are used anywhere.
|
|
||||||
|
|
||||||
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
|
|
||||||
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
|
|
||||||
from scratch.
|
|
||||||
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
|
|
||||||
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
|
|
||||||
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
|
||||||
|
|
||||||
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
|
|
||||||
|
|
||||||
All other files, unless mentioned otherwise, fall under:
|
|
||||||
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
|
||||||
http://creativecommons.org/licenses/by-sa/3.0/
|
|
||||||
|
|
||||||
See README.txt in each mod directory for detailed information about other authors.
|
|
||||||
```
|
|
|
@ -1 +1 @@
|
||||||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs!
|
A sandbox game. Mine, build, and do little more. Faithful clone of Minecraft rd-132211. This is a work in progress! Expect bugs!
|
||||||
|
|
|
@ -1,2 +1,2 @@
|
||||||
name = MineClone 2
|
name = MineCloneJEpC
|
||||||
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
description = A raw sandbox game. Build, and do little more.
|
||||||
|
|
|
@ -1,10 +1,15 @@
|
||||||
# This is a game specific minetest.conf file, do not edit
|
# This is a game specific minetest.conf file, do not edit
|
||||||
|
|
||||||
|
# Appearance settings
|
||||||
|
node_highlighting = halo
|
||||||
|
|
||||||
# If any of these settings are set in your minetest.conf file in ~/.minetest (Linux) or in the root directory of the game (Run in place/Windows)
|
# If any of these settings are set in your minetest.conf file in ~/.minetest (Linux) or in the root directory of the game (Run in place/Windows)
|
||||||
# They will override these settings
|
# They will override these settings
|
||||||
|
|
||||||
# Basic game rules
|
# Basic game rules
|
||||||
time_speed = 72
|
time_speed = 72
|
||||||
|
# TODO NOT WORKING
|
||||||
|
enable_build_where_you_stand = true
|
||||||
|
|
||||||
# Player physics
|
# Player physics
|
||||||
movement_acceleration_default = 2.4
|
movement_acceleration_default = 2.4
|
||||||
|
@ -41,7 +46,7 @@ dedicated_server_step = 0.05 #tick rate
|
||||||
# max_objects_per_block = 4096
|
# max_objects_per_block = 4096
|
||||||
# max_packets_per_iteration = 10096
|
# max_packets_per_iteration = 10096
|
||||||
|
|
||||||
# Clientmodding to support official client
|
# Clientmodding to support official MCL2? client
|
||||||
enable_client_modding = true
|
enable_client_modding = true
|
||||||
csm_restriction_flags = 0
|
csm_restriction_flags = 0
|
||||||
enable_mod_channels = true
|
enable_mod_channels = true
|
||||||
|
|
|
@ -1,23 +0,0 @@
|
||||||
# mcl_boats
|
|
||||||
This mod adds drivable boats.
|
|
||||||
|
|
||||||
# Credits
|
|
||||||
## Mesh
|
|
||||||
Boat mesh (`models/mcl_boats_boat.b3d`) created by 22i.
|
|
||||||
Source: https://github.com/22i/minecraft-voxel-blender-models
|
|
||||||
|
|
||||||
License of boat model:
|
|
||||||
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>
|
|
||||||
|
|
||||||
## Textures
|
|
||||||
See the main MineClone 2 README.md file to learn more.
|
|
||||||
|
|
||||||
## Code
|
|
||||||
Code based on Minetest Game, licensed under the MIT License (MIT).
|
|
||||||
|
|
||||||
Authors include:
|
|
||||||
* PilzAdam (2012-2016)
|
|
||||||
* Various Minetest / Minetest Game developers and contributors (2012-2016)
|
|
||||||
* maikerumine (2017)
|
|
||||||
* Wuzzy (2017)
|
|
||||||
* Fleckenstein (2020-2021)
|
|
|
@ -1,484 +0,0 @@
|
||||||
local S = minetest.get_translator(minetest.get_current_modname())
|
|
||||||
|
|
||||||
local boat_visual_size = {x = 1, y = 1, z = 1}
|
|
||||||
local paddling_speed = 22
|
|
||||||
local boat_y_offset = 0.35
|
|
||||||
local boat_y_offset_ground = boat_y_offset + 0.6
|
|
||||||
local boat_side_offset = 1.001
|
|
||||||
local boat_max_hp = 4
|
|
||||||
|
|
||||||
local function is_group(pos, group)
|
|
||||||
local nn = minetest.get_node(pos).name
|
|
||||||
return minetest.get_item_group(nn, group) ~= 0
|
|
||||||
end
|
|
||||||
|
|
||||||
local is_water = flowlib.is_water
|
|
||||||
|
|
||||||
local function is_ice(pos)
|
|
||||||
return is_group(pos, "ice")
|
|
||||||
end
|
|
||||||
|
|
||||||
local function get_sign(i)
|
|
||||||
if i == 0 then
|
|
||||||
return 0
|
|
||||||
else
|
|
||||||
return i / math.abs(i)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local function get_velocity(v, yaw, y)
|
|
||||||
local x = -math.sin(yaw) * v
|
|
||||||
local z = math.cos(yaw) * v
|
|
||||||
return {x = x, y = y, z = z}
|
|
||||||
end
|
|
||||||
|
|
||||||
local function get_v(v)
|
|
||||||
return math.sqrt(v.x ^ 2 + v.z ^ 2)
|
|
||||||
end
|
|
||||||
|
|
||||||
local function check_object(obj)
|
|
||||||
return obj and (obj:is_player() or obj:get_luaentity()) and obj
|
|
||||||
end
|
|
||||||
|
|
||||||
local function get_visual_size(obj)
|
|
||||||
return obj:is_player() and {x = 1, y = 1, z = 1} or obj:get_luaentity()._old_visual_size or obj:get_properties().visual_size
|
|
||||||
end
|
|
||||||
|
|
||||||
local function set_attach(boat)
|
|
||||||
boat._driver:set_attach(boat.object, "",
|
|
||||||
{x = 0, y = 0.42, z = -1}, {x = 0, y = 0, z = 0})
|
|
||||||
end
|
|
||||||
|
|
||||||
local function set_double_attach(boat)
|
|
||||||
boat._driver:set_attach(boat.object, "",
|
|
||||||
{x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0})
|
|
||||||
boat._passenger:set_attach(boat.object, "",
|
|
||||||
{x = 0, y = 0.42, z = -2.2}, {x = 0, y = 0, z = 0})
|
|
||||||
end
|
|
||||||
|
|
||||||
local function attach_object(self, obj)
|
|
||||||
if self._driver then
|
|
||||||
if self._driver:is_player() then
|
|
||||||
self._passenger = obj
|
|
||||||
else
|
|
||||||
self._passenger = self._driver
|
|
||||||
self._driver = obj
|
|
||||||
end
|
|
||||||
set_double_attach(self)
|
|
||||||
else
|
|
||||||
self._driver = obj
|
|
||||||
set_attach(self)
|
|
||||||
end
|
|
||||||
|
|
||||||
local visual_size = get_visual_size(obj)
|
|
||||||
local yaw = self.object:get_yaw()
|
|
||||||
obj:set_properties({visual_size = vector.divide(visual_size, boat_visual_size)})
|
|
||||||
|
|
||||||
if obj:is_player() then
|
|
||||||
local name = obj:get_player_name()
|
|
||||||
mcl_player.player_attached[name] = true
|
|
||||||
minetest.after(0.2, function(name)
|
|
||||||
local player = minetest.get_player_by_name(name)
|
|
||||||
if player then
|
|
||||||
mcl_player.player_set_animation(player, "sit" , 30)
|
|
||||||
end
|
|
||||||
end, name)
|
|
||||||
obj:set_look_horizontal(yaw)
|
|
||||||
mcl_title.set(obj, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
|
|
||||||
else
|
|
||||||
obj:get_luaentity()._old_visual_size = visual_size
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local function detach_object(obj, change_pos)
|
|
||||||
obj:set_detach()
|
|
||||||
obj:set_properties({visual_size = get_visual_size(obj)})
|
|
||||||
if obj:is_player() then
|
|
||||||
mcl_player.player_attached[obj:get_player_name()] = false
|
|
||||||
mcl_player.player_set_animation(obj, "stand" , 30)
|
|
||||||
else
|
|
||||||
obj:get_luaentity()._old_visual_size = nil
|
|
||||||
end
|
|
||||||
if change_pos then
|
|
||||||
obj:set_pos(vector.add(obj:get_pos(), vector.new(0, 0.2, 0)))
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--
|
|
||||||
-- Boat entity
|
|
||||||
--
|
|
||||||
|
|
||||||
local boat = {
|
|
||||||
physical = true,
|
|
||||||
pointable = true,
|
|
||||||
-- Warning: Do not change the position of the collisionbox top surface,
|
|
||||||
-- lowering it causes the boat to fall through the world if underwater
|
|
||||||
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
|
|
||||||
selectionbox = {-0.7, -0.35, -0.7, 0.7, 0.3, 0.7},
|
|
||||||
visual = "mesh",
|
|
||||||
mesh = "mcl_boats_boat.b3d",
|
|
||||||
textures = {"mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png"},
|
|
||||||
visual_size = boat_visual_size,
|
|
||||||
hp_max = boat_max_hp,
|
|
||||||
damage_texture_modifier = "^[colorize:white:0",
|
|
||||||
|
|
||||||
_driver = nil, -- Attached driver (player) or nil if none
|
|
||||||
_passenger = nil,
|
|
||||||
_v = 0, -- Speed
|
|
||||||
_last_v = 0, -- Temporary speed variable
|
|
||||||
_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
|
|
||||||
_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
|
|
||||||
_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
|
|
||||||
_regen_timer = 0,
|
|
||||||
_damage_anim = 0,
|
|
||||||
}
|
|
||||||
|
|
||||||
minetest.register_on_respawnplayer(detach_object)
|
|
||||||
|
|
||||||
function boat.on_rightclick(self, clicker)
|
|
||||||
if self._passenger or not clicker or clicker:get_attach() then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
attach_object(self, clicker)
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
function boat.on_activate(self, staticdata, dtime_s)
|
|
||||||
self.object:set_armor_groups({fleshy = 100})
|
|
||||||
local data = minetest.deserialize(staticdata)
|
|
||||||
if type(data) == "table" then
|
|
||||||
self._v = data.v
|
|
||||||
self._last_v = self._v
|
|
||||||
self._itemstring = data.itemstring
|
|
||||||
|
|
||||||
while #data.textures < 5 do
|
|
||||||
table.insert(data.textures, data.textures[1])
|
|
||||||
end
|
|
||||||
|
|
||||||
self.object:set_properties({textures = data.textures})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function boat.get_staticdata(self)
|
|
||||||
return minetest.serialize({
|
|
||||||
v = self._v,
|
|
||||||
itemstring = self._itemstring,
|
|
||||||
textures = self.object:get_properties().textures
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
function boat.on_death(self, killer)
|
|
||||||
mcl_burning.extinguish(self.object)
|
|
||||||
|
|
||||||
if killer and killer:is_player() and minetest.is_creative_enabled(killer:get_player_name()) then
|
|
||||||
local inv = killer:get_inventory()
|
|
||||||
if not inv:contains_item("main", self._itemstring) then
|
|
||||||
inv:add_item("main", self._itemstring)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
minetest.add_item(self.object:get_pos(), self._itemstring)
|
|
||||||
end
|
|
||||||
if self._driver then
|
|
||||||
detach_object(self._driver)
|
|
||||||
end
|
|
||||||
if self._passenger then
|
|
||||||
detach_object(self._passenger)
|
|
||||||
end
|
|
||||||
self._driver = nil
|
|
||||||
self._passenger = nil
|
|
||||||
end
|
|
||||||
|
|
||||||
function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
|
|
||||||
if damage > 0 then
|
|
||||||
self._regen_timer = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function boat.on_step(self, dtime, moveresult)
|
|
||||||
mcl_burning.tick(self.object, dtime, self)
|
|
||||||
|
|
||||||
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
|
|
||||||
local v_factor = 1
|
|
||||||
local v_slowdown = 0.02
|
|
||||||
local p = self.object:get_pos()
|
|
||||||
local on_water = true
|
|
||||||
local on_ice = false
|
|
||||||
local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
|
|
||||||
local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z}
|
|
||||||
if not is_water(waterp) then
|
|
||||||
on_water = false
|
|
||||||
if not in_water and is_ice(waterp) then
|
|
||||||
on_ice = true
|
|
||||||
else
|
|
||||||
v_slowdown = 0.04
|
|
||||||
v_factor = 0.5
|
|
||||||
end
|
|
||||||
elseif in_water then
|
|
||||||
on_water = false
|
|
||||||
in_water = true
|
|
||||||
v_factor = 0.75
|
|
||||||
v_slowdown = 0.05
|
|
||||||
end
|
|
||||||
|
|
||||||
local hp = self.object:get_hp()
|
|
||||||
local regen_timer = self._regen_timer + dtime
|
|
||||||
if hp >= boat_max_hp then
|
|
||||||
regen_timer = 0
|
|
||||||
elseif regen_timer >= 0.5 then
|
|
||||||
hp = hp + 1
|
|
||||||
self.object:set_hp(hp)
|
|
||||||
regen_timer = 0
|
|
||||||
end
|
|
||||||
self._regen_timer = regen_timer
|
|
||||||
|
|
||||||
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_item_group(minetest.get_node(pos).name, "dig_by_boat") > 0 then
|
|
||||||
minetest.dig_node(pos)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local had_passenger = self._passenger
|
|
||||||
|
|
||||||
self._driver = check_object(self._driver)
|
|
||||||
self._passenger = check_object(self._passenger)
|
|
||||||
|
|
||||||
if self._passenger then
|
|
||||||
if not self._driver then
|
|
||||||
self._driver = self._passenger
|
|
||||||
self._passenger = nil
|
|
||||||
else
|
|
||||||
local ctrl = self._passenger:get_player_control()
|
|
||||||
if ctrl and ctrl.sneak then
|
|
||||||
detach_object(self._passenger, true)
|
|
||||||
self._passenger = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if self._driver then
|
|
||||||
if had_passenger and not self._passenger then
|
|
||||||
set_attach(self)
|
|
||||||
end
|
|
||||||
local ctrl = self._driver:get_player_control()
|
|
||||||
if ctrl and ctrl.sneak then
|
|
||||||
detach_object(self._driver, true)
|
|
||||||
self._driver = nil
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local yaw = self.object:get_yaw()
|
|
||||||
if ctrl and ctrl.up then
|
|
||||||
-- Forwards
|
|
||||||
self._v = self._v + 0.1 * v_factor
|
|
||||||
|
|
||||||
-- Paddling animation
|
|
||||||
if self._animation ~= 1 then
|
|
||||||
self.object:set_animation({x=0, y=40}, paddling_speed, 0, true)
|
|
||||||
self._animation = 1
|
|
||||||
end
|
|
||||||
elseif ctrl and ctrl.down then
|
|
||||||
-- Backwards
|
|
||||||
self._v = self._v - 0.1 * v_factor
|
|
||||||
|
|
||||||
-- Paddling animation, reversed
|
|
||||||
if self._animation ~= -1 then
|
|
||||||
self.object:set_animation({x=0, y=40}, -paddling_speed, 0, true)
|
|
||||||
self._animation = -1
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Stop paddling animation if no control pressed
|
|
||||||
if self._animation ~= 0 then
|
|
||||||
self.object:set_animation({x=0, y=40}, 0, 0, true)
|
|
||||||
self._animation = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if ctrl and ctrl.left then
|
|
||||||
if self._v < 0 then
|
|
||||||
self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
|
|
||||||
else
|
|
||||||
self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
|
|
||||||
end
|
|
||||||
elseif ctrl and ctrl.right then
|
|
||||||
if self._v < 0 then
|
|
||||||
self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
|
|
||||||
else
|
|
||||||
self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Stop paddling without driver
|
|
||||||
if self._animation ~= 0 then
|
|
||||||
self.object:set_animation({x=0, y=40}, 0, 0, true)
|
|
||||||
self._animation = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
for _, obj in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)) do
|
|
||||||
local entity = obj:get_luaentity()
|
|
||||||
if entity and entity.is_mob then
|
|
||||||
attach_object(self, obj)
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
local s = get_sign(self._v)
|
|
||||||
if not on_ice and not on_water and not in_water and math.abs(self._v) > 2.0 then
|
|
||||||
v_slowdown = math.min(math.abs(self._v) - 2.0, v_slowdown * 5)
|
|
||||||
elseif not on_ice and in_water and math.abs(self._v) > 1.5 then
|
|
||||||
v_slowdown = math.min(math.abs(self._v) - 1.5, v_slowdown * 5)
|
|
||||||
end
|
|
||||||
self._v = self._v - v_slowdown * s
|
|
||||||
if s ~= get_sign(self._v) then
|
|
||||||
self._v = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
p.y = p.y - boat_y_offset
|
|
||||||
local new_velo
|
|
||||||
local new_acce
|
|
||||||
if not is_water(p) and not on_ice then
|
|
||||||
-- Not on water or inside water: Free fall
|
|
||||||
--local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
|
|
||||||
new_acce = {x = 0, y = -9.8, z = 0}
|
|
||||||
new_velo = get_velocity(self._v, self.object:get_yaw(),
|
|
||||||
self.object:get_velocity().y)
|
|
||||||
else
|
|
||||||
p.y = p.y + 1
|
|
||||||
local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
|
|
||||||
if is_water(p) or is_obsidian_boat then
|
|
||||||
-- Inside water: Slowly sink
|
|
||||||
local y = self.object:get_velocity().y
|
|
||||||
y = y - 0.01
|
|
||||||
if y < -0.2 then
|
|
||||||
y = -0.2
|
|
||||||
end
|
|
||||||
new_acce = {x = 0, y = 0, z = 0}
|
|
||||||
new_velo = get_velocity(self._v, self.object:get_yaw(), y)
|
|
||||||
else
|
|
||||||
-- On top of water
|
|
||||||
new_acce = {x = 0, y = 0, z = 0}
|
|
||||||
if math.abs(self.object:get_velocity().y) < 0 then
|
|
||||||
new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
|
|
||||||
else
|
|
||||||
new_velo = get_velocity(self._v, self.object:get_yaw(),
|
|
||||||
self.object:get_velocity().y)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Terminal velocity: 8 m/s per axis of travel
|
|
||||||
local terminal_velocity = on_ice and 57.1 or 8.0
|
|
||||||
for _,axis in pairs({"z","y","x"}) do
|
|
||||||
if math.abs(new_velo[axis]) > terminal_velocity then
|
|
||||||
new_velo[axis] = terminal_velocity * get_sign(new_velo[axis])
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local yaw = self.object:get_yaw()
|
|
||||||
local anim = (boat_max_hp - hp - regen_timer * 2) / boat_max_hp * math.pi / 4
|
|
||||||
|
|
||||||
self.object:set_rotation(vector.new(anim, yaw, anim))
|
|
||||||
self.object:set_velocity(new_velo)
|
|
||||||
self.object:set_acceleration(new_acce)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Register one entity for all boat types
|
|
||||||
minetest.register_entity("mcl_boats:boat", boat)
|
|
||||||
|
|
||||||
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian" }
|
|
||||||
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat") }
|
|
||||||
local craftstuffs = {}
|
|
||||||
if minetest.get_modpath("mcl_core") then
|
|
||||||
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian" }
|
|
||||||
end
|
|
||||||
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak", "obsidian" }
|
|
||||||
|
|
||||||
for b=1, #boat_ids do
|
|
||||||
local itemstring = "mcl_boats:"..boat_ids[b]
|
|
||||||
|
|
||||||
local longdesc, usagehelp, tt_help, help, helpname
|
|
||||||
help = false
|
|
||||||
-- Only create one help entry for all boats
|
|
||||||
if b == 1 then
|
|
||||||
help = true
|
|
||||||
longdesc = S("Boats are used to travel on the surface of water.")
|
|
||||||
usagehelp = S("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.")
|
|
||||||
helpname = S("Boat")
|
|
||||||
end
|
|
||||||
tt_help = S("Water vehicle")
|
|
||||||
|
|
||||||
minetest.register_craftitem(itemstring, {
|
|
||||||
description = names[b],
|
|
||||||
_tt_help = tt_help,
|
|
||||||
_doc_items_create_entry = help,
|
|
||||||
_doc_items_entry_name = helpname,
|
|
||||||
_doc_items_longdesc = longdesc,
|
|
||||||
_doc_items_usagehelp = usagehelp,
|
|
||||||
inventory_image = "mcl_boats_"..images[b].."_boat.png",
|
|
||||||
liquids_pointable = true,
|
|
||||||
groups = { boat = 1, transport = 1},
|
|
||||||
stack_max = 1,
|
|
||||||
on_place = function(itemstack, placer, pointed_thing)
|
|
||||||
if pointed_thing.type ~= "node" then
|
|
||||||
return itemstack
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Call on_rightclick if the pointed node defines it
|
|
||||||
local node = minetest.get_node(pointed_thing.under)
|
|
||||||
if placer and not placer:get_player_control().sneak then
|
|
||||||
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
|
|
||||||
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local pos = table.copy(pointed_thing.under)
|
|
||||||
local dir = vector.subtract(pointed_thing.above, pointed_thing.under)
|
|
||||||
|
|
||||||
if math.abs(dir.x) > 0.9 or math.abs(dir.z) > 0.9 then
|
|
||||||
pos = vector.add(pos, vector.multiply(dir, boat_side_offset))
|
|
||||||
elseif is_water(pos) then
|
|
||||||
pos = vector.add(pos, vector.multiply(dir, boat_y_offset))
|
|
||||||
else
|
|
||||||
pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
|
|
||||||
end
|
|
||||||
local boat = minetest.add_entity(pos, "mcl_boats:boat")
|
|
||||||
local texture = "mcl_boats_texture_"..images[b].."_boat.png"
|
|
||||||
boat:get_luaentity()._itemstring = itemstring
|
|
||||||
boat:set_properties({textures = { texture, texture, texture, texture, texture }})
|
|
||||||
boat:set_yaw(placer:get_look_horizontal())
|
|
||||||
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
|
||||||
itemstack:take_item()
|
|
||||||
end
|
|
||||||
return itemstack
|
|
||||||
end,
|
|
||||||
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
|
|
||||||
local below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
|
|
||||||
local belownode = minetest.get_node(below)
|
|
||||||
-- Place boat as entity on or in water
|
|
||||||
if minetest.get_item_group(dropnode.name, "water") ~= 0 or (dropnode.name == "air" and minetest.get_item_group(belownode.name, "water") ~= 0) then
|
|
||||||
minetest.add_entity(droppos, "mcl_boats:boat")
|
|
||||||
else
|
|
||||||
minetest.add_item(droppos, stack)
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
})
|
|
||||||
|
|
||||||
local c = craftstuffs[b]
|
|
||||||
minetest.register_craft({
|
|
||||||
output = itemstring,
|
|
||||||
recipe = {
|
|
||||||
{c, "", c},
|
|
||||||
{c, c, c},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
type = "fuel",
|
|
||||||
recipe = "group:boat",
|
|
||||||
burntime = 20,
|
|
||||||
})
|
|
||||||
|
|
||||||
if minetest.get_modpath("doc_identifier") then
|
|
||||||
doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat")
|
|
||||||
end
|
|
|
@ -1,12 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=Akazienboot
|
|
||||||
Birch Boat=Birkenboot
|
|
||||||
Boat=Boot
|
|
||||||
Boats are used to travel on the surface of water.=Boote werden benutzt, um sich auf der Wasseroberfläche zu bewegen.
|
|
||||||
Dark Oak Boat=Schwarzeichenboot
|
|
||||||
Jungle Boat=Dschungelboot
|
|
||||||
Oak Boat=Eichenboot
|
|
||||||
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.=Rechtsklicken Sie auf eine Wasserquelle, um das Boot zu platzieren. Rechtsklicken Sie auf das Boot, um es zu betreten. Mit [Links] und [Rechts] lenken, mit [Vorwärts] und [Rückwärts] Geschwindigkeit regeln oder rückwärts fahren. Nutzen sie [Schleichen], um das Boot zu verlassen, schlagen Sie das Boot, um es als Gegenstand fallen zu lassen.
|
|
||||||
Spruce Boat=Fichtenboot
|
|
||||||
Water vehicle=Wasserfahrzeug
|
|
||||||
Sneak to dismount=Zum Aussteigen schleichen
|
|
|
@ -1,10 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=Barca de acacia
|
|
||||||
Birch Boat=Barca de abedul
|
|
||||||
Boat=Barca
|
|
||||||
Boats are used to travel on the surface of water.=Las barcas se utilizan para viajar en la superficie del agua.
|
|
||||||
Dark Oak Boat=Barca de roble oscuro
|
|
||||||
Jungle Boat=Barca de la selva
|
|
||||||
Oak Boat=Barca de roble
|
|
||||||
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.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
|
|
||||||
Spruce Boat=Barca de abeto
|
|
|
@ -1,12 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=Bateau en Acacia
|
|
||||||
Birch Boat=Bateau en Bouleau
|
|
||||||
Boat=Bateau
|
|
||||||
Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau.
|
|
||||||
Dark Oak Boat=Bateau en Chêne Noir
|
|
||||||
Jungle Boat=Bateau en Acajou
|
|
||||||
Oak Boat=Bateau en Chêne
|
|
||||||
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
|
|
||||||
Spruce Boat=Bateau en Sapin
|
|
||||||
Water vehicle=Véhicule aquatique
|
|
||||||
Sneak to dismount=
|
|
|
@ -1,12 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=Akacjowa łódź
|
|
||||||
Birch Boat=Brzozowa łódź
|
|
||||||
Boat=Łódź
|
|
||||||
Boats are used to travel on the surface of water.=Łodzie są wykorzystywane do podróżowania po powierzchni wody.
|
|
||||||
Dark Oak Boat=Ciemno-dębowa łódź
|
|
||||||
Jungle Boat=Tropikalna łódź
|
|
||||||
Oak Boat=Dębowa łódź
|
|
||||||
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.=Kliknij prawym przyciskiem myszy na źródło wody by postawić łódź. Kliknij prawym przyciskiem myszy by w nią wsiąść. Użyj przycisków [Lewy] oraz [Prawy] by sterować, [Naprzód] by przyspieszyć i [W tył] by zwolnić lub się cofać. Kliknij [Skradanie] by z niej wyjść, uderz ją by wziąć ją jako przedmiot.
|
|
||||||
Spruce Boat=Świerkowa łódź
|
|
||||||
Water vehicle=Pojazd wodny
|
|
||||||
Sneak to dismount=Skradaj się by opuścić łódź
|
|
|
@ -1,11 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=Лодка из акации
|
|
||||||
Birch Boat=Берёзовая лодка
|
|
||||||
Boat=Лодка
|
|
||||||
Boats are used to travel on the surface of water.=С помощью лодки можно путешествовать по водной поверхности.
|
|
||||||
Dark Oak Boat=Лодка из тёмного дуба
|
|
||||||
Jungle Boat=Лодка из дерева джунглей
|
|
||||||
Oak Boat=Дубовая лодка
|
|
||||||
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.=Правый клик по воде спустит лодку на воду. Правый клик по лодке разместит вас в ней. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Правый клик по лодке, когда вы в ней, позволит выйти из неё. Удар по лодке превратит её обратно в предмет.
|
|
||||||
Spruce Boat=Еловая лодка
|
|
||||||
Water vehicle=Водный транспорт
|
|
|
@ -1,11 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=相思木船
|
|
||||||
Birch Boat=白樺木船
|
|
||||||
Boat=船
|
|
||||||
Boats are used to travel on the surface of water.=船是用來在水上行走的交通工具。
|
|
||||||
Dark Oak Boat=黑橡木船
|
|
||||||
Jungle Boat=叢林木船
|
|
||||||
Oak Boat=橡木船
|
|
||||||
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.=右鍵單擊水源以放置船。右鍵單擊船以搭乘它。使用[左]和[右]進行轉向,[向前]加快速度,[向後]減速或向後移動。再次右鍵單擊船以離開它,打擊船以使其掉落為物品。
|
|
||||||
Spruce Boat=杉木船
|
|
||||||
Water vehicle=水上交通工具
|
|
|
@ -1,12 +0,0 @@
|
||||||
# textdomain: mcl_boats
|
|
||||||
Acacia Boat=
|
|
||||||
Birch Boat=
|
|
||||||
Boat=
|
|
||||||
Boats are used to travel on the surface of water.=
|
|
||||||
Dark Oak Boat=
|
|
||||||
Jungle Boat=
|
|
||||||
Oak Boat=
|
|
||||||
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.=
|
|
||||||
Spruce Boat=
|
|
||||||
Water vehicle=
|
|
||||||
Sneak to dismount=
|
|
|
@ -1,7 +0,0 @@
|
||||||
name = mcl_boats
|
|
||||||
author = PilzAdam
|
|
||||||
description = Adds drivable boats.
|
|
||||||
depends = mcl_player, flowlib, mcl_title
|
|
||||||
optional_depends = mcl_core, doc_identifier
|
|
||||||
|
|
||||||
|
|
Before Width: | Height: | Size: 265 B |
Before Width: | Height: | Size: 264 B |
Before Width: | Height: | Size: 261 B |
Before Width: | Height: | Size: 271 B |
Before Width: | Height: | Size: 267 B |
Before Width: | Height: | Size: 264 B |
Before Width: | Height: | Size: 267 B |
Before Width: | Height: | Size: 969 B |
Before Width: | Height: | Size: 1.0 KiB |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 535 B |
Before Width: | Height: | Size: 1.1 KiB |
|
@ -1,173 +0,0 @@
|
||||||
function mcl_burning.get_storage(obj)
|
|
||||||
return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_burning.is_burning(obj)
|
|
||||||
return mcl_burning.get_storage(obj).burn_time
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_burning.is_affected_by_rain(obj)
|
|
||||||
return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_burning.get_collisionbox(obj, smaller, storage)
|
|
||||||
local cache = storage.collisionbox_cache
|
|
||||||
if cache then
|
|
||||||
local box = cache[smaller and 2 or 1]
|
|
||||||
return box[1], box[2]
|
|
||||||
else
|
|
||||||
local box = obj:get_properties().collisionbox
|
|
||||||
local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
|
|
||||||
local s_vec = vector.new(0.1, 0.1, 0.1)
|
|
||||||
local s_minp = vector.add(minp, s_vec)
|
|
||||||
local s_maxp = vector.subtract(maxp, s_vec)
|
|
||||||
storage.collisionbox_cache = {{minp, maxp}, {s_minp, s_maxp}}
|
|
||||||
return minp, maxp
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local find_nodes_in_area = minetest.find_nodes_in_area
|
|
||||||
|
|
||||||
function mcl_burning.get_touching_nodes(obj, nodenames, storage)
|
|
||||||
local pos = obj:get_pos()
|
|
||||||
local minp, maxp = mcl_burning.get_collisionbox(obj, true, storage)
|
|
||||||
local nodes = find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
|
|
||||||
return nodes
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Manages the fire animation on a burning player's HUD
|
|
||||||
--
|
|
||||||
-- Parameters:
|
|
||||||
-- player - a valid player object;
|
|
||||||
--
|
|
||||||
-- If the player already has a fire HUD, updates the burning animation.
|
|
||||||
-- If the fire does not have a fire HUD, initializes the HUD.
|
|
||||||
--
|
|
||||||
function mcl_burning.update_hud(player)
|
|
||||||
local animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
|
|
||||||
local hud_flame_animated = "mcl_burning_hud_flame_animated.png^[opacity:180^[verticalframe:" .. animation_frames .. ":"
|
|
||||||
|
|
||||||
local storage = mcl_burning.get_storage(player)
|
|
||||||
if not storage.fire_hud_id then
|
|
||||||
storage.animation_frame = 1
|
|
||||||
storage.fire_hud_id = player:hud_add({
|
|
||||||
hud_elem_type = "image",
|
|
||||||
position = {x = 0.5, y = 0.5},
|
|
||||||
scale = {x = -100, y = -100},
|
|
||||||
text = hud_flame_animated .. storage.animation_frame,
|
|
||||||
z_index = 1000,
|
|
||||||
})
|
|
||||||
else
|
|
||||||
storage.animation_frame = storage.animation_frame + 1
|
|
||||||
if storage.animation_frame > animation_frames - 1 then
|
|
||||||
storage.animation_frame = 0
|
|
||||||
end
|
|
||||||
player:hud_change(storage.fire_hud_id, "text", hud_flame_animated .. storage.animation_frame)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Sets and object state as burning and adds a fire animation to the object.
|
|
||||||
--
|
|
||||||
-- Parameters:
|
|
||||||
-- obj - may be a player or a lua_entity;
|
|
||||||
-- burn_time - sets the object's burn duration;
|
|
||||||
--
|
|
||||||
-- If obj is a player, adds a fire animation to the HUD, if obj is a
|
|
||||||
-- lua_entity, adds an animated fire entity to obj.
|
|
||||||
-- The effective burn duration is modified by obj's armor protection.
|
|
||||||
-- If obj was already burning, its burn duration is updated if the current
|
|
||||||
-- duration is less than burn_time.
|
|
||||||
-- If obj is dead, fireproof or a creative player, this function does nothing.
|
|
||||||
--
|
|
||||||
function mcl_burning.set_on_fire(obj, burn_time)
|
|
||||||
if obj:get_hp() < 0 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local luaentity = obj:get_luaentity()
|
|
||||||
if luaentity and luaentity.fire_resistant then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if obj:is_player() and minetest.is_creative_enabled(obj:get_player_name()) then
|
|
||||||
burn_time = 0
|
|
||||||
else
|
|
||||||
local max_fire_prot_lvl = 0
|
|
||||||
local inv = mcl_util.get_inventory(obj)
|
|
||||||
local armor_list = inv and inv:get_list("armor")
|
|
||||||
|
|
||||||
if armor_list then
|
|
||||||
for _, stack in pairs(armor_list) do
|
|
||||||
local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection")
|
|
||||||
if fire_prot_lvl > max_fire_prot_lvl then
|
|
||||||
max_fire_prot_lvl = fire_prot_lvl
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if max_fire_prot_lvl > 0 then
|
|
||||||
burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local storage = mcl_burning.get_storage(obj)
|
|
||||||
if storage.burn_time then
|
|
||||||
if burn_time > storage.burn_time then
|
|
||||||
storage.burn_time = burn_time
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
storage.burn_time = burn_time
|
|
||||||
storage.fire_damage_timer = 0
|
|
||||||
|
|
||||||
local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
|
|
||||||
local size = vector.subtract(maxp, minp)
|
|
||||||
size = vector.multiply(size, vector.new(1.1, 1.2, 1.1))
|
|
||||||
size = vector.divide(size, obj:get_properties().visual_size)
|
|
||||||
|
|
||||||
local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
|
|
||||||
fire_entity:set_properties({visual_size = size})
|
|
||||||
fire_entity:set_attach(obj, "", vector.new(0, size.y * 5, 0), vector.new(0, 0, 0))
|
|
||||||
|
|
||||||
if obj:is_player() then
|
|
||||||
mcl_burning.update_hud(obj)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_burning.extinguish(obj)
|
|
||||||
if not obj:get_pos() then return end
|
|
||||||
if mcl_burning.is_burning(obj) then
|
|
||||||
local storage = mcl_burning.get_storage(obj)
|
|
||||||
if obj:is_player() then
|
|
||||||
if storage.fire_hud_id then
|
|
||||||
obj:hud_remove(storage.fire_hud_id)
|
|
||||||
end
|
|
||||||
mcl_burning.storage[obj] = {}
|
|
||||||
else
|
|
||||||
storage.burn_time = nil
|
|
||||||
storage.fire_damage_timer = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_burning.tick(obj, dtime, storage)
|
|
||||||
if storage.burn_time then
|
|
||||||
storage.burn_time = storage.burn_time - dtime
|
|
||||||
|
|
||||||
if storage.burn_time <= 0 or mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire", storage) > 0 then
|
|
||||||
mcl_burning.extinguish(obj)
|
|
||||||
return true
|
|
||||||
else
|
|
||||||
storage.fire_damage_timer = storage.fire_damage_timer + dtime
|
|
||||||
|
|
||||||
if storage.fire_damage_timer >= 1 then
|
|
||||||
storage.fire_damage_timer = 0
|
|
||||||
|
|
||||||
local luaentity = obj:get_luaentity()
|
|
||||||
|
|
||||||
if not luaentity or not luaentity.fire_damage_resistant then
|
|
||||||
mcl_util.deal_damage(obj, 1, {type = "on_fire"})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
|
@ -1,131 +0,0 @@
|
||||||
local modpath = minetest.get_modpath(minetest.get_current_modname())
|
|
||||||
|
|
||||||
mcl_burning = {
|
|
||||||
-- the storage table holds a list of objects (players,luaentities) and tables
|
|
||||||
-- associated with these objects. These tables have the following attributes:
|
|
||||||
-- burn_time:
|
|
||||||
-- Remaining time that object will burn.
|
|
||||||
-- fire_damage_timer:
|
|
||||||
-- Timer for dealing damage every second while burning.
|
|
||||||
-- fire_hud_id:
|
|
||||||
-- HUD id of the flames animation on a burning player's HUD.
|
|
||||||
-- animation_frame:
|
|
||||||
-- The HUD's current animation frame, used by update_hud().
|
|
||||||
-- collisionbox_cache:
|
|
||||||
-- Used by mcl_burning.get_collisionbox() to avoid recalculations.
|
|
||||||
storage = {}
|
|
||||||
}
|
|
||||||
|
|
||||||
dofile(modpath .. "/api.lua")
|
|
||||||
|
|
||||||
local pairs = pairs
|
|
||||||
local get_connected_players = minetest.get_connected_players
|
|
||||||
local get_item_group = minetest.get_item_group
|
|
||||||
|
|
||||||
minetest.register_globalstep(function(dtime)
|
|
||||||
for _, player in pairs(get_connected_players()) do
|
|
||||||
local storage = mcl_burning.storage[player]
|
|
||||||
if not mcl_burning.tick(player, dtime, storage) and not mcl_burning.is_affected_by_rain(player) then
|
|
||||||
local nodes = mcl_burning.get_touching_nodes(player, {"group:puts_out_fire", "group:set_on_fire"}, storage)
|
|
||||||
local burn_time = 0
|
|
||||||
|
|
||||||
for _, pos in pairs(nodes) do
|
|
||||||
local node = minetest.get_node(pos)
|
|
||||||
if get_item_group(node.name, "puts_out_fire") > 0 then
|
|
||||||
burn_time = 0
|
|
||||||
break
|
|
||||||
end
|
|
||||||
|
|
||||||
local value = get_item_group(node.name, "set_on_fire")
|
|
||||||
if value > burn_time then
|
|
||||||
burn_time = value
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if burn_time > 0 then
|
|
||||||
mcl_burning.set_on_fire(player, burn_time)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
|
|
||||||
minetest.register_on_respawnplayer(function(player)
|
|
||||||
mcl_burning.extinguish(player)
|
|
||||||
end)
|
|
||||||
|
|
||||||
minetest.register_on_joinplayer(function(player)
|
|
||||||
local storage = {}
|
|
||||||
local burn_data = player:get_meta():get_string("mcl_burning:data")
|
|
||||||
if burn_data ~= "" then
|
|
||||||
storage = minetest.deserialize(burn_data) or storage
|
|
||||||
end
|
|
||||||
mcl_burning.storage[player] = storage
|
|
||||||
if storage.burn_time and storage.burn_time > 0 then
|
|
||||||
mcl_burning.update_hud(player)
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
|
|
||||||
local function on_leaveplayer(player)
|
|
||||||
local storage = mcl_burning.storage[player]
|
|
||||||
if not storage then
|
|
||||||
-- For some unexplained reasons, mcl_burning.storage can be `nil` here.
|
|
||||||
-- Logging this exception to assist in finding the cause of this.
|
|
||||||
minetest.log("warning", "on_leaveplayer: missing mcl_burning.storage "
|
|
||||||
.. "for player " .. player:get_player_name())
|
|
||||||
storage = {}
|
|
||||||
end
|
|
||||||
storage.fire_hud_id = nil
|
|
||||||
player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage))
|
|
||||||
mcl_burning.storage[player] = nil
|
|
||||||
end
|
|
||||||
|
|
||||||
minetest.register_on_leaveplayer(function(player)
|
|
||||||
on_leaveplayer(player)
|
|
||||||
end)
|
|
||||||
|
|
||||||
minetest.register_on_shutdown(function()
|
|
||||||
for _,player in ipairs(minetest.get_connected_players()) do
|
|
||||||
on_leaveplayer(player)
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
|
|
||||||
local animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
|
|
||||||
|
|
||||||
minetest.register_entity("mcl_burning:fire", {
|
|
||||||
initial_properties = {
|
|
||||||
physical = false,
|
|
||||||
collisionbox = {0, 0, 0, 0, 0, 0},
|
|
||||||
visual = "upright_sprite",
|
|
||||||
textures = {
|
|
||||||
"mcl_burning_entity_flame_animated.png",
|
|
||||||
"mcl_burning_entity_flame_animated.png"
|
|
||||||
},
|
|
||||||
spritediv = {x = 1, y = animation_frames},
|
|
||||||
pointable = false,
|
|
||||||
glow = -1,
|
|
||||||
backface_culling = false,
|
|
||||||
},
|
|
||||||
_mcl_animation_timer = 0,
|
|
||||||
on_activate = function(self)
|
|
||||||
self.object:set_sprite({x = 0, y = 0}, animation_frames, 1.0 / animation_frames)
|
|
||||||
end,
|
|
||||||
on_step = function(self, dtime)
|
|
||||||
local parent = self.object:get_attach()
|
|
||||||
if not parent then
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local storage = mcl_burning.get_storage(parent)
|
|
||||||
if not storage or not storage.burn_time then
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if parent:is_player() then
|
|
||||||
self._mcl_animation_timer = self._mcl_animation_timer + dtime
|
|
||||||
if self._mcl_animation_timer >= 0.1 then
|
|
||||||
self._mcl_animation_timer = 0
|
|
||||||
mcl_burning.update_hud(parent)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
})
|
|
|
@ -1,3 +0,0 @@
|
||||||
name = mcl_burning
|
|
||||||
description = Burning Objects for MineClone2
|
|
||||||
author = Fleckenstein
|
|
|
@ -1,66 +0,0 @@
|
||||||
-- Dripping Water Mod
|
|
||||||
-- by kddekadenz
|
|
||||||
|
|
||||||
local math = math
|
|
||||||
|
|
||||||
-- License of code, textures & sounds: CC0
|
|
||||||
|
|
||||||
local function register_drop(liquid, glow, sound, nodes)
|
|
||||||
minetest.register_entity("mcl_dripping:drop_" .. liquid, {
|
|
||||||
hp_max = 1,
|
|
||||||
physical = true,
|
|
||||||
collide_with_objects = false,
|
|
||||||
collisionbox = {-0.01, 0.01, -0.01, 0.01, 0.01, 0.01},
|
|
||||||
glow = glow,
|
|
||||||
pointable = false,
|
|
||||||
visual = "sprite",
|
|
||||||
visual_size = {x = 0.1, y = 0.1},
|
|
||||||
textures = {""},
|
|
||||||
spritediv = {x = 1, y = 1},
|
|
||||||
initial_sprite_basepos = {x = 0, y = 0},
|
|
||||||
static_save = false,
|
|
||||||
_dropped = false,
|
|
||||||
on_activate = function(self)
|
|
||||||
self.object:set_properties({
|
|
||||||
textures = {"[combine:2x2:" .. -math.random(1, 16) .. "," .. -math.random(1, 16) .. "=default_" .. liquid .. "_source_animated.png"}
|
|
||||||
})
|
|
||||||
end,
|
|
||||||
on_step = function(self, dtime)
|
|
||||||
local k = math.random(1, 222)
|
|
||||||
local ownpos = self.object:get_pos()
|
|
||||||
if k == 1 then
|
|
||||||
self.object:set_acceleration(vector.new(0, -5, 0))
|
|
||||||
end
|
|
||||||
if minetest.get_node(vector.offset(ownpos, 0, 0.5, 0)).name == "air" then
|
|
||||||
self.object:set_acceleration(vector.new(0, -5, 0))
|
|
||||||
end
|
|
||||||
if minetest.get_node(vector.offset(ownpos, 0, -0.1, 0)).name ~= "air" then
|
|
||||||
local ent = self.object:get_luaentity()
|
|
||||||
if not ent._dropped then
|
|
||||||
ent._dropped = true
|
|
||||||
minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
|
|
||||||
end
|
|
||||||
if k < 3 then
|
|
||||||
self.object:remove()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
})
|
|
||||||
minetest.register_abm({
|
|
||||||
label = "Create drops",
|
|
||||||
nodenames = nodes,
|
|
||||||
neighbors = {"group:" .. liquid},
|
|
||||||
interval = 2,
|
|
||||||
chance = 22,
|
|
||||||
action = function(pos)
|
|
||||||
if minetest.get_item_group(minetest.get_node(vector.offset(pos, 0, 1, 0)).name, liquid) ~= 0
|
|
||||||
and minetest.get_node(vector.offset(pos, 0, -1, 0)).name == "air" then
|
|
||||||
local x, z = math.random(-45, 45) / 100, math.random(-45, 45) / 100
|
|
||||||
minetest.add_entity(vector.offset(pos, x, -0.520, z), "mcl_dripping:drop_" .. liquid)
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
register_drop("water", 1, "", {"group:opaque", "group:leaves"})
|
|
||||||
register_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"})
|
|
|
@ -1,4 +0,0 @@
|
||||||
name = mcl_dripping
|
|
||||||
author = kddekadenz
|
|
||||||
description = Drops are generated rarely under solid nodes
|
|
||||||
depends = mcl_core
|
|
|
@ -1,29 +0,0 @@
|
||||||
Dripping Mod
|
|
||||||
by kddekadenz
|
|
||||||
|
|
||||||
modified for MineClone 2 by Wuzzy and NO11
|
|
||||||
|
|
||||||
|
|
||||||
Installing instructions:
|
|
||||||
|
|
||||||
1. Copy the mcl_dripping mod folder into games/gamemode/mods
|
|
||||||
|
|
||||||
2. Start game and enjoy :)
|
|
||||||
|
|
||||||
|
|
||||||
Manual:
|
|
||||||
|
|
||||||
-> drops are generated rarely under solid nodes
|
|
||||||
-> they will stay some time at the generated block and than they fall down
|
|
||||||
-> when they collide with the ground, a sound is played and they are destroyed
|
|
||||||
|
|
||||||
|
|
||||||
License:
|
|
||||||
|
|
||||||
code & sounds: CC0
|
|
||||||
|
|
||||||
|
|
||||||
Changelog:
|
|
||||||
|
|
||||||
16.04.2012 - first release
|
|
||||||
28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)
|
|
|
@ -1,255 +0,0 @@
|
||||||
local function get_falling_depth(self)
|
|
||||||
if not self._startpos then
|
|
||||||
-- Fallback
|
|
||||||
self._startpos = self.object:get_pos()
|
|
||||||
end
|
|
||||||
return self._startpos.y - vector.round(self.object:get_pos()).y
|
|
||||||
end
|
|
||||||
|
|
||||||
local function deal_falling_damage(self, dtime)
|
|
||||||
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
-- Cause damage to any entity it hits.
|
|
||||||
-- Algorithm based on MC anvils.
|
|
||||||
local pos = self.object:get_pos()
|
|
||||||
if not self._startpos then
|
|
||||||
-- Fallback
|
|
||||||
self._startpos = pos
|
|
||||||
end
|
|
||||||
self._hit = self._hit or {}
|
|
||||||
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
|
|
||||||
local entity = obj:get_luaentity()
|
|
||||||
if entity and entity.name == "__builtin:item" then
|
|
||||||
obj:remove()
|
|
||||||
elseif mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
|
|
||||||
self._hit[obj] = true
|
|
||||||
local way = self._startpos.y - pos.y
|
|
||||||
local damage = (way - 1) * 2
|
|
||||||
damage = math.min(40, math.max(0, damage))
|
|
||||||
if damage >= 1 then
|
|
||||||
-- Reduce damage if wearing a helmet
|
|
||||||
local inv = mcl_util.get_inventory(obj)
|
|
||||||
if inv then
|
|
||||||
local helmet = inv:get_stack("armor", 2)
|
|
||||||
if minetest.get_item_group(helmet:get_name(), "combat_armor") > 0 then
|
|
||||||
damage = damage / 4 * 3
|
|
||||||
mcl_util.use_item_durability(helmet, 1)
|
|
||||||
inv:set_stack("armor", 2, helmet)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
local dmg_type
|
|
||||||
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
|
|
||||||
dmg_type = "anvil"
|
|
||||||
else
|
|
||||||
dmg_type = "falling_node"
|
|
||||||
end
|
|
||||||
mcl_util.deal_damage(obj, damage, {type = dmg_type})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
minetest.register_entity(":__builtin:falling_node", {
|
|
||||||
initial_properties = {
|
|
||||||
visual = "wielditem",
|
|
||||||
visual_size = {x = 0.667, y = 0.667},
|
|
||||||
textures = {},
|
|
||||||
physical = true,
|
|
||||||
is_visible = false,
|
|
||||||
collide_with_objects = false,
|
|
||||||
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
|
|
||||||
},
|
|
||||||
node = {},
|
|
||||||
meta = {},
|
|
||||||
set_node = function(self, node, meta)
|
|
||||||
local def = minetest.registered_nodes[node.name]
|
|
||||||
-- Change falling node if definition tells us to
|
|
||||||
if def and def._mcl_falling_node_alternative then
|
|
||||||
node.name = def._mcl_falling_node_alternative
|
|
||||||
end
|
|
||||||
local glow
|
|
||||||
self.node = node
|
|
||||||
self.meta = meta or {}
|
|
||||||
-- Set correct entity yaw
|
|
||||||
if def and node.param2 ~= 0 then
|
|
||||||
if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
|
|
||||||
self.object:set_yaw(minetest.dir_to_yaw(minetest.facedir_to_dir(node.param2)))
|
|
||||||
elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
|
|
||||||
self.object:set_yaw(minetest.dir_to_yaw(minetest.wallmounted_to_dir(node.param2)))
|
|
||||||
end
|
|
||||||
if def.light_source then
|
|
||||||
glow = def.light_source
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.object:set_properties({
|
|
||||||
is_visible = true,
|
|
||||||
textures = {node.name},
|
|
||||||
glow = glow,
|
|
||||||
})
|
|
||||||
end,
|
|
||||||
get_staticdata = function(self)
|
|
||||||
local meta = self.meta
|
|
||||||
-- Workaround: Save inventory seperately from metadata.
|
|
||||||
-- Because Minetest crashes when a node with inventory gets deactivated
|
|
||||||
-- (GitHub issue #7020).
|
|
||||||
-- FIXME: Remove the _inv workaround when it is no longer needed
|
|
||||||
local inv
|
|
||||||
if meta then
|
|
||||||
inv = meta.inv
|
|
||||||
meta.inventory = nil
|
|
||||||
end
|
|
||||||
local ds = {
|
|
||||||
node = self.node,
|
|
||||||
meta = self.meta,
|
|
||||||
_inv = inv,
|
|
||||||
_startpos = self._startpos,
|
|
||||||
_hit_players = self._hit_players,
|
|
||||||
}
|
|
||||||
return minetest.serialize(ds)
|
|
||||||
end,
|
|
||||||
on_activate = function(self, staticdata)
|
|
||||||
self.object:set_armor_groups({immortal = 1})
|
|
||||||
|
|
||||||
local ds = minetest.deserialize(staticdata)
|
|
||||||
if ds then
|
|
||||||
self._startpos = ds._startpos
|
|
||||||
self._hit_players = ds._hit_players
|
|
||||||
if ds.node then
|
|
||||||
local meta = ds.meta
|
|
||||||
meta.inventory = ds._inv
|
|
||||||
self:set_node(ds.node, meta)
|
|
||||||
else
|
|
||||||
self:set_node(ds)
|
|
||||||
end
|
|
||||||
elseif staticdata ~= "" then
|
|
||||||
self:set_node({name = staticdata})
|
|
||||||
end
|
|
||||||
if not self._startpos then
|
|
||||||
self._startpos = self.object:get_pos()
|
|
||||||
end
|
|
||||||
self._startpos = vector.round(self._startpos)
|
|
||||||
end,
|
|
||||||
on_step = function(self, dtime)
|
|
||||||
-- Set gravity
|
|
||||||
local acceleration = self.object:get_acceleration()
|
|
||||||
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
|
|
||||||
self.object:set_acceleration({x = 0, y = -10, z = 0})
|
|
||||||
end
|
|
||||||
-- Turn to actual node when colliding with ground, or continue to move
|
|
||||||
local pos = self.object:get_pos()
|
|
||||||
|
|
||||||
-- Portal check
|
|
||||||
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
|
|
||||||
local n2 = minetest.get_node(np)
|
|
||||||
if n2.name == "mcl_portals:portal_end" then
|
|
||||||
-- TODO: Teleport falling node.
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Position of bottom center point
|
|
||||||
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
|
|
||||||
-- Avoid bugs caused by an unloaded node below
|
|
||||||
local bcn = minetest.get_node_or_nil(bcp)
|
|
||||||
local bcd = bcn and minetest.registered_nodes[bcn.name]
|
|
||||||
|
|
||||||
-- TODO: At this point, we did 2 get_nodes in 1 tick.
|
|
||||||
-- Figure out how to improve that (if it is a problem).
|
|
||||||
|
|
||||||
if bcn and (not bcd or bcd.walkable or
|
|
||||||
(minetest.get_item_group(self.node.name, "float") ~= 0 and
|
|
||||||
bcd.liquidtype ~= "none")) then
|
|
||||||
if bcd and bcd.leveled and
|
|
||||||
bcn.name == self.node.name then
|
|
||||||
local addlevel = self.node.level
|
|
||||||
if not addlevel or addlevel <= 0 then
|
|
||||||
addlevel = bcd.leveled
|
|
||||||
end
|
|
||||||
if minetest.add_node_level(bcp, addlevel) == 0 then
|
|
||||||
if minetest.registered_nodes[self.node.name]._mcl_after_falling then
|
|
||||||
minetest.registered_nodes[self.node.name]._mcl_after_falling(bcp, get_falling_depth(self))
|
|
||||||
end
|
|
||||||
deal_falling_damage(self, dtime)
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
elseif bcd and bcd.buildable_to and
|
|
||||||
(minetest.get_item_group(self.node.name, "float") == 0 or
|
|
||||||
bcd.liquidtype == "none") then
|
|
||||||
minetest.remove_node(bcp)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local nd = minetest.registered_nodes[n2.name]
|
|
||||||
--if n2.name == "mcl_portals:portal_end" then
|
|
||||||
-- TODO: Teleport falling node.
|
|
||||||
if (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
|
|
||||||
-- Replace destination node if it's buildable to
|
|
||||||
minetest.remove_node(np)
|
|
||||||
-- Run script hook
|
|
||||||
for _, callback in pairs(minetest.registered_on_dignodes) do
|
|
||||||
callback(np, n2)
|
|
||||||
end
|
|
||||||
local def = minetest.registered_nodes[self.node.name]
|
|
||||||
if def then
|
|
||||||
minetest.add_node(np, self.node)
|
|
||||||
if def._mcl_after_falling then
|
|
||||||
def._mcl_after_falling(np, get_falling_depth(self))
|
|
||||||
end
|
|
||||||
if self.meta then
|
|
||||||
local meta = minetest.get_meta(np)
|
|
||||||
meta:from_table(self.meta)
|
|
||||||
end
|
|
||||||
if def.sounds and def.sounds.place and def.sounds.place.name then
|
|
||||||
minetest.sound_play(def.sounds.place, {pos = np}, true)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Drop the *falling node* as an item if the destination node is NOT buildable to
|
|
||||||
local drops = minetest.get_node_drops(self.node.name, "")
|
|
||||||
for _, dropped_item in pairs(drops) do
|
|
||||||
minetest.add_item(np, dropped_item)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
deal_falling_damage(self, dtime)
|
|
||||||
self.object:remove()
|
|
||||||
minetest.check_for_falling(np)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local vel = self.object:get_velocity()
|
|
||||||
-- Fix position if entity does not move
|
|
||||||
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
|
|
||||||
local npos = vector.round(self.object:get_pos())
|
|
||||||
local npos2 = table.copy(npos)
|
|
||||||
npos2.y = npos2.y - 2
|
|
||||||
local lownode = minetest.get_node(npos2)
|
|
||||||
-- Special check required for fences and walls, because of their overhigh collision box.
|
|
||||||
if minetest.get_item_group(lownode.name, "fence") == 1 or minetest.get_item_group(lownode.name, "wall") == 1 then
|
|
||||||
-- Instantly stop the node if it is above a fence/wall. This is needed
|
|
||||||
-- because the falling node collides early with a fence/wall node.
|
|
||||||
-- Hacky, because the falling node will teleport a short distance, instead
|
|
||||||
-- of smoothly fall on the fence post.
|
|
||||||
local npos3 = table.copy(npos)
|
|
||||||
npos3.y = npos3.y - 1
|
|
||||||
minetest.add_node(npos3, self.node)
|
|
||||||
local def = minetest.registered_nodes[self.node.name]
|
|
||||||
if def then
|
|
||||||
if def._mcl_after_falling then
|
|
||||||
def._mcl_after_falling(npos3, get_falling_depth(self))
|
|
||||||
end
|
|
||||||
if def.sounds and def.sounds.place and def.sounds.place.name then
|
|
||||||
minetest.sound_play(def.sounds.place, {pos = np}, true)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
deal_falling_damage(self, dtime)
|
|
||||||
self.object:remove()
|
|
||||||
minetest.check_for_falling(npos3)
|
|
||||||
return
|
|
||||||
else
|
|
||||||
-- Normal position fix (expected case)
|
|
||||||
self.object:set_pos(npos)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
deal_falling_damage(self, dtime)
|
|
||||||
end
|
|
||||||
})
|
|
|
@ -1,3 +0,0 @@
|
||||||
# textdomain: mcl_falling_nodes
|
|
||||||
@1 was smashed by a falling anvil.=@1 została zmiażdżona przez spadające kowadło.
|
|
||||||
@1 was smashed by a falling block.=@1 została zmiażdżona przez spadający blok.
|
|
|
@ -1,3 +0,0 @@
|
||||||
# textdomain: mcl_falling_nodes
|
|
||||||
@1 was smashed by a falling anvil.=@1 被鐵砧壓扁了。
|
|
||||||
@1 was smashed by a falling block.=@1 被掉下來的方塊壓扁了。
|
|
|
@ -1,3 +0,0 @@
|
||||||
name = mcl_falling_nodes
|
|
||||||
author = Wuzzy
|
|
||||||
description = Falling node entities, Minecraft-style
|
|
|
@ -1,28 +0,0 @@
|
||||||
===ITEM_DROP MOD for MINETEST-C55===
|
|
||||||
by PilzAdam
|
|
||||||
|
|
||||||
Introduction:
|
|
||||||
This mod adds Minecraft like drop/pick up of items to Minetest.
|
|
||||||
|
|
||||||
This mod has been forked from item_drop in the VoxBox game.
|
|
||||||
|
|
||||||
License:
|
|
||||||
Sourcecode: WTFPL (see below)
|
|
||||||
Sound: WTFPL (see below)
|
|
||||||
|
|
||||||
See also:
|
|
||||||
http://minetest.net/
|
|
||||||
|
|
||||||
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
|
|
||||||
Version 2, December 2004
|
|
||||||
|
|
||||||
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
|
|
||||||
|
|
||||||
Everyone is permitted to copy and distribute verbatim or modified
|
|
||||||
copies of this license document, and changing it is allowed as long
|
|
||||||
as the name is changed.
|
|
||||||
|
|
||||||
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
|
|
||||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
|
||||||
|
|
||||||
0. You just DO WHAT THE FUCK YOU WANT TO.
|
|
|
@ -1,833 +0,0 @@
|
||||||
--these are lua locals, used for higher performance
|
|
||||||
local minetest, math, vector, ipairs, pairs = minetest, math, vector, ipairs, pairs
|
|
||||||
|
|
||||||
--this is used for the player pool in the sound buffer
|
|
||||||
local pool = {}
|
|
||||||
|
|
||||||
local tick = false
|
|
||||||
|
|
||||||
minetest.register_on_joinplayer(function(player)
|
|
||||||
local name
|
|
||||||
name = player:get_player_name()
|
|
||||||
pool[name] = 0
|
|
||||||
end)
|
|
||||||
|
|
||||||
minetest.register_on_leaveplayer(function(player)
|
|
||||||
local name
|
|
||||||
name = player:get_player_name()
|
|
||||||
pool[name] = nil
|
|
||||||
end)
|
|
||||||
|
|
||||||
|
|
||||||
local has_awards = minetest.get_modpath("awards")
|
|
||||||
|
|
||||||
local mcl_item_entity = {}
|
|
||||||
|
|
||||||
--basic settings
|
|
||||||
local item_drop_settings = {} --settings table
|
|
||||||
item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected
|
|
||||||
item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
|
|
||||||
item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
|
|
||||||
item_drop_settings.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect!
|
|
||||||
item_drop_settings.radius_collect = 0.2 --radius of collection
|
|
||||||
item_drop_settings.player_collect_height = 0.8 --added to their pos y value
|
|
||||||
item_drop_settings.collection_safety = false --do this to prevent items from flying away on laggy servers
|
|
||||||
item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0
|
|
||||||
item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
|
|
||||||
-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
|
|
||||||
|
|
||||||
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
|
|
||||||
|
|
||||||
local function get_gravity()
|
|
||||||
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
|
|
||||||
end
|
|
||||||
|
|
||||||
local registered_pickup_achievement = {}
|
|
||||||
|
|
||||||
--TODO: remove limitation of 1 award per itemname
|
|
||||||
function mcl_item_entity.register_pickup_achievement(itemname, award)
|
|
||||||
if not has_awards then
|
|
||||||
minetest.log("warning", "[mcl_item_entity] Trying to register pickup achievement ["..award.."] for ["..itemname.."] while awards missing")
|
|
||||||
elseif registered_pickup_achievement[itemname] then
|
|
||||||
minetest.log("error", "[mcl_item_entity] Trying to register already existing pickup achievement ["..award.."] for ["..itemname.."]")
|
|
||||||
else
|
|
||||||
registered_pickup_achievement[itemname] = award
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood")
|
|
||||||
mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod")
|
|
||||||
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
|
|
||||||
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
|
|
||||||
|
|
||||||
local function check_pickup_achievements(object, player)
|
|
||||||
if has_awards then
|
|
||||||
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
|
|
||||||
local playername = player:get_player_name()
|
|
||||||
for name,award in pairs(registered_pickup_achievement) do
|
|
||||||
if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then
|
|
||||||
awards.unlock(playername, award)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local function enable_physics(object, luaentity, ignore_check)
|
|
||||||
if luaentity.physical_state == false or ignore_check == true then
|
|
||||||
luaentity.physical_state = true
|
|
||||||
object:set_properties({
|
|
||||||
physical = true
|
|
||||||
})
|
|
||||||
object:set_acceleration({x=0,y=-get_gravity(),z=0})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local function disable_physics(object, luaentity, ignore_check, reset_movement)
|
|
||||||
if luaentity.physical_state == true or ignore_check == true then
|
|
||||||
luaentity.physical_state = false
|
|
||||||
object:set_properties({
|
|
||||||
physical = false
|
|
||||||
})
|
|
||||||
if reset_movement ~= false then
|
|
||||||
object:set_velocity({x=0,y=0,z=0})
|
|
||||||
object:set_acceleration({x=0,y=0,z=0})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
minetest.register_globalstep(function(dtime)
|
|
||||||
tick = not tick
|
|
||||||
|
|
||||||
for _,player in pairs(minetest.get_connected_players()) do
|
|
||||||
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
|
|
||||||
|
|
||||||
local name = player:get_player_name()
|
|
||||||
|
|
||||||
local pos = player:get_pos()
|
|
||||||
|
|
||||||
if tick == true and pool[name] > 0 then
|
|
||||||
minetest.sound_play("item_drop_pickup", {
|
|
||||||
pos = pos,
|
|
||||||
gain = 0.3,
|
|
||||||
max_hear_distance = 16,
|
|
||||||
pitch = math.random(70,110)/100
|
|
||||||
})
|
|
||||||
if pool[name] > 6 then
|
|
||||||
pool[name] = 6
|
|
||||||
else
|
|
||||||
pool[name] = pool[name] - 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
local inv = player:get_inventory()
|
|
||||||
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
|
|
||||||
|
|
||||||
--magnet and collection
|
|
||||||
for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
|
|
||||||
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
|
|
||||||
|
|
||||||
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
|
|
||||||
|
|
||||||
-- Collection
|
|
||||||
if not object:get_luaentity()._removed then
|
|
||||||
-- Ignore if itemstring is not set yet
|
|
||||||
if object:get_luaentity().itemstring ~= "" then
|
|
||||||
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
|
|
||||||
|
|
||||||
check_pickup_achievements(object, player)
|
|
||||||
|
|
||||||
-- Destroy entity
|
|
||||||
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
|
|
||||||
object:get_luaentity().target = checkpos
|
|
||||||
object:get_luaentity()._removed = true
|
|
||||||
|
|
||||||
object:set_velocity({x=0,y=0,z=0})
|
|
||||||
object:set_acceleration({x=0,y=0,z=0})
|
|
||||||
|
|
||||||
object:move_to(checkpos)
|
|
||||||
|
|
||||||
pool[name] = pool[name] + 1
|
|
||||||
|
|
||||||
minetest.after(0.25, function()
|
|
||||||
--safety check
|
|
||||||
if object and object:get_luaentity() then
|
|
||||||
object:remove()
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
|
|
||||||
local entity = object:get_luaentity()
|
|
||||||
entity.collector = player:get_player_name()
|
|
||||||
entity.collected = true
|
|
||||||
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
|
|
||||||
-- Stupid workaround to get drops from a drop table:
|
|
||||||
-- Create a temporary table in minetest.registered_nodes that contains the proper drops,
|
|
||||||
-- because unfortunately minetest.get_node_drops needs the drop table to be inside a registered node definition
|
|
||||||
-- (very ugly)
|
|
||||||
|
|
||||||
local tmp_id = 0
|
|
||||||
|
|
||||||
local function get_drops(drop, toolname, param2, paramtype2)
|
|
||||||
tmp_id = tmp_id + 1
|
|
||||||
local tmp_node_name = "mcl_item_entity:" .. tmp_id
|
|
||||||
minetest.registered_nodes[tmp_node_name] = {
|
|
||||||
name = tmp_node_name,
|
|
||||||
drop = drop,
|
|
||||||
paramtype2 = paramtype2
|
|
||||||
}
|
|
||||||
local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname)
|
|
||||||
minetest.registered_nodes[tmp_node_name] = nil
|
|
||||||
return drops
|
|
||||||
end
|
|
||||||
|
|
||||||
local function discrete_uniform_distribution(drops, min_count, max_count, cap)
|
|
||||||
local new_drops = table.copy(drops)
|
|
||||||
for i, item in ipairs(drops) do
|
|
||||||
local new_item = ItemStack(item)
|
|
||||||
local multiplier = math.random(min_count, max_count)
|
|
||||||
if cap then
|
|
||||||
multiplier = math.min(cap, multiplier)
|
|
||||||
end
|
|
||||||
new_item:set_count(multiplier * new_item:get_count())
|
|
||||||
new_drops[i] = new_item
|
|
||||||
end
|
|
||||||
return new_drops
|
|
||||||
end
|
|
||||||
|
|
||||||
local function get_fortune_drops(fortune_drops, fortune_level)
|
|
||||||
local drop
|
|
||||||
local i = fortune_level
|
|
||||||
repeat
|
|
||||||
drop = fortune_drops[i]
|
|
||||||
i = i - 1
|
|
||||||
until drop or i < 1
|
|
||||||
return drop or {}
|
|
||||||
end
|
|
||||||
|
|
||||||
local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
|
|
||||||
|
|
||||||
function minetest.handle_node_drops(pos, drops, digger)
|
|
||||||
-- NOTE: This function override allows digger to be nil.
|
|
||||||
-- This means there is no digger. This is a special case which allows this function to be called
|
|
||||||
-- by hand. Creative Mode is intentionally ignored in this case.
|
|
||||||
|
|
||||||
if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check if node will yield its useful drop by the digger's tool
|
|
||||||
local dug_node = minetest.get_node(pos)
|
|
||||||
local tooldef
|
|
||||||
local tool
|
|
||||||
if digger then
|
|
||||||
tool = digger:get_wielded_item()
|
|
||||||
tooldef = minetest.registered_tools[tool:get_name()]
|
|
||||||
|
|
||||||
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name()) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local diggroups = tooldef and tooldef._mcl_diggroups
|
|
||||||
local shearsy_level = diggroups and diggroups.shearsy and diggroups.shearsy.level
|
|
||||||
|
|
||||||
--[[ Special node drops when dug by shears by reading _mcl_shears_drop or with a silk touch tool reading _mcl_silk_touch_drop
|
|
||||||
from the node definition.
|
|
||||||
Definition of _mcl_shears_drop / _mcl_silk_touch_drop:
|
|
||||||
* true: Drop itself when dug by shears / silk touch tool
|
|
||||||
* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
|
|
||||||
]]
|
|
||||||
|
|
||||||
local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
|
|
||||||
|
|
||||||
local silk_touch_drop = false
|
|
||||||
local nodedef = minetest.registered_nodes[dug_node.name]
|
|
||||||
if not nodedef then return end
|
|
||||||
|
|
||||||
if shearsy_level and shearsy_level > 0 and nodedef._mcl_shears_drop then
|
|
||||||
if nodedef._mcl_shears_drop == true then
|
|
||||||
drops = { dug_node.name }
|
|
||||||
else
|
|
||||||
drops = nodedef._mcl_shears_drop
|
|
||||||
end
|
|
||||||
elseif tool and enchantments.silk_touch and nodedef._mcl_silk_touch_drop then
|
|
||||||
silk_touch_drop = true
|
|
||||||
if nodedef._mcl_silk_touch_drop == true then
|
|
||||||
drops = { dug_node.name }
|
|
||||||
else
|
|
||||||
drops = nodedef._mcl_silk_touch_drop
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
|
|
||||||
local fortune_level = enchantments.fortune
|
|
||||||
local fortune_drop = nodedef._mcl_fortune_drop
|
|
||||||
if fortune_drop.discrete_uniform_distribution then
|
|
||||||
local min_count = fortune_drop.min_count
|
|
||||||
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
|
|
||||||
local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
|
|
||||||
if not chance or math.random() < chance then
|
|
||||||
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
|
|
||||||
elseif fortune_drop.override then
|
|
||||||
drops = {}
|
|
||||||
end
|
|
||||||
else
|
|
||||||
-- Fixed Behavior
|
|
||||||
local drop = get_fortune_drops(fortune_drop, fortune_level)
|
|
||||||
drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if digger and mcl_experience.throw_xp and not silk_touch_drop then
|
|
||||||
local experience_amount = minetest.get_item_group(dug_node.name,"xp")
|
|
||||||
if experience_amount > 0 then
|
|
||||||
mcl_experience.throw_xp(pos, experience_amount)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
for _,item in ipairs(drops) do
|
|
||||||
local count
|
|
||||||
if type(item) == "string" then
|
|
||||||
count = ItemStack(item):get_count()
|
|
||||||
else
|
|
||||||
count = item:get_count()
|
|
||||||
end
|
|
||||||
local drop_item = ItemStack(item)
|
|
||||||
drop_item:set_count(1)
|
|
||||||
for i=1,count do
|
|
||||||
local dpos = table.copy(pos)
|
|
||||||
-- Apply offset for plantlike_rooted nodes because of their special shape
|
|
||||||
if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
|
|
||||||
dpos.y = dpos.y + 1
|
|
||||||
end
|
|
||||||
-- Spawn item and apply random speed
|
|
||||||
local obj = minetest.add_item(dpos, drop_item)
|
|
||||||
if obj then
|
|
||||||
local x = math.random(1, 5)
|
|
||||||
if math.random(1,2) == 1 then
|
|
||||||
x = -x
|
|
||||||
end
|
|
||||||
local z = math.random(1, 5)
|
|
||||||
if math.random(1,2) == 1 then
|
|
||||||
z = -z
|
|
||||||
end
|
|
||||||
obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
|
|
||||||
|
|
||||||
obj:get_luaentity().age = item_drop_settings.dug_buffer
|
|
||||||
|
|
||||||
obj:get_luaentity()._insta_collect = false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Drop single items by default
|
|
||||||
function minetest.item_drop(itemstack, dropper, pos)
|
|
||||||
if dropper and dropper:is_player() then
|
|
||||||
local v = dropper:get_look_dir()
|
|
||||||
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
|
|
||||||
local cs = itemstack:get_count()
|
|
||||||
if dropper:get_player_control().sneak then
|
|
||||||
cs = 1
|
|
||||||
end
|
|
||||||
local item = itemstack:take_item(cs)
|
|
||||||
local obj = minetest.add_item(p, item)
|
|
||||||
if obj then
|
|
||||||
v.x = v.x*4
|
|
||||||
v.y = v.y*4 + 2
|
|
||||||
v.z = v.z*4
|
|
||||||
obj:set_velocity(v)
|
|
||||||
-- Force collection delay
|
|
||||||
obj:get_luaentity()._insta_collect = false
|
|
||||||
return itemstack
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--modify builtin:item
|
|
||||||
|
|
||||||
local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
|
|
||||||
if not time_to_live then
|
|
||||||
time_to_live = 300
|
|
||||||
end
|
|
||||||
|
|
||||||
local function cxcz(o, cw, one, zero)
|
|
||||||
if cw < 0 then
|
|
||||||
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
|
||||||
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
|
||||||
else
|
|
||||||
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
|
||||||
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
|
||||||
end
|
|
||||||
return o
|
|
||||||
end
|
|
||||||
|
|
||||||
minetest.register_entity(":__builtin:item", {
|
|
||||||
initial_properties = {
|
|
||||||
hp_max = 1,
|
|
||||||
physical = true,
|
|
||||||
collide_with_objects = false,
|
|
||||||
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
|
|
||||||
pointable = false,
|
|
||||||
visual = "wielditem",
|
|
||||||
visual_size = {x = 0.4, y = 0.4},
|
|
||||||
textures = {""},
|
|
||||||
spritediv = {x = 1, y = 1},
|
|
||||||
initial_sprite_basepos = {x = 0, y = 0},
|
|
||||||
is_visible = false,
|
|
||||||
infotext = "",
|
|
||||||
},
|
|
||||||
|
|
||||||
-- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
|
|
||||||
-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
|
|
||||||
-- The hand is NOT permitted as dropped item. ;-)
|
|
||||||
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
|
|
||||||
itemstring = "",
|
|
||||||
|
|
||||||
-- If true, item will fall
|
|
||||||
physical_state = true,
|
|
||||||
|
|
||||||
-- If item entity is currently flowing in water
|
|
||||||
_flowing = false,
|
|
||||||
|
|
||||||
-- Number of seconds this item entity has existed so far
|
|
||||||
age = 0,
|
|
||||||
|
|
||||||
-- How old it has become in the collection animation
|
|
||||||
collection_age = 0,
|
|
||||||
|
|
||||||
set_item = function(self, itemstring)
|
|
||||||
self.itemstring = itemstring
|
|
||||||
if self.itemstring == "" then
|
|
||||||
-- item not yet known
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local stack = ItemStack(itemstring)
|
|
||||||
if minetest.get_item_group(stack:get_name(), "compass") > 0 then
|
|
||||||
if string.find(stack:get_name(), "_lodestone") then
|
|
||||||
stack:set_name("mcl_compass:18_lodestone")
|
|
||||||
else
|
|
||||||
stack:set_name("mcl_compass:18")
|
|
||||||
end
|
|
||||||
itemstring = stack:to_string()
|
|
||||||
self.itemstring = itemstring
|
|
||||||
end
|
|
||||||
if minetest.get_item_group(stack:get_name(), "clock") > 0 then
|
|
||||||
self.is_clock = true
|
|
||||||
end
|
|
||||||
local count = stack:get_count()
|
|
||||||
local max_count = stack:get_stack_max()
|
|
||||||
if count > max_count then
|
|
||||||
count = max_count
|
|
||||||
self.itemstring = stack:get_name().." "..max_count
|
|
||||||
end
|
|
||||||
local itemtable = stack:to_table()
|
|
||||||
local itemname = nil
|
|
||||||
local description = ""
|
|
||||||
if itemtable then
|
|
||||||
itemname = stack:to_table().name
|
|
||||||
end
|
|
||||||
local glow
|
|
||||||
local def = minetest.registered_items[itemname]
|
|
||||||
if def then
|
|
||||||
description = def.description
|
|
||||||
glow = def.light_source
|
|
||||||
end
|
|
||||||
local s = 0.2 + 0.1 * (count / max_count)
|
|
||||||
local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1
|
|
||||||
local c = s
|
|
||||||
s = s / wield_scale
|
|
||||||
local prop = {
|
|
||||||
is_visible = true,
|
|
||||||
visual = "wielditem",
|
|
||||||
textures = {itemname},
|
|
||||||
visual_size = {x = s, y = s},
|
|
||||||
collisionbox = {-c, -c, -c, c, c, c},
|
|
||||||
automatic_rotate = math.pi * 0.5,
|
|
||||||
infotext = description,
|
|
||||||
glow = glow,
|
|
||||||
}
|
|
||||||
self.object:set_properties(prop)
|
|
||||||
if item_drop_settings.random_item_velocity == true then
|
|
||||||
minetest.after(0, function(self)
|
|
||||||
if not self or not self.object or not self.object:get_luaentity() then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local vel = self.object:get_velocity()
|
|
||||||
if vel and vel.x == 0 and vel.z == 0 then
|
|
||||||
local x = math.random(1, 5)
|
|
||||||
if math.random(1,2) == 1 then
|
|
||||||
x = -x
|
|
||||||
end
|
|
||||||
local z = math.random(1, 5)
|
|
||||||
if math.random(1,2) == 1 then
|
|
||||||
z = -z
|
|
||||||
end
|
|
||||||
local y = math.random(2,4)
|
|
||||||
self.object:set_velocity({x=1/x, y=y, z=1/z})
|
|
||||||
end
|
|
||||||
end, self)
|
|
||||||
end
|
|
||||||
|
|
||||||
end,
|
|
||||||
|
|
||||||
get_staticdata = function(self)
|
|
||||||
local data = minetest.serialize({
|
|
||||||
itemstring = self.itemstring,
|
|
||||||
always_collect = self.always_collect,
|
|
||||||
age = self.age,
|
|
||||||
_insta_collect = self._insta_collect,
|
|
||||||
_flowing = self._flowing,
|
|
||||||
_removed = self._removed,
|
|
||||||
})
|
|
||||||
-- sfan5 guessed that the biggest serializable item
|
|
||||||
-- entity would have a size of 65530 bytes. This has
|
|
||||||
-- been experimentally verified to be still too large.
|
|
||||||
--
|
|
||||||
-- anon5 has calculated that the biggest serializable
|
|
||||||
-- item entity has a size of exactly 65487 bytes:
|
|
||||||
--
|
|
||||||
-- 1. serializeString16 can handle max. 65535 bytes.
|
|
||||||
-- 2. The following engine metadata is always saved:
|
|
||||||
-- • 1 byte (version)
|
|
||||||
-- • 2 byte (length prefix)
|
|
||||||
-- • 14 byte “__builtin:item”
|
|
||||||
-- • 4 byte (length prefix)
|
|
||||||
-- • 2 byte (health)
|
|
||||||
-- • 3 × 4 byte = 12 byte (position)
|
|
||||||
-- • 4 byte (yaw)
|
|
||||||
-- • 1 byte (version 2)
|
|
||||||
-- • 2 × 4 byte = 8 byte (pitch and roll)
|
|
||||||
-- 3. This leaves 65487 bytes for the serialization.
|
|
||||||
if #data > 65487 then -- would crash the engine
|
|
||||||
local stack = ItemStack(self.itemstring)
|
|
||||||
stack:get_meta():from_table(nil)
|
|
||||||
self.itemstring = stack:to_string()
|
|
||||||
minetest.log(
|
|
||||||
"warning",
|
|
||||||
"Overlong item entity metadata removed: “" ..
|
|
||||||
self.itemstring ..
|
|
||||||
"” had serialized length of " ..
|
|
||||||
#data
|
|
||||||
)
|
|
||||||
return self:get_staticdata()
|
|
||||||
end
|
|
||||||
return data
|
|
||||||
end,
|
|
||||||
|
|
||||||
on_activate = function(self, staticdata, dtime_s)
|
|
||||||
if string.sub(staticdata, 1, string.len("return")) == "return" then
|
|
||||||
local data = minetest.deserialize(staticdata)
|
|
||||||
if data and type(data) == "table" then
|
|
||||||
self.itemstring = data.itemstring
|
|
||||||
self.always_collect = data.always_collect
|
|
||||||
if data.age then
|
|
||||||
self.age = data.age + dtime_s
|
|
||||||
else
|
|
||||||
self.age = dtime_s
|
|
||||||
end
|
|
||||||
--remember collection data
|
|
||||||
-- If true, can collect item without delay
|
|
||||||
self._insta_collect = data._insta_collect
|
|
||||||
self._flowing = data._flowing
|
|
||||||
self._removed = data._removed
|
|
||||||
end
|
|
||||||
else
|
|
||||||
self.itemstring = staticdata
|
|
||||||
end
|
|
||||||
if self._removed then
|
|
||||||
self._removed = true
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if self._insta_collect == nil then
|
|
||||||
-- Intentionally default, since delayed collection is rare
|
|
||||||
self._insta_collect = true
|
|
||||||
end
|
|
||||||
if self._flowing == nil then
|
|
||||||
self._flowing = false
|
|
||||||
end
|
|
||||||
self._magnet_timer = 0
|
|
||||||
self._magnet_active = false
|
|
||||||
-- How long ago the last possible collector was detected. nil = none in this session
|
|
||||||
self._collector_timer = nil
|
|
||||||
-- Used to apply additional force
|
|
||||||
self._force = nil
|
|
||||||
self._forcestart = nil
|
|
||||||
self._forcetimer = 0
|
|
||||||
|
|
||||||
self.object:set_armor_groups({immortal = 1})
|
|
||||||
self.object:set_velocity({x = 0, y = 2, z = 0})
|
|
||||||
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
|
|
||||||
self:set_item(self.itemstring)
|
|
||||||
end,
|
|
||||||
|
|
||||||
try_merge_with = function(self, own_stack, object, entity)
|
|
||||||
if self.age == entity.age or entity._removed then
|
|
||||||
-- Can not merge with itself and remove entity
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
local stack = ItemStack(entity.itemstring)
|
|
||||||
local name = stack:get_name()
|
|
||||||
if own_stack:get_name() ~= name or
|
|
||||||
own_stack:get_meta() ~= stack:get_meta() or
|
|
||||||
own_stack:get_wear() ~= stack:get_wear() or
|
|
||||||
own_stack:get_free_space() == 0 then
|
|
||||||
-- Can not merge different or full stack
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
local count = own_stack:get_count()
|
|
||||||
local total_count = stack:get_count() + count
|
|
||||||
local max_count = stack:get_stack_max()
|
|
||||||
|
|
||||||
if total_count > max_count then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
-- Merge the remote stack into this one
|
|
||||||
|
|
||||||
local pos = object:get_pos()
|
|
||||||
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
|
|
||||||
self.object:move_to(pos)
|
|
||||||
|
|
||||||
self.age = 0 -- Handle as new entity
|
|
||||||
own_stack:set_count(total_count)
|
|
||||||
self:set_item(own_stack:to_string())
|
|
||||||
|
|
||||||
entity._removed = true
|
|
||||||
object:remove()
|
|
||||||
return true
|
|
||||||
end,
|
|
||||||
|
|
||||||
on_step = function(self, dtime, moveresult)
|
|
||||||
if self._removed then
|
|
||||||
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})
|
|
||||||
return
|
|
||||||
end
|
|
||||||
self.age = self.age + dtime
|
|
||||||
if self._collector_timer then
|
|
||||||
self._collector_timer = self._collector_timer + dtime
|
|
||||||
end
|
|
||||||
if time_to_live > 0 and self.age > time_to_live then
|
|
||||||
self._removed = true
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
|
|
||||||
-- otherwise there might have some data corruption.
|
|
||||||
if self.itemstring == "" then
|
|
||||||
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
|
|
||||||
self._removed = true
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local p = self.object:get_pos()
|
|
||||||
local node = minetest.get_node_or_nil(p)
|
|
||||||
local in_unloaded = (node == nil)
|
|
||||||
|
|
||||||
if self.is_clock then
|
|
||||||
self.object:set_properties({
|
|
||||||
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
-- If no collector was found for a long enough time, declare the magnet as disabled
|
|
||||||
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
|
|
||||||
self._magnet_active = false
|
|
||||||
enable_physics(self.object, self)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if in_unloaded then
|
|
||||||
-- Don't infinetly fall into unloaded map
|
|
||||||
disable_physics(self.object, self)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Destroy item in lava, fire or special nodes
|
|
||||||
local nn = node.name
|
|
||||||
local def = minetest.registered_nodes[nn]
|
|
||||||
local lg = minetest.get_item_group(nn, "lava")
|
|
||||||
local fg = minetest.get_item_group(nn, "fire")
|
|
||||||
local dg = minetest.get_item_group(nn, "destroys_items")
|
|
||||||
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
|
||||||
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
|
||||||
if self.age > 2 then
|
|
||||||
if dg ~= 2 then
|
|
||||||
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
|
|
||||||
end
|
|
||||||
self._removed = true
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Destroy item when it collides with a cactus
|
|
||||||
if moveresult and moveresult.collides then
|
|
||||||
for _, collision in pairs(moveresult.collisions) do
|
|
||||||
local pos = collision.node_pos
|
|
||||||
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
|
|
||||||
self._removed = true
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Push item out when stuck inside solid opaque node
|
|
||||||
if def and def.walkable and def.groups and def.groups.opaque == 1 then
|
|
||||||
local shootdir
|
|
||||||
local cx = (p.x % 1) - 0.5
|
|
||||||
local cz = (p.z % 1) - 0.5
|
|
||||||
local order = {}
|
|
||||||
|
|
||||||
-- First prepare the order in which the 4 sides are to be checked.
|
|
||||||
-- 1st: closest
|
|
||||||
-- 2nd: other direction
|
|
||||||
-- 3rd and 4th: other axis
|
|
||||||
if math.abs(cx) < math.abs(cz) then
|
|
||||||
order = cxcz(order, cx, "x", "z")
|
|
||||||
order = cxcz(order, cz, "z", "x")
|
|
||||||
else
|
|
||||||
order = cxcz(order, cz, "z", "x")
|
|
||||||
order = cxcz(order, cx, "x", "z")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Check which one of the 4 sides is free
|
|
||||||
for o=1, #order do
|
|
||||||
local nn = minetest.get_node(vector.add(p, order[o])).name
|
|
||||||
local def = minetest.registered_nodes[nn]
|
|
||||||
if def and def.walkable == false and nn ~= "ignore" then
|
|
||||||
shootdir = order[o]
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- If none of the 4 sides is free, shoot upwards
|
|
||||||
if shootdir == nil then
|
|
||||||
shootdir = { x=0, y=1, z=0 }
|
|
||||||
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
|
||||||
if nn == "ignore" then
|
|
||||||
-- Do not push into ignore
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Set new item moving speed accordingly
|
|
||||||
local newv = vector.multiply(shootdir, 3)
|
|
||||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
||||||
self.object:set_velocity(newv)
|
|
||||||
|
|
||||||
disable_physics(self.object, self, false, false)
|
|
||||||
|
|
||||||
if shootdir.y == 0 then
|
|
||||||
self._force = newv
|
|
||||||
p.x = math.floor(p.x)
|
|
||||||
p.y = math.floor(p.y)
|
|
||||||
p.z = math.floor(p.z)
|
|
||||||
self._forcestart = p
|
|
||||||
self._forcetimer = 1
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- This code is run after the entity got a push from above “push away” code.
|
|
||||||
-- It is responsible for making sure the entity is entirely outside the solid node
|
|
||||||
-- (with its full collision box), not just its center.
|
|
||||||
if self._forcetimer > 0 then
|
|
||||||
local cbox = self.object:get_properties().collisionbox
|
|
||||||
local ok = false
|
|
||||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
|
|
||||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
|
|
||||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
|
|
||||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
|
|
||||||
-- Item was successfully forced out. No more pushing
|
|
||||||
if ok then
|
|
||||||
self._forcetimer = -1
|
|
||||||
self._force = nil
|
|
||||||
enable_physics(self.object, self)
|
|
||||||
else
|
|
||||||
self._forcetimer = self._forcetimer - dtime
|
|
||||||
end
|
|
||||||
return
|
|
||||||
elseif self._force then
|
|
||||||
self._force = nil
|
|
||||||
enable_physics(self.object, self)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
|
||||||
if def and def.liquidtype == "flowing" or def.liquidtype == "source" then
|
|
||||||
|
|
||||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
|
||||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
|
||||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
|
||||||
local vec = flowlib.quick_flow(p, node)
|
|
||||||
-- Just to make sure we don't manipulate the speed for no reason
|
|
||||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
|
||||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
|
||||||
local f = 1.2
|
|
||||||
-- Set new item moving speed into the direciton of the liquid
|
|
||||||
local newv = vector.multiply(vec, f)
|
|
||||||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
|
||||||
self.object:set_acceleration({x = newv.x, y = -0.22, z = newv.z})
|
|
||||||
|
|
||||||
self.physical_state = true
|
|
||||||
self._flowing = true
|
|
||||||
self.object:set_properties({
|
|
||||||
physical = true
|
|
||||||
})
|
|
||||||
return
|
|
||||||
end
|
|
||||||
elseif self._flowing == true then
|
|
||||||
-- Disable flowing physics if not on/in flowing liquid
|
|
||||||
self._flowing = false
|
|
||||||
enable_physics(self.object, self, true)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- If node is not registered or node is walkably solid and resting on nodebox
|
|
||||||
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
|
|
||||||
local v = self.object:get_velocity()
|
|
||||||
|
|
||||||
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and not minetest.registered_nodes[nn].groups.slippery and v.y == 0 then
|
|
||||||
if self.physical_state then
|
|
||||||
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
|
|
||||||
-- Merge with close entities of the same item
|
|
||||||
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
|
|
||||||
local obj = object:get_luaentity()
|
|
||||||
if obj and obj.name == "__builtin:item"
|
|
||||||
and obj.physical_state == false then
|
|
||||||
if self:try_merge_with(own_stack, object, obj) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
disable_physics(self.object, self)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if self._magnet_active == false then
|
|
||||||
enable_physics(self.object, self)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
|
|
||||||
-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching
|
|
||||||
})
|
|
|
@ -1,4 +0,0 @@
|
||||||
name = mcl_item_entity
|
|
||||||
author = PilzAdam
|
|
||||||
description = Dropped items will be attracted to the player like a magnet.
|
|
||||||
depends = flowlib, mcl_enchanting
|
|
|
@ -1 +0,0 @@
|
||||||
Item_Drop_Pickup - https://freesound.org/people/benniknop/sounds/317848/ (License: CC0)
|
|
|
@ -1,21 +0,0 @@
|
||||||
mcl_minecarts
|
|
||||||
=============
|
|
||||||
Based on the mod "boost_carts" by Krock.
|
|
||||||
Target: Run smoothly and do not use too much CPU.
|
|
||||||
|
|
||||||
License of source code:
|
|
||||||
-----------------------
|
|
||||||
MIT License
|
|
||||||
|
|
||||||
Copyright (C) 2012-2016 PilzAdam
|
|
||||||
Copyright (C) 2014-2016 SmallJoker
|
|
||||||
Copyright (C) 2012-2016 Various Minetest developers and contributors
|
|
||||||
|
|
||||||
Authors/licenses of media files:
|
|
||||||
-----------------------
|
|
||||||
|
|
||||||
Minecart model:
|
|
||||||
22i (GPLv3)
|
|
||||||
|
|
||||||
Texture files (CC BY-SA 3.0):
|
|
||||||
XSSheep
|
|
|
@ -1,137 +0,0 @@
|
||||||
local vector = vector
|
|
||||||
|
|
||||||
function mcl_minecarts:get_sign(z)
|
|
||||||
if z == 0 then
|
|
||||||
return 0
|
|
||||||
else
|
|
||||||
return z / math.abs(z)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_minecarts:velocity_to_dir(v)
|
|
||||||
if math.abs(v.x) > math.abs(v.z) then
|
|
||||||
return {x=mcl_minecarts:get_sign(v.x), y=mcl_minecarts:get_sign(v.y), z=0}
|
|
||||||
else
|
|
||||||
return {x=0, y=mcl_minecarts:get_sign(v.y), z=mcl_minecarts:get_sign(v.z)}
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_minecarts:is_rail(pos, railtype)
|
|
||||||
local node = minetest.get_node(pos).name
|
|
||||||
if node == "ignore" then
|
|
||||||
local vm = minetest.get_voxel_manip()
|
|
||||||
local emin, emax = vm:read_from_map(pos, pos)
|
|
||||||
local area = VoxelArea:new{
|
|
||||||
MinEdge = emin,
|
|
||||||
MaxEdge = emax,
|
|
||||||
}
|
|
||||||
local data = vm:get_data()
|
|
||||||
local vi = area:indexp(pos)
|
|
||||||
node = minetest.get_name_from_content_id(data[vi])
|
|
||||||
end
|
|
||||||
if minetest.get_item_group(node, "rail") == 0 then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
if not railtype then
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
return minetest.get_item_group(node, "connect_to_raillike") == railtype
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_minecarts:check_front_up_down(pos, dir_, check_down, railtype)
|
|
||||||
local dir = vector.new(dir_)
|
|
||||||
-- Front
|
|
||||||
dir.y = 0
|
|
||||||
local cur = vector.add(pos, dir)
|
|
||||||
if mcl_minecarts:is_rail(cur, railtype) then
|
|
||||||
return dir
|
|
||||||
end
|
|
||||||
-- Up
|
|
||||||
if check_down then
|
|
||||||
dir.y = 1
|
|
||||||
cur = vector.add(pos, dir)
|
|
||||||
if mcl_minecarts:is_rail(cur, railtype) then
|
|
||||||
return dir
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- Down
|
|
||||||
dir.y = -1
|
|
||||||
cur = vector.add(pos, dir)
|
|
||||||
if mcl_minecarts:is_rail(cur, railtype) then
|
|
||||||
return dir
|
|
||||||
end
|
|
||||||
return nil
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
|
|
||||||
local pos = vector.round(pos_)
|
|
||||||
local cur
|
|
||||||
local left_check, right_check = true, true
|
|
||||||
|
|
||||||
-- Check left and right
|
|
||||||
local left = {x=0, y=0, z=0}
|
|
||||||
local right = {x=0, y=0, z=0}
|
|
||||||
if dir.z ~= 0 and dir.x == 0 then
|
|
||||||
left.x = -dir.z
|
|
||||||
right.x = dir.z
|
|
||||||
elseif dir.x ~= 0 and dir.z == 0 then
|
|
||||||
left.z = dir.x
|
|
||||||
right.z = -dir.x
|
|
||||||
end
|
|
||||||
|
|
||||||
if ctrl then
|
|
||||||
if old_switch == 1 then
|
|
||||||
left_check = false
|
|
||||||
elseif old_switch == 2 then
|
|
||||||
right_check = false
|
|
||||||
end
|
|
||||||
if ctrl.left and left_check then
|
|
||||||
cur = mcl_minecarts:check_front_up_down(pos, left, false, railtype)
|
|
||||||
if cur then
|
|
||||||
return cur, 1
|
|
||||||
end
|
|
||||||
left_check = false
|
|
||||||
end
|
|
||||||
if ctrl.right and right_check then
|
|
||||||
cur = mcl_minecarts:check_front_up_down(pos, right, false, railtype)
|
|
||||||
if cur then
|
|
||||||
return cur, 2
|
|
||||||
end
|
|
||||||
right_check = true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Normal
|
|
||||||
cur = mcl_minecarts:check_front_up_down(pos, dir, true, railtype)
|
|
||||||
if cur then
|
|
||||||
return cur
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Left, if not already checked
|
|
||||||
if left_check then
|
|
||||||
cur = mcl_minecarts:check_front_up_down(pos, left, false, railtype)
|
|
||||||
if cur then
|
|
||||||
return cur
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Right, if not already checked
|
|
||||||
if right_check then
|
|
||||||
cur = mcl_minecarts:check_front_up_down(pos, right, false, railtype)
|
|
||||||
if cur then
|
|
||||||
return cur
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- Backwards
|
|
||||||
if not old_switch then
|
|
||||||
cur = mcl_minecarts:check_front_up_down(pos, {
|
|
||||||
x = -dir.x,
|
|
||||||
y = dir.y,
|
|
||||||
z = -dir.z
|
|
||||||
}, true, railtype)
|
|
||||||
if cur then
|
|
||||||
return cur
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return {x=0, y=0, z=0}
|
|
||||||
end
|
|
|
@ -1,864 +0,0 @@
|
||||||
local modname = minetest.get_current_modname()
|
|
||||||
local S = minetest.get_translator(modname)
|
|
||||||
|
|
||||||
local has_mcl_wip = minetest.get_modpath("mcl_wip")
|
|
||||||
|
|
||||||
mcl_minecarts = {}
|
|
||||||
mcl_minecarts.modpath = minetest.get_modpath(modname)
|
|
||||||
mcl_minecarts.speed_max = 10
|
|
||||||
mcl_minecarts.check_float_time = 15
|
|
||||||
|
|
||||||
dofile(mcl_minecarts.modpath.."/functions.lua")
|
|
||||||
dofile(mcl_minecarts.modpath.."/rails.lua")
|
|
||||||
|
|
||||||
local function detach_driver(self)
|
|
||||||
if not self._driver then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
mcl_player.player_attached[self._driver] = nil
|
|
||||||
local player = minetest.get_player_by_name(self._driver)
|
|
||||||
self._driver = nil
|
|
||||||
self._start_pos = nil
|
|
||||||
if player then
|
|
||||||
player:set_detach()
|
|
||||||
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
|
|
||||||
mcl_player.player_set_animation(player, "stand" , 30)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local function activate_tnt_minecart(self, timer)
|
|
||||||
if self._boomtimer then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
self.object:set_armor_groups({immortal=1})
|
|
||||||
if timer then
|
|
||||||
self._boomtimer = timer
|
|
||||||
else
|
|
||||||
self._boomtimer = tnt.BOOMTIMER
|
|
||||||
end
|
|
||||||
self.object:set_properties({textures = {
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
}})
|
|
||||||
self._blinktimer = tnt.BLINKTIMER
|
|
||||||
minetest.sound_play("tnt_ignite", {pos = self.object:get_pos(), gain = 1.0, max_hear_distance = 15}, true)
|
|
||||||
end
|
|
||||||
|
|
||||||
local activate_normal_minecart = detach_driver
|
|
||||||
|
|
||||||
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
|
|
||||||
local entity_mapping = {}
|
|
||||||
|
|
||||||
local function register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail)
|
|
||||||
local cart = {
|
|
||||||
physical = false,
|
|
||||||
collisionbox = {-10/16., -0.5, -10/16, 10/16, 0.25, 10/16},
|
|
||||||
visual = "mesh",
|
|
||||||
mesh = mesh,
|
|
||||||
visual_size = {x=1, y=1},
|
|
||||||
textures = textures,
|
|
||||||
|
|
||||||
on_rightclick = on_rightclick,
|
|
||||||
|
|
||||||
_driver = nil, -- player who sits in and controls the minecart (only for minecart!)
|
|
||||||
_punched = false, -- used to re-send _velocity and position
|
|
||||||
_velocity = {x=0, y=0, z=0}, -- only used on punch
|
|
||||||
_start_pos = nil, -- Used to calculate distance for “On A Rail” achievement
|
|
||||||
_last_float_check = nil, -- timestamp of last time the cart was checked to be still on a rail
|
|
||||||
_fueltime = nil, -- how many seconds worth of fuel is left. Only used by minecart with furnace
|
|
||||||
_boomtimer = nil, -- how many seconds are left before exploding
|
|
||||||
_blinktimer = nil, -- how many seconds are left before TNT blinking
|
|
||||||
_blink = false, -- is TNT blink texture active?
|
|
||||||
_old_dir = {x=0, y=0, z=0},
|
|
||||||
_old_pos = nil,
|
|
||||||
_old_vel = {x=0, y=0, z=0},
|
|
||||||
_old_switch = 0,
|
|
||||||
_railtype = nil,
|
|
||||||
}
|
|
||||||
|
|
||||||
function cart:on_activate(staticdata, dtime_s)
|
|
||||||
-- Initialize
|
|
||||||
local data = minetest.deserialize(staticdata)
|
|
||||||
if type(data) == "table" then
|
|
||||||
self._railtype = data._railtype
|
|
||||||
end
|
|
||||||
self.object:set_armor_groups({immortal=1})
|
|
||||||
|
|
||||||
-- Activate cart if on activator rail
|
|
||||||
if self.on_activate_by_rail then
|
|
||||||
local pos = self.object:get_pos()
|
|
||||||
local node = minetest.get_node(vector.floor(pos))
|
|
||||||
if node.name == "mcl_minecarts:activator_rail_on" then
|
|
||||||
self:on_activate_by_rail()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function cart:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
|
|
||||||
local pos = self.object:get_pos()
|
|
||||||
if not self._railtype then
|
|
||||||
local node = minetest.get_node(vector.floor(pos)).name
|
|
||||||
self._railtype = minetest.get_item_group(node, "connect_to_raillike")
|
|
||||||
end
|
|
||||||
|
|
||||||
if not puncher or not puncher:is_player() then
|
|
||||||
local cart_dir = mcl_minecarts:get_rail_direction(pos, {x=1, y=0, z=0}, nil, nil, self._railtype)
|
|
||||||
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
self._velocity = vector.multiply(cart_dir, 3)
|
|
||||||
self._old_pos = nil
|
|
||||||
self._punched = true
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Punch+sneak: Pick up minecart (unless TNT was ignited)
|
|
||||||
if puncher:get_player_control().sneak and not self._boomtimer then
|
|
||||||
if self._driver then
|
|
||||||
if self._old_pos then
|
|
||||||
self.object:set_pos(self._old_pos)
|
|
||||||
end
|
|
||||||
detach_driver(self)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Disable detector rail
|
|
||||||
local rou_pos = vector.round(pos)
|
|
||||||
local node = minetest.get_node(rou_pos)
|
|
||||||
if node.name == "mcl_minecarts:detector_rail_on" then
|
|
||||||
local newnode = {name="mcl_minecarts:detector_rail", param2 = node.param2}
|
|
||||||
minetest.swap_node(rou_pos, newnode)
|
|
||||||
mesecon.receptor_off(rou_pos)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Drop items and remove cart entity
|
|
||||||
if not minetest.is_creative_enabled(puncher:get_player_name()) then
|
|
||||||
for d=1, #drop do
|
|
||||||
minetest.add_item(self.object:get_pos(), drop[d])
|
|
||||||
end
|
|
||||||
elseif puncher and puncher:is_player() then
|
|
||||||
local inv = puncher:get_inventory()
|
|
||||||
for d=1, #drop do
|
|
||||||
if not inv:contains_item("main", drop[d]) then
|
|
||||||
inv:add_item("main", drop[d])
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local vel = self.object:get_velocity()
|
|
||||||
if puncher:get_player_name() == self._driver then
|
|
||||||
if math.abs(vel.x + vel.z) > 7 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local punch_dir = mcl_minecarts:velocity_to_dir(puncher:get_look_dir())
|
|
||||||
punch_dir.y = 0
|
|
||||||
local cart_dir = mcl_minecarts:get_rail_direction(pos, punch_dir, nil, nil, self._railtype)
|
|
||||||
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
time_from_last_punch = math.min(time_from_last_punch, tool_capabilities.full_punch_interval)
|
|
||||||
local f = 3 * (time_from_last_punch / tool_capabilities.full_punch_interval)
|
|
||||||
|
|
||||||
self._velocity = vector.multiply(cart_dir, f)
|
|
||||||
self._old_pos = nil
|
|
||||||
self._punched = true
|
|
||||||
end
|
|
||||||
|
|
||||||
cart.on_activate_by_rail = on_activate_by_rail
|
|
||||||
|
|
||||||
function cart:on_step(dtime)
|
|
||||||
local ctrl, player = nil, nil
|
|
||||||
if self._driver then
|
|
||||||
player = minetest.get_player_by_name(self._driver)
|
|
||||||
if player then
|
|
||||||
ctrl = player:get_player_control()
|
|
||||||
-- player detach
|
|
||||||
if ctrl.sneak then
|
|
||||||
detach_driver(self)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local vel = self.object:get_velocity()
|
|
||||||
local update = {}
|
|
||||||
if self._last_float_check == nil then
|
|
||||||
self._last_float_check = 0
|
|
||||||
else
|
|
||||||
self._last_float_check = self._last_float_check + dtime
|
|
||||||
end
|
|
||||||
|
|
||||||
local pos, rou_pos, node = self.object:get_pos()
|
|
||||||
local r = 0.6
|
|
||||||
for _, node_pos in pairs({{r, 0}, {0, r}, {-r, 0}, {0, -r}}) do
|
|
||||||
if minetest.get_node(vector.offset(pos, node_pos[1], 0, node_pos[2])).name == "mcl_core:cactus" then
|
|
||||||
detach_driver(self)
|
|
||||||
for d = 1, #drop do
|
|
||||||
minetest.add_item(pos, drop[d])
|
|
||||||
end
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Drop minecart if it isn't on a rail anymore
|
|
||||||
if self._last_float_check >= mcl_minecarts.check_float_time then
|
|
||||||
pos = self.object:get_pos()
|
|
||||||
rou_pos = vector.round(pos)
|
|
||||||
node = minetest.get_node(rou_pos)
|
|
||||||
local g = minetest.get_item_group(node.name, "connect_to_raillike")
|
|
||||||
if g ~= self._railtype and self._railtype then
|
|
||||||
-- Detach driver
|
|
||||||
if player then
|
|
||||||
if self._old_pos then
|
|
||||||
self.object:set_pos(self._old_pos)
|
|
||||||
end
|
|
||||||
mcl_player.player_attached[self._driver] = nil
|
|
||||||
player:set_detach()
|
|
||||||
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Explode if already ignited
|
|
||||||
if self._boomtimer then
|
|
||||||
self.object:remove()
|
|
||||||
mcl_explosions.explode(pos, 4, { drop_chance = 1.0 })
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Drop items and remove cart entity
|
|
||||||
local pname = ""
|
|
||||||
if player then
|
|
||||||
pname = player:get_player_name()
|
|
||||||
end
|
|
||||||
if not minetest.is_creative_enabled(pname) then
|
|
||||||
for d=1, #drop do
|
|
||||||
minetest.add_item(self.object:get_pos(), drop[d])
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
self.object:remove()
|
|
||||||
return
|
|
||||||
end
|
|
||||||
self._last_float_check = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Update furnace stuff
|
|
||||||
if self._fueltime and self._fueltime > 0 then
|
|
||||||
self._fueltime = self._fueltime - dtime
|
|
||||||
if self._fueltime <= 0 then
|
|
||||||
self.object:set_properties({textures =
|
|
||||||
{
|
|
||||||
"default_furnace_top.png",
|
|
||||||
"default_furnace_top.png",
|
|
||||||
"default_furnace_front.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
}})
|
|
||||||
self._fueltime = 0
|
|
||||||
end
|
|
||||||
end
|
|
||||||
local has_fuel = self._fueltime and self._fueltime > 0
|
|
||||||
|
|
||||||
-- Update TNT stuff
|
|
||||||
if self._boomtimer then
|
|
||||||
-- Explode
|
|
||||||
self._boomtimer = self._boomtimer - dtime
|
|
||||||
local pos = self.object:get_pos()
|
|
||||||
if self._boomtimer <= 0 then
|
|
||||||
self.object:remove()
|
|
||||||
mcl_explosions.explode(pos, 4, { drop_chance = 1.0 })
|
|
||||||
return
|
|
||||||
else
|
|
||||||
tnt.smoke_step(pos)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if self._blinktimer then
|
|
||||||
self._blinktimer = self._blinktimer - dtime
|
|
||||||
if self._blinktimer <= 0 then
|
|
||||||
self._blink = not self._blink
|
|
||||||
if self._blink then
|
|
||||||
self.object:set_properties({textures =
|
|
||||||
{
|
|
||||||
"default_tnt_top.png",
|
|
||||||
"default_tnt_bottom.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
}})
|
|
||||||
else
|
|
||||||
self.object:set_properties({textures =
|
|
||||||
{
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_tnt_blink.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
}})
|
|
||||||
end
|
|
||||||
self._blinktimer = tnt.BLINKTIMER
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if self._punched then
|
|
||||||
vel = vector.add(vel, self._velocity)
|
|
||||||
self.object:set_velocity(vel)
|
|
||||||
self._old_dir.y = 0
|
|
||||||
elseif vector.equals(vel, {x=0, y=0, z=0}) and (not has_fuel) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local dir, last_switch = nil, nil
|
|
||||||
if not pos then
|
|
||||||
pos = self.object:get_pos()
|
|
||||||
end
|
|
||||||
if self._old_pos and not self._punched then
|
|
||||||
local flo_pos = vector.floor(pos)
|
|
||||||
local flo_old = vector.floor(self._old_pos)
|
|
||||||
if vector.equals(flo_pos, flo_old) and (not has_fuel) then
|
|
||||||
return
|
|
||||||
-- Prevent querying the same node over and over again
|
|
||||||
end
|
|
||||||
|
|
||||||
if not rou_pos then
|
|
||||||
rou_pos = vector.round(pos)
|
|
||||||
end
|
|
||||||
local rou_old = vector.round(self._old_pos)
|
|
||||||
if not node then
|
|
||||||
node = minetest.get_node(rou_pos)
|
|
||||||
end
|
|
||||||
local node_old = minetest.get_node(rou_old)
|
|
||||||
|
|
||||||
-- Update detector rails
|
|
||||||
if node.name == "mcl_minecarts:detector_rail" then
|
|
||||||
local newnode = {name="mcl_minecarts:detector_rail_on", param2 = node.param2}
|
|
||||||
minetest.swap_node(rou_pos, newnode)
|
|
||||||
mesecon.receptor_on(rou_pos)
|
|
||||||
end
|
|
||||||
if node_old.name == "mcl_minecarts:detector_rail_on" then
|
|
||||||
local newnode = {name="mcl_minecarts:detector_rail", param2 = node_old.param2}
|
|
||||||
minetest.swap_node(rou_old, newnode)
|
|
||||||
mesecon.receptor_off(rou_old)
|
|
||||||
end
|
|
||||||
-- Activate minecart if on activator rail
|
|
||||||
if node_old.name == "mcl_minecarts:activator_rail_on" and self.on_activate_by_rail then
|
|
||||||
self:on_activate_by_rail()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Stop cart if velocity vector flips
|
|
||||||
if self._old_vel and self._old_vel.y == 0 and
|
|
||||||
(self._old_vel.x * vel.x < 0 or self._old_vel.z * vel.z < 0) then
|
|
||||||
self._old_vel = {x = 0, y = 0, z = 0}
|
|
||||||
self._old_pos = pos
|
|
||||||
self.object:set_velocity(vector.new())
|
|
||||||
self.object:set_acceleration(vector.new())
|
|
||||||
return
|
|
||||||
end
|
|
||||||
self._old_vel = vector.new(vel)
|
|
||||||
|
|
||||||
if self._old_pos then
|
|
||||||
local diff = vector.subtract(self._old_pos, pos)
|
|
||||||
for _,v in ipairs({"x","y","z"}) do
|
|
||||||
if math.abs(diff[v]) > 1.1 then
|
|
||||||
local expected_pos = vector.add(self._old_pos, self._old_dir)
|
|
||||||
dir, last_switch = mcl_minecarts:get_rail_direction(pos, self._old_dir, ctrl, self._old_switch, self._railtype)
|
|
||||||
if vector.equals(dir, {x=0, y=0, z=0}) then
|
|
||||||
dir = false
|
|
||||||
pos = vector.new(expected_pos)
|
|
||||||
update.pos = true
|
|
||||||
end
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if vel.y == 0 then
|
|
||||||
for _,v in ipairs({"x", "z"}) do
|
|
||||||
if vel[v] ~= 0 and math.abs(vel[v]) < 0.9 then
|
|
||||||
vel[v] = 0
|
|
||||||
update.vel = true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local cart_dir = mcl_minecarts:velocity_to_dir(vel)
|
|
||||||
local max_vel = mcl_minecarts.speed_max
|
|
||||||
if not dir then
|
|
||||||
dir, last_switch = mcl_minecarts:get_rail_direction(pos, cart_dir, ctrl, self._old_switch, self._railtype)
|
|
||||||
end
|
|
||||||
|
|
||||||
local new_acc = {x=0, y=0, z=0}
|
|
||||||
if vector.equals(dir, {x=0, y=0, z=0}) and not has_fuel then
|
|
||||||
vel = {x=0, y=0, z=0}
|
|
||||||
update.vel = true
|
|
||||||
else
|
|
||||||
-- If the direction changed
|
|
||||||
if dir.x ~= 0 and self._old_dir.z ~= 0 then
|
|
||||||
vel.x = dir.x * math.abs(vel.z)
|
|
||||||
vel.z = 0
|
|
||||||
pos.z = math.floor(pos.z + 0.5)
|
|
||||||
update.pos = true
|
|
||||||
end
|
|
||||||
if dir.z ~= 0 and self._old_dir.x ~= 0 then
|
|
||||||
vel.z = dir.z * math.abs(vel.x)
|
|
||||||
vel.x = 0
|
|
||||||
pos.x = math.floor(pos.x + 0.5)
|
|
||||||
update.pos = true
|
|
||||||
end
|
|
||||||
-- Up, down?
|
|
||||||
if dir.y ~= self._old_dir.y then
|
|
||||||
vel.y = dir.y * math.abs(vel.x + vel.z)
|
|
||||||
pos = vector.round(pos)
|
|
||||||
update.pos = true
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Slow down or speed up
|
|
||||||
local acc = dir.y * -1.8
|
|
||||||
local friction = 0.4
|
|
||||||
local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
|
|
||||||
local speed_mod = ndef and ndef._rail_acceleration
|
|
||||||
|
|
||||||
acc = acc - friction
|
|
||||||
|
|
||||||
if has_fuel then
|
|
||||||
acc = acc + 0.6
|
|
||||||
end
|
|
||||||
|
|
||||||
if speed_mod and speed_mod ~= 0 then
|
|
||||||
acc = acc + speed_mod + friction
|
|
||||||
end
|
|
||||||
|
|
||||||
new_acc = vector.multiply(dir, acc)
|
|
||||||
end
|
|
||||||
|
|
||||||
self.object:set_acceleration(new_acc)
|
|
||||||
self._old_pos = vector.new(pos)
|
|
||||||
self._old_dir = vector.new(dir)
|
|
||||||
self._old_switch = last_switch
|
|
||||||
|
|
||||||
-- Limits
|
|
||||||
for _,v in ipairs({"x","y","z"}) do
|
|
||||||
if math.abs(vel[v]) > max_vel then
|
|
||||||
vel[v] = mcl_minecarts:get_sign(vel[v]) * max_vel
|
|
||||||
new_acc[v] = 0
|
|
||||||
update.vel = true
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Give achievement when player reached a distance of 1000 nodes from the start position
|
|
||||||
if self._driver and (vector.distance(self._start_pos, pos) >= 1000) then
|
|
||||||
awards.unlock(self._driver, "mcl:onARail")
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
if update.pos or self._punched then
|
|
||||||
local yaw = 0
|
|
||||||
if dir.x < 0 then
|
|
||||||
yaw = 0.5
|
|
||||||
elseif dir.x > 0 then
|
|
||||||
yaw = 1.5
|
|
||||||
elseif dir.z < 0 then
|
|
||||||
yaw = 1
|
|
||||||
end
|
|
||||||
self.object:set_yaw(yaw * math.pi)
|
|
||||||
end
|
|
||||||
|
|
||||||
if self._punched then
|
|
||||||
self._punched = false
|
|
||||||
end
|
|
||||||
|
|
||||||
if not (update.vel or update.pos) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
local anim = {x=0, y=0}
|
|
||||||
if dir.y == -1 then
|
|
||||||
anim = {x=1, y=1}
|
|
||||||
elseif dir.y == 1 then
|
|
||||||
anim = {x=2, y=2}
|
|
||||||
end
|
|
||||||
self.object:set_animation(anim, 1, 0)
|
|
||||||
|
|
||||||
self.object:set_velocity(vel)
|
|
||||||
if update.pos then
|
|
||||||
self.object:set_pos(pos)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function cart:get_staticdata()
|
|
||||||
return minetest.serialize({_railtype = self._railtype})
|
|
||||||
end
|
|
||||||
|
|
||||||
minetest.register_entity(entity_id, cart)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Place a minecart at pointed_thing
|
|
||||||
function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
|
|
||||||
if not pointed_thing.type == "node" then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local railpos, node
|
|
||||||
if mcl_minecarts:is_rail(pointed_thing.under) then
|
|
||||||
railpos = pointed_thing.under
|
|
||||||
node = minetest.get_node(pointed_thing.under)
|
|
||||||
elseif mcl_minecarts:is_rail(pointed_thing.above) then
|
|
||||||
railpos = pointed_thing.above
|
|
||||||
node = minetest.get_node(pointed_thing.above)
|
|
||||||
else
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Activate detector rail
|
|
||||||
if node.name == "mcl_minecarts:detector_rail" then
|
|
||||||
local newnode = {name="mcl_minecarts:detector_rail_on", param2 = node.param2}
|
|
||||||
minetest.swap_node(railpos, newnode)
|
|
||||||
mesecon.receptor_on(railpos)
|
|
||||||
end
|
|
||||||
|
|
||||||
local entity_id = entity_mapping[itemstack:get_name()]
|
|
||||||
local cart = minetest.add_entity(railpos, entity_id)
|
|
||||||
local railtype = minetest.get_item_group(node.name, "connect_to_raillike")
|
|
||||||
local le = cart:get_luaentity()
|
|
||||||
if le then
|
|
||||||
le._railtype = railtype
|
|
||||||
end
|
|
||||||
local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
|
|
||||||
cart:set_yaw(minetest.dir_to_yaw(cart_dir))
|
|
||||||
|
|
||||||
local pname = ""
|
|
||||||
if placer then
|
|
||||||
pname = placer:get_player_name()
|
|
||||||
end
|
|
||||||
if not minetest.is_creative_enabled(pname) then
|
|
||||||
itemstack:take_item()
|
|
||||||
end
|
|
||||||
return itemstack
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
local function register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
|
|
||||||
entity_mapping[itemstring] = entity_id
|
|
||||||
|
|
||||||
local groups = { minecart = 1, transport = 1 }
|
|
||||||
if creative == false then
|
|
||||||
groups.not_in_creative_inventory = 1
|
|
||||||
end
|
|
||||||
local def = {
|
|
||||||
stack_max = 1,
|
|
||||||
on_place = function(itemstack, placer, pointed_thing)
|
|
||||||
if not pointed_thing.type == "node" then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Call on_rightclick if the pointed node defines it
|
|
||||||
local node = minetest.get_node(pointed_thing.under)
|
|
||||||
if placer and not placer:get_player_control().sneak then
|
|
||||||
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
|
|
||||||
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
|
|
||||||
end,
|
|
||||||
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
|
|
||||||
-- Place minecart as entity on rail. If there's no rail, just drop it.
|
|
||||||
local placed
|
|
||||||
if minetest.get_item_group(dropnode.name, "rail") ~= 0 then
|
|
||||||
-- FIXME: This places minecarts even if the spot is already occupied
|
|
||||||
local pointed_thing = { under = droppos, above = { x=droppos.x, y=droppos.y+1, z=droppos.z } }
|
|
||||||
placed = mcl_minecarts.place_minecart(stack, pointed_thing)
|
|
||||||
end
|
|
||||||
if placed == nil then
|
|
||||||
-- Drop item
|
|
||||||
minetest.add_item(droppos, stack)
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
groups = groups,
|
|
||||||
}
|
|
||||||
def.description = description
|
|
||||||
def._tt_help = tt_help
|
|
||||||
def._doc_items_longdesc = longdesc
|
|
||||||
def._doc_items_usagehelp = usagehelp
|
|
||||||
def.inventory_image = icon
|
|
||||||
def.wield_image = icon
|
|
||||||
minetest.register_craftitem(itemstring, def)
|
|
||||||
end
|
|
||||||
|
|
||||||
--[[
|
|
||||||
Register a minecart
|
|
||||||
* itemstring: Itemstring of minecart item
|
|
||||||
* entity_id: ID of minecart entity
|
|
||||||
* description: Item name / description
|
|
||||||
* longdesc: Long help text
|
|
||||||
* usagehelp: Usage help text
|
|
||||||
* mesh: Minecart mesh
|
|
||||||
* textures: Minecart textures table
|
|
||||||
* icon: Item icon
|
|
||||||
* drop: Dropped items after destroying minecart
|
|
||||||
* on_rightclick: Called after rightclick
|
|
||||||
* on_activate_by_rail: Called when above activator rail
|
|
||||||
* creative: If false, don't show in Creative Inventory
|
|
||||||
]]
|
|
||||||
local function register_minecart(itemstring, entity_id, description, tt_help, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, on_activate_by_rail, creative)
|
|
||||||
register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail)
|
|
||||||
register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
|
|
||||||
if minetest.get_modpath("doc_identifier") then
|
|
||||||
doc.sub.identifier.register_object(entity_id, "craftitems", itemstring)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Minecart
|
|
||||||
register_minecart(
|
|
||||||
"mcl_minecarts:minecart",
|
|
||||||
"mcl_minecarts:minecart",
|
|
||||||
S("Minecart"),
|
|
||||||
S("Vehicle for fast travel on rails"),
|
|
||||||
S("Minecarts can be used for a quick transportion on rails.") .. "\n" ..
|
|
||||||
S("Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type."),
|
|
||||||
S("You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.") .. "\n" ..
|
|
||||||
S("To obtain the minecart, punch it while holding down the sneak key.") .. "\n" ..
|
|
||||||
S("If it moves over a powered activator rail, you'll get ejected."),
|
|
||||||
"mcl_minecarts_minecart.b3d",
|
|
||||||
{"mcl_minecarts_minecart.png"},
|
|
||||||
"mcl_minecarts_minecart_normal.png",
|
|
||||||
{"mcl_minecarts:minecart"},
|
|
||||||
function(self, clicker)
|
|
||||||
local name = clicker:get_player_name()
|
|
||||||
if not clicker or not clicker:is_player() then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local player_name = clicker:get_player_name()
|
|
||||||
if self._driver and player_name == self._driver then
|
|
||||||
detach_driver(self)
|
|
||||||
elseif not self._driver then
|
|
||||||
self._driver = player_name
|
|
||||||
self._start_pos = self.object:get_pos()
|
|
||||||
mcl_player.player_attached[player_name] = true
|
|
||||||
clicker:set_attach(self.object, "", {x=0, y=-1.75, z=-2}, {x=0, y=0, z=0})
|
|
||||||
mcl_player.player_attached[name] = true
|
|
||||||
minetest.after(0.2, function(name)
|
|
||||||
local player = minetest.get_player_by_name(name)
|
|
||||||
if player then
|
|
||||||
mcl_player.player_set_animation(player, "sit" , 30)
|
|
||||||
player:set_eye_offset({x=0, y=-5.5, z=0},{x=0, y=-4, z=0})
|
|
||||||
mcl_title.set(clicker, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
|
|
||||||
end
|
|
||||||
end, name)
|
|
||||||
end
|
|
||||||
end, activate_normal_minecart
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Minecart with Chest
|
|
||||||
register_minecart(
|
|
||||||
"mcl_minecarts:chest_minecart",
|
|
||||||
"mcl_minecarts:chest_minecart",
|
|
||||||
S("Minecart with Chest"),
|
|
||||||
nil, nil, nil,
|
|
||||||
"mcl_minecarts_minecart_chest.b3d",
|
|
||||||
{ "mcl_chests_normal.png", "mcl_minecarts_minecart.png" },
|
|
||||||
"mcl_minecarts_minecart_chest.png",
|
|
||||||
{"mcl_minecarts:minecart", "mcl_chests:chest"},
|
|
||||||
nil, nil, false)
|
|
||||||
|
|
||||||
-- Minecart with Furnace
|
|
||||||
register_minecart(
|
|
||||||
"mcl_minecarts:furnace_minecart",
|
|
||||||
"mcl_minecarts:furnace_minecart",
|
|
||||||
S("Minecart with Furnace"),
|
|
||||||
nil,
|
|
||||||
S("A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel."),
|
|
||||||
S("Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.") .. "\n" ..
|
|
||||||
S("To obtain the minecart and furnace, punch them while holding down the sneak key."),
|
|
||||||
|
|
||||||
"mcl_minecarts_minecart_block.b3d",
|
|
||||||
{
|
|
||||||
"default_furnace_top.png",
|
|
||||||
"default_furnace_top.png",
|
|
||||||
"default_furnace_front.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
},
|
|
||||||
"mcl_minecarts_minecart_furnace.png",
|
|
||||||
{"mcl_minecarts:minecart", "mcl_furnaces:furnace"},
|
|
||||||
-- Feed furnace with coal
|
|
||||||
function(self, clicker)
|
|
||||||
if not clicker or not clicker:is_player() then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if not self._fueltime then
|
|
||||||
self._fueltime = 0
|
|
||||||
end
|
|
||||||
local held = clicker:get_wielded_item()
|
|
||||||
if minetest.get_item_group(held:get_name(), "coal") == 1 then
|
|
||||||
self._fueltime = self._fueltime + 180
|
|
||||||
|
|
||||||
if not minetest.is_creative_enabled(clicker:get_player_name()) then
|
|
||||||
held:take_item()
|
|
||||||
local index = clicker:get_wield_index()
|
|
||||||
local inv = clicker:get_inventory()
|
|
||||||
inv:set_stack("main", index, held)
|
|
||||||
end
|
|
||||||
self.object:set_properties({textures =
|
|
||||||
{
|
|
||||||
"default_furnace_top.png",
|
|
||||||
"default_furnace_top.png",
|
|
||||||
"default_furnace_front_active.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"default_furnace_side.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
}})
|
|
||||||
end
|
|
||||||
end, nil, false
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Minecart with Command Block
|
|
||||||
register_minecart(
|
|
||||||
"mcl_minecarts:command_block_minecart",
|
|
||||||
"mcl_minecarts:command_block_minecart",
|
|
||||||
S("Minecart with Command Block"),
|
|
||||||
nil, nil, nil,
|
|
||||||
"mcl_minecarts_minecart_block.b3d",
|
|
||||||
{
|
|
||||||
"jeija_commandblock_off.png^[verticalframe:2:0",
|
|
||||||
"jeija_commandblock_off.png^[verticalframe:2:0",
|
|
||||||
"jeija_commandblock_off.png^[verticalframe:2:0",
|
|
||||||
"jeija_commandblock_off.png^[verticalframe:2:0",
|
|
||||||
"jeija_commandblock_off.png^[verticalframe:2:0",
|
|
||||||
"jeija_commandblock_off.png^[verticalframe:2:0",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
},
|
|
||||||
"mcl_minecarts_minecart_command_block.png",
|
|
||||||
{"mcl_minecarts:minecart"},
|
|
||||||
nil, nil, false
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Minecart with Hopper
|
|
||||||
register_minecart(
|
|
||||||
"mcl_minecarts:hopper_minecart",
|
|
||||||
"mcl_minecarts:hopper_minecart",
|
|
||||||
S("Minecart with Hopper"),
|
|
||||||
nil, nil, nil,
|
|
||||||
"mcl_minecarts_minecart_hopper.b3d",
|
|
||||||
{
|
|
||||||
"mcl_hoppers_hopper_inside.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
"mcl_hoppers_hopper_outside.png",
|
|
||||||
"mcl_hoppers_hopper_top.png",
|
|
||||||
},
|
|
||||||
"mcl_minecarts_minecart_hopper.png",
|
|
||||||
{"mcl_minecarts:minecart", "mcl_hoppers:hopper"},
|
|
||||||
nil, nil, false
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Minecart with TNT
|
|
||||||
register_minecart(
|
|
||||||
"mcl_minecarts:tnt_minecart",
|
|
||||||
"mcl_minecarts:tnt_minecart",
|
|
||||||
S("Minecart with TNT"),
|
|
||||||
S("Vehicle for fast travel on rails").."\n"..S("Can be ignited by tools or powered activator rail"),
|
|
||||||
S("A minecart with TNT is an explosive vehicle that travels on rail."),
|
|
||||||
S("Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.") .. "\n" ..
|
|
||||||
S("To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited."),
|
|
||||||
"mcl_minecarts_minecart_block.b3d",
|
|
||||||
{
|
|
||||||
"default_tnt_top.png",
|
|
||||||
"default_tnt_bottom.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"default_tnt_side.png",
|
|
||||||
"mcl_minecarts_minecart.png",
|
|
||||||
},
|
|
||||||
"mcl_minecarts_minecart_tnt.png",
|
|
||||||
{"mcl_minecarts:minecart", "mcl_tnt:tnt"},
|
|
||||||
-- Ingite
|
|
||||||
function(self, clicker)
|
|
||||||
if not clicker or not clicker:is_player() then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if self._boomtimer then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local held = clicker:get_wielded_item()
|
|
||||||
if held:get_name() == "mcl_fire:flint_and_steel" then
|
|
||||||
if not minetest.is_creative_enabled(clicker:get_player_name()) then
|
|
||||||
held:add_wear(65535/65) -- 65 uses
|
|
||||||
local index = clicker:get_wield_index()
|
|
||||||
local inv = clicker:get_inventory()
|
|
||||||
inv:set_stack("main", index, held)
|
|
||||||
end
|
|
||||||
activate_tnt_minecart(self)
|
|
||||||
end
|
|
||||||
end, activate_tnt_minecart)
|
|
||||||
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:minecart",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
|
|
||||||
{"mcl_core:iron_ingot", "mcl_core:iron_ingot", "mcl_core:iron_ingot"},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:tnt_minecart",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_tnt:tnt"},
|
|
||||||
{"mcl_minecarts:minecart"},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
-- TODO: Re-enable crafting of special minecarts when they have been implemented
|
|
||||||
--[[minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:furnace_minecart",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_furnaces:furnace"},
|
|
||||||
{"mcl_minecarts:minecart"},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:hopper_minecart",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_hoppers:hopper"},
|
|
||||||
{"mcl_minecarts:minecart"},
|
|
||||||
},
|
|
||||||
})
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:chest_minecart",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_chests:chest"},
|
|
||||||
{"mcl_minecarts:minecart"},
|
|
||||||
},
|
|
||||||
})]]
|
|
||||||
|
|
||||||
|
|
||||||
if has_mcl_wip then
|
|
||||||
mcl_wip.register_wip_item("mcl_minecarts:chest_minecart")
|
|
||||||
mcl_wip.register_wip_item("mcl_minecarts:furnace_minecart")
|
|
||||||
mcl_wip.register_wip_item("mcl_minecarts:command_block_minecart")
|
|
||||||
mcl_wip.register_wip_item("mcl_minecarts:hopper_minecart")
|
|
||||||
end
|
|
|
@ -1,36 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=Lore
|
|
||||||
Minecarts can be used for a quick transportion on rails.=Loren können für eine schnelle Fahrt auf Schienen benutzt werden.
|
|
||||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Loren fahren nur auf Schienen und bleiben immer auf der Strecke. An einer Einmündung ohne einem Weg nach vorne fahren sie nach links. Die Geschwindigkeit hängt vom Schienentyp ab.
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Sie können die Lore auf Schienen platzieren. Rechtsklicken, um einzusteigen.
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Um die Lore aufzusammeln, schlagen Sie sie, während Sie die Schleichen-Taste gedrückt halten.
|
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=Eine Lore mit TNT ist ein explosives Fahrzeug, das auf Schienen fährt.
|
|
||||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Auf Schienen platzieren. Zuschlagen zum Bewegen. Das TNT wird mit einem Feuerzeug angezündet, oder, wenn die Lore sich auf einer bestromten Aktivierungsschiene befindet.
|
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Um die Lore und das TNT zu erhalten, schlagen Sie sie, während Sie die Schleichtaste drücken. Das ist nicht möglich, wenn das TNT bereits gezündet wurde.
|
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Eine Lore mit Ofen ist ein Fahrzeug, das auf Rädern fährt. Sie kann mit Brennstoff angetrieben werden.
|
|
||||||
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Auf Schienen platzieren. Wird Kohle eingefügt, wird der Ofen für eine lange Zeit brennen und die Lore wird fähig sein, sich selbst anzutreiben. Zuschlagen, um die Bewegung einzuläuten.
|
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Um die Lore und den Ofen zu erhalten, schlagen Sie zu, während Sie die Schleichtaste drücken.
|
|
||||||
Minecart with Chest=Lore mit Truhe
|
|
||||||
Minecart with Furnace=Lore mit Ofen
|
|
||||||
Minecart with Command Block=Lore mit Befehlsblock
|
|
||||||
Minecart with Hopper=Lore mit Trichter
|
|
||||||
Minecart with TNT=Lore mit TNT
|
|
||||||
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Bauen Sie sie auf den Boden, um Ihr Schienennetzwerk zu errichten, die Schienen werden sich automatisch verbinden und sich nach Bedarf in Kurven, Einmündungen, Kreuzungen und Steigungen verwandeln.
|
|
||||||
Rail=Schiene
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Schienen können benutzt werden, um Strecken für Loren zu bauen. Normale Schienen werden Loren aufgrund von Reibung leicht verlangsamen.
|
|
||||||
Powered Rail=Antriebsschiene
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Schienen können benutzt werden, um Strecken für Loren zu bauen. Antriebsschienen können Loren beschleunigen und abbremsen.
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Ohne Redstone-Energie wird die Schiene Loren abbremsen. Mit Redstone-Energie wird sie sie beschleunigen.
|
|
||||||
Activator Rail=Aktivierungsschiene
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Schienen können benutzt werden, um Strecken für Loren zu bauen. Aktivierungsschienen werden benutzt, um besondere Loren zu aktivieren.
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Wenn diese Schiene mit Redstone-Energie versorgt wird, werden alle Loren, die sie passieren, aktiviert.
|
|
||||||
Detector Rail=Sensorschiene
|
|
||||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Schienen können benutzt werden, um Strecken für Loren zu bauen. Eine Sensorschiene kann eine Lore erkennen und versorgt Redstone-Mechanismen.
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Um eine Lore zu erkennen und die Redstone-Energie zu aktivieren, verbinden Sie die Schiene mit Redstonestaub oder Redstone-Mechanismen und schicken Sie eine beliebige Lore über die Schiene.
|
|
||||||
Track for minecarts=Strecke für Loren
|
|
||||||
Speed up when powered, slow down when not powered=Beschleunigt, wenn bestromt, sonst verlangsamt es
|
|
||||||
Activates minecarts when powered=Aktiviert Loren, wenn bestromt
|
|
||||||
Emits redstone power when a minecart is detected=Gibt ein Redstonesignal aus, wenn eine Lore erfasst wird
|
|
||||||
Vehicle for fast travel on rails=Fahrzeug zum schnellen Transport auf Schienen
|
|
||||||
Can be ignited by tools or powered activator rail=Kann mit Werkzeugen oder bestromten Aktivierungsschienen angezündet werden
|
|
||||||
Sneak to dismount=Zum Aussteigen schleichen
|
|
|
@ -1,23 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=Vagoneta
|
|
||||||
Minecarts can be used for a quick transportion on rails.=Las vagonetas se pueden usar para transportarse rápido en los rieles.
|
|
||||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Las vagonetas solo viajan en rieles y siempre siguen las pistas. En un cruce en T sin camino recto, giran a la izquierda. La velocidad se ve afectada por el tipo de riel.
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Puedes colocar el vagoneta en los rieles. Haga clic derecho para insertarlo. Golpea para que se mueva.
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Para obtener el vagoneta, golpéalo mientras mantienes presionada la tecla.
|
|
||||||
Minecart with Chest=Vagoneta con cofre
|
|
||||||
Minecart with Furnace=Vagoneta con horno
|
|
||||||
Minecart with Command Block=Vagoneta con bloque de comandos
|
|
||||||
Minecart with Hopper=Vagoneta con tolva
|
|
||||||
Minecart with TNT=Vagoneta con dinamita
|
|
||||||
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Colóquelos en el suelo para construir su ferrocarril, los rieles se conectarán automáticamente entre sí y se convertirán en curvas, uniones en T, cruces y pendientes según sea necesario.
|
|
||||||
Rail=Raíl
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Los rieles se pueden usar para construir vías de transporte para vagonetas. Los rieles normales ralentizan ligeramente las vagonetas debido a la fricción.
|
|
||||||
Powered Rail=Raíl propulsor
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Los rieles se pueden usar para construir vías de transporte para vagonetas. Los railes propulsores pueden acelerar y frenar las vagonetas.
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sin energía de redstone, el riel frenará las vagonetas. Para hacer que este riel acelere las vagonetas, aliméntalo con redstone.
|
|
||||||
Activator Rail=Raíl activador
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Los rieles se pueden usar para construir vías de transporte para vagonetas. Los railes activador se utilizan para activar una vagoneta especial.
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Para hacer que este riel active las vagonetas, enciéndelo con energía de redstone y envía una vagoneta sobre este pedazo de riel.
|
|
||||||
Detector Rail=Raíl detector
|
|
||||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Los rieles se pueden usar para construir vías de transporte para vagonetas. Un raíl detector puede detectar una vagoneta sobre él y alimenta los mecanismos de redstone.
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Para detectar una vagoneta y proporcionar energía de redstone, conéctelo a los senderos de redstone o mecanismos de redstone y envíe cualquier vagoneta sobre el riel.
|
|
|
@ -1,36 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=Wagonnet
|
|
||||||
Minecarts can be used for a quick transportion on rails.=Les wagonnets peuvent être utilisés pour un transport rapide sur rails.
|
|
||||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Les wagonnets roulent uniquement sur des rails et suivent toujours les pistes. À un carrefour en T sans voie directe, ils tournent à gauche. La vitesse dépend du type de rail.
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Vous pouvez placer le wagonnet sur des rails. Faites un clic droit dessus pour entrer dedans. Frappez-le pour le faire bouger.
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Pour obtenir la wagonnet, frappez-le tout en maintenant la touche furtive enfoncée.
|
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=Un wagonnet avec de la TNT est un véhicule explosif qui se déplace sur rail.
|
|
||||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Placez-le sur des rails. Frappez-le pour le déplacer. Le TNT est allumé avec un briquet ou lorsque le minecart est sur un rail d'activation alimenté.
|
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Pour obtenir la wagonnet et la TNT, frappez-les tout en maintenant la touche furtive enfoncée. Vous ne pouvez pas faire cela si le TNT a été allumé.
|
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant.
|
|
||||||
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger.
|
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée.
|
|
||||||
Minecart with Chest=Wagonnet avec Coffre
|
|
||||||
Minecart with Furnace=Wagonnet avec Four
|
|
||||||
Minecart with Command Block=Wagonnet avec Bloc de Commande
|
|
||||||
Minecart with Hopper=Wagonnet avec Entonoir
|
|
||||||
Minecart with TNT=Wagonnet avec TNT
|
|
||||||
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin.
|
|
||||||
Rail=Rail
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction.
|
|
||||||
Powered Rail=Rail allimenté
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets.
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone.
|
|
||||||
Activator Rail=Rail d'activation
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Des rails activateurs sont utilisés pour activer des wagonnets spéciaux.
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Pour activer ce rail, activez les wagonnets, alimentez-le avec de l'énergie redstone et envoyez un wagonnet sur ce morceau de rail.
|
|
||||||
Detector Rail=Rail de détection
|
|
||||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Un rail de détection est capable de détecter un wagonnet au-dessus et alimente les mécanismes de redstone.
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Pour détecter un wagonnet et fournir une alimentation redstone, connectez-le aux câble redstone ou aux mécanismes redstone et envoyez n'importe quel wagonnet sur le rail.
|
|
||||||
Track for minecarts=Piste pour wagonnets
|
|
||||||
Speed up when powered, slow down when not powered=Accélérez lorsqu'il est alimenté, ralentissez lorsqu'il n'est pas alimenté
|
|
||||||
Activates minecarts when powered=Active les wagonnets lorsqu'il est alimenté
|
|
||||||
Emits redstone power when a minecart is detected=Émet de l'énergie redstone lorsqu'un wagonnet est détecté
|
|
||||||
Vehicle for fast travel on rails=Véhicule pour voyager rapidement sur rails
|
|
||||||
Can be ignited by tools or powered activator rail=Peut être allumé par des outils ou un rail d'activation motorisé
|
|
||||||
Sneak to dismount=
|
|
|
@ -1,36 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=Wagonik
|
|
||||||
Minecarts can be used for a quick transportion on rails.=Wagoniki mogą być użyte do szybkiego transportu po torach.
|
|
||||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Wagoniki mogą jeździć tylko po torach i zawsze podążają za wytyczoną ścieżką. W przypadku skrzyżowań typu T, gdzie nie ma prostej ścieżki, skręcają w lew. Ich szybkość zależy od typu torów.
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Możesz postawić wagonik na torach. Kliknij prawym przyciskiem myszy aby do niego wejść. Uderz go by zaczął się poruszać.
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Aby odzyskać wagonik uderz go podczas skradania.
|
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=Wagonik z TNT jest wybuchowym pojazdem podróżującym po torach.
|
|
||||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Postaw go na torach. Uderz by zaczął się poruszać. TNT zapala się krzesiwem lub gdy wagonik jest na zasilonych torach aktywacyjnych.
|
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Aby odzyskać wagonik z TNT uderz go podczas skradania. Nie możesz tego zrobić gdy TNT jest zapalone.
|
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Wagonik z piecem jest pojazdem podróżującym na torach. Napędza on samego siebie za pomocą paliwa.
|
|
||||||
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Postaw go na torach. Jeśli dasz mu nieco węgla piec zacznie palić przez długi czas, a wagonik będzie się sam poruszał. Uderz go by zaczął się poruszać.
|
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Aby odzyskać wagonik z piecem uderz go podczas skradania.
|
|
||||||
Minecart with Chest=Wagonik ze skrzynią
|
|
||||||
Minecart with Furnace=Wagonik z piecem
|
|
||||||
Minecart with Command Block=Wagonik z blokiem poleceń
|
|
||||||
Minecart with Hopper=Wagonik z lejem
|
|
||||||
Minecart with TNT=Wagonik z TNT
|
|
||||||
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Postaw je na ziemi by zbudować ścieżkę z torów. Tory automatycznie połączą się ze sobą i zamienią się w zakręty, skrzyżowania typu T, skrzyżowania i równie w zależności od potrzeb.
|
|
||||||
Rail=Tor
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Zwyczajne tory nieco spowalniają wagoniki ze względu na tarcie.
|
|
||||||
Powered Rail=Zasilane tory
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Zasilane tory mogą przyspieszać lub spowalniać wagoniki.
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Bez zasilania czerwienitem tory będą spowalniać wagoniki. Aby sprawić by je przyspieszały zasil je czerwienitem.
|
|
||||||
Activator Rail=Tory aktywacyjne
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Tory aktywacyjne są wykorzystywane do aktywacji specjalnych wagoników.
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Aby ten tor aktywował wagonik, zasil go czerwienitem i spraw by wagonik po nim przejechał.
|
|
||||||
Detector Rail=Tory z czujnikiem
|
|
||||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Tory z czujnikiem są w stanie wykryć kiedy wagonik po nich przejeżdża i wysłać sygnał do czerwienitowych mechanizmów.
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Aby wykryć wagonik i dostarczyć zasilanie czerwienitem podłącz go czerwienitem to mechanizmu i spraw by wagonik po nim przejechał.
|
|
||||||
Track for minecarts=Tor dla wagoników
|
|
||||||
Speed up when powered, slow down when not powered=Przyspiesza gdy zasilane, spowalnia gdy nie
|
|
||||||
Activates minecarts when powered=Aktywuje wagoniki gdy zasilane
|
|
||||||
Emits redstone power when a minecart is detected=Emituje zasilanie czerwienitem gdy wagonik jest wykryty
|
|
||||||
Vehicle for fast travel on rails=Pojazd do szybkiej podróży na torach
|
|
||||||
Can be ignited by tools or powered activator rail=Może być zapalony przez narzędzia, lub zasilane tor aktywacyjne
|
|
||||||
Sneak to dismount=Zacznij się skradać by zejść
|
|
|
@ -1,36 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=Вагонетка
|
|
||||||
Minecarts can be used for a quick transportion on rails.=Вагонетки нужны, чтобы быстро перемещаться по рельсам.
|
|
||||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Вагонетки едут строго по проложенному железнодорожному пути. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы ставите вагонетку на рельсы. Правым кликом садитесь в неё. Стукаете, чтобы начать движение.
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=Чтобы взять вагонетку, стукните её, удерживая клавишу [Красться].
|
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=Вагон тротила это подрывной железнодорожный транспорт.
|
|
||||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Поместите его на рельсы. Стукните, чтобы он поехал. Тротил воспламеняется, если его поджечь огнивом, либо при попадании на подключенный рельсовый активатор.
|
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы взять вагон тротила, стукните его, удерживая клавишу [Красться]. Если тротил воспламенён, сделать это нельзя.
|
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагон с печью - это железнодорожный транспорт. Он может двигаться за счёт топлива.
|
|
||||||
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Поставьте его на рельсы. Если добавить немного угля, то печь зажжётся на продолжительное время и вагон сможет ехать. Стукните вагон для начала движения.
|
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы взять вагон с печью, стукните его, удерживая клавишу [Красться].
|
|
||||||
Minecart with Chest=Вагон с сундуком
|
|
||||||
Minecart with Furnace=Вагон с печью
|
|
||||||
Minecart with Command Block=Вагон с командным блоком
|
|
||||||
Minecart with Hopper=Вагон с бункером
|
|
||||||
Minecart with TNT=Вагон тротила
|
|
||||||
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Поместите на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут превращаться в плавный повороты, T-образные развилки, перекрёстки и уклоны там, где это потребуется.
|
|
||||||
Rail=Рельсы
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Рельсы используются для строительства железной дороги. Обычные рельсы немного замедляют движение вагонеток из-за трения.
|
|
||||||
Powered Rail=Подключаемые рельсы
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Рельсы используются для строительства железной дороги. Подключённые рельсы могут разгонять и тормозить вагонетки.
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Без энергии редстоуна рельсы будут тормозить вагонетки.
|
|
||||||
Activator Rail=Рельсовый активатор
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Рельсы используются для строительства железной дороги. Рельсовый активатор активирует особые вагонетки.
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы этот блок рельсов активировал вагонетку, подключите его к энергии редстоуна и направьте вагонетку через него.
|
|
||||||
Detector Rail=Рельсовый детектор
|
|
||||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Рельсы используются для строительства железной дороги. Рельсовый детектор может обнаруживать вагонетку у себя наверху и подключать механизмы редстоуна.
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Чтобы обнаруживать вагонетку и подавать энергию редстоуна, подключите его к дорожке редстоуна или механизму редстоуна, после чего направьте любую вагонетку через него.
|
|
||||||
Track for minecarts=Железная дорога
|
|
||||||
Speed up when powered, slow down when not powered=Разгоняет, если подключён, тормозит, если не подключён
|
|
||||||
Activates minecarts when powered=Активирует особые вагонетки, если подключён
|
|
||||||
Emits redstone power when a minecart is detected=Испускает энергию редстоуна при обнаружении вагонетки
|
|
||||||
Vehicle for fast travel on rails=Быстрый железнодорожный транспорт
|
|
||||||
Can be ignited by tools or powered activator rail=Можно воспламенить с помощью инструмента или подключенного рельсового активатора
|
|
||||||
Sneak to dismount=Нажмите [Красться] для высадки
|
|
|
@ -1,36 +0,0 @@
|
||||||
# textdomain: mcl_minecarts
|
|
||||||
Minecart=
|
|
||||||
Minecarts can be used for a quick transportion on rails.=
|
|
||||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=
|
|
||||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=
|
|
||||||
To obtain the minecart, punch it while holding down the sneak key.=
|
|
||||||
A minecart with TNT is an explosive vehicle that travels on rail.=
|
|
||||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=
|
|
||||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=
|
|
||||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=
|
|
||||||
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=
|
|
||||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=
|
|
||||||
Minecart with Chest=
|
|
||||||
Minecart with Furnace=
|
|
||||||
Minecart with Command Block=
|
|
||||||
Minecart with Hopper=
|
|
||||||
Minecart with TNT=
|
|
||||||
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=
|
|
||||||
Rail=
|
|
||||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=
|
|
||||||
Powered Rail=
|
|
||||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=
|
|
||||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=
|
|
||||||
Activator Rail=
|
|
||||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=
|
|
||||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=
|
|
||||||
Detector Rail=
|
|
||||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=
|
|
||||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=
|
|
||||||
Track for minecarts=
|
|
||||||
Speed up when powered, slow down when not powered=
|
|
||||||
Activates minecarts when powered=
|
|
||||||
Emits redstone power when a minecart is detected=
|
|
||||||
Vehicle for fast travel on rails=
|
|
||||||
Can be ignited by tools or powered activator rail=
|
|
||||||
Sneak to dismount=
|
|
|
@ -1,6 +0,0 @@
|
||||||
name = mcl_minecarts
|
|
||||||
author = Krock
|
|
||||||
description = Minecarts are vehicles to move players quickly on rails.
|
|
||||||
depends = mcl_title, mcl_explosions, mcl_core, mcl_sounds, mcl_player, mcl_achievements, mcl_chests, mcl_furnaces, mesecons_commandblock, mcl_hoppers, mcl_tnt, mesecons
|
|
||||||
optional_depends = doc_identifier, mcl_wip
|
|
||||||
|
|
|
@ -1,249 +0,0 @@
|
||||||
local S = minetest.get_translator(minetest.get_current_modname())
|
|
||||||
|
|
||||||
-- Template rail function
|
|
||||||
local function register_rail(itemstring, tiles, def_extras, creative)
|
|
||||||
local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=1,destroy_by_lava_flow=1, transport=1}
|
|
||||||
if creative == false then
|
|
||||||
groups.not_in_creative_inventory = 1
|
|
||||||
end
|
|
||||||
local ndef = {
|
|
||||||
drawtype = "raillike",
|
|
||||||
tiles = tiles,
|
|
||||||
is_ground_content = false,
|
|
||||||
inventory_image = tiles[1],
|
|
||||||
wield_image = tiles[1],
|
|
||||||
paramtype = "light",
|
|
||||||
walkable = false,
|
|
||||||
selection_box = {
|
|
||||||
type = "fixed",
|
|
||||||
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
|
|
||||||
},
|
|
||||||
stack_max = 64,
|
|
||||||
groups = groups,
|
|
||||||
sounds = mcl_sounds.node_sound_metal_defaults(),
|
|
||||||
_mcl_blast_resistance = 3.5,
|
|
||||||
_mcl_hardness = 0.7,
|
|
||||||
after_destruct = function(pos)
|
|
||||||
-- Scan for minecarts in this pos and force them to execute their "floating" check.
|
|
||||||
-- Normally, this will make them drop.
|
|
||||||
local objs = minetest.get_objects_inside_radius(pos, 1)
|
|
||||||
for o=1, #objs do
|
|
||||||
local le = objs[o]:get_luaentity()
|
|
||||||
if le then
|
|
||||||
-- All entities in this mod are minecarts, so this works
|
|
||||||
if string.sub(le.name, 1, 14) == "mcl_minecarts:" then
|
|
||||||
le._last_float_check = mcl_minecarts.check_float_time
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
}
|
|
||||||
if def_extras then
|
|
||||||
for k,v in pairs(def_extras) do
|
|
||||||
ndef[k] = v
|
|
||||||
end
|
|
||||||
end
|
|
||||||
minetest.register_node(itemstring, ndef)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Redstone rules
|
|
||||||
local rail_rules_long =
|
|
||||||
{{x=-1, y= 0, z= 0, spread=true},
|
|
||||||
{x= 1, y= 0, z= 0, spread=true},
|
|
||||||
{x= 0, y=-1, z= 0, spread=true},
|
|
||||||
{x= 0, y= 1, z= 0, spread=true},
|
|
||||||
{x= 0, y= 0, z=-1, spread=true},
|
|
||||||
{x= 0, y= 0, z= 1, spread=true},
|
|
||||||
|
|
||||||
{x= 1, y= 1, z= 0},
|
|
||||||
{x= 1, y=-1, z= 0},
|
|
||||||
{x=-1, y= 1, z= 0},
|
|
||||||
{x=-1, y=-1, z= 0},
|
|
||||||
{x= 0, y= 1, z= 1},
|
|
||||||
{x= 0, y=-1, z= 1},
|
|
||||||
{x= 0, y= 1, z=-1},
|
|
||||||
{x= 0, y=-1, z=-1}}
|
|
||||||
|
|
||||||
local rail_rules_short = mesecon.rules.pplate
|
|
||||||
|
|
||||||
local railuse = S("Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.")
|
|
||||||
|
|
||||||
-- Normal rail
|
|
||||||
register_rail("mcl_minecarts:rail",
|
|
||||||
{"default_rail.png", "default_rail_curved.png", "default_rail_t_junction.png", "default_rail_crossing.png"},
|
|
||||||
{
|
|
||||||
description = S("Rail"),
|
|
||||||
_tt_help = S("Track for minecarts"),
|
|
||||||
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction."),
|
|
||||||
_doc_items_usagehelp = railuse,
|
|
||||||
}
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Powered rail (off = brake mode)
|
|
||||||
register_rail("mcl_minecarts:golden_rail",
|
|
||||||
{"mcl_minecarts_rail_golden.png", "mcl_minecarts_rail_golden_curved.png", "mcl_minecarts_rail_golden_t_junction.png", "mcl_minecarts_rail_golden_crossing.png"},
|
|
||||||
{
|
|
||||||
description = S("Powered Rail"),
|
|
||||||
_tt_help = S("Track for minecarts").."\n"..S("Speed up when powered, slow down when not powered"),
|
|
||||||
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts."),
|
|
||||||
_doc_items_usagehelp = railuse .. "\n" .. S("Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power."),
|
|
||||||
_rail_acceleration = -3,
|
|
||||||
mesecons = {
|
|
||||||
conductor = {
|
|
||||||
state = mesecon.state.off,
|
|
||||||
offstate = "mcl_minecarts:golden_rail",
|
|
||||||
onstate = "mcl_minecarts:golden_rail_on",
|
|
||||||
rules = rail_rules_long,
|
|
||||||
},
|
|
||||||
},
|
|
||||||
}
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Powered rail (on = acceleration mode)
|
|
||||||
register_rail("mcl_minecarts:golden_rail_on",
|
|
||||||
{"mcl_minecarts_rail_golden_powered.png", "mcl_minecarts_rail_golden_curved_powered.png", "mcl_minecarts_rail_golden_t_junction_powered.png", "mcl_minecarts_rail_golden_crossing_powered.png"},
|
|
||||||
{
|
|
||||||
_doc_items_create_entry = false,
|
|
||||||
_rail_acceleration = 4,
|
|
||||||
mesecons = {
|
|
||||||
conductor = {
|
|
||||||
state = mesecon.state.on,
|
|
||||||
offstate = "mcl_minecarts:golden_rail",
|
|
||||||
onstate = "mcl_minecarts:golden_rail_on",
|
|
||||||
rules = rail_rules_long,
|
|
||||||
},
|
|
||||||
},
|
|
||||||
drop = "mcl_minecarts:golden_rail",
|
|
||||||
},
|
|
||||||
false
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Activator rail (off)
|
|
||||||
register_rail("mcl_minecarts:activator_rail",
|
|
||||||
{"mcl_minecarts_rail_activator.png", "mcl_minecarts_rail_activator_curved.png", "mcl_minecarts_rail_activator_t_junction.png", "mcl_minecarts_rail_activator_crossing.png"},
|
|
||||||
{
|
|
||||||
description = S("Activator Rail"),
|
|
||||||
_tt_help = S("Track for minecarts").."\n"..S("Activates minecarts when powered"),
|
|
||||||
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts."),
|
|
||||||
_doc_items_usagehelp = railuse .. "\n" .. S("To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail."),
|
|
||||||
mesecons = {
|
|
||||||
conductor = {
|
|
||||||
state = mesecon.state.off,
|
|
||||||
offstate = "mcl_minecarts:activator_rail",
|
|
||||||
onstate = "mcl_minecarts:activator_rail_on",
|
|
||||||
rules = rail_rules_long,
|
|
||||||
|
|
||||||
},
|
|
||||||
},
|
|
||||||
}
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Activator rail (on)
|
|
||||||
register_rail("mcl_minecarts:activator_rail_on",
|
|
||||||
{"mcl_minecarts_rail_activator_powered.png", "mcl_minecarts_rail_activator_curved_powered.png", "mcl_minecarts_rail_activator_t_junction_powered.png", "mcl_minecarts_rail_activator_crossing_powered.png"},
|
|
||||||
{
|
|
||||||
_doc_items_create_entry = false,
|
|
||||||
mesecons = {
|
|
||||||
conductor = {
|
|
||||||
state = mesecon.state.on,
|
|
||||||
offstate = "mcl_minecarts:activator_rail",
|
|
||||||
onstate = "mcl_minecarts:activator_rail_on",
|
|
||||||
rules = rail_rules_long,
|
|
||||||
},
|
|
||||||
effector = {
|
|
||||||
-- Activate minecarts
|
|
||||||
action_on = function(pos, node)
|
|
||||||
local pos2 = { x = pos.x, y =pos.y + 1, z = pos.z }
|
|
||||||
local objs = minetest.get_objects_inside_radius(pos2, 1)
|
|
||||||
for _, o in pairs(objs) do
|
|
||||||
local l = o:get_luaentity()
|
|
||||||
if l and string.sub(l.name, 1, 14) == "mcl_minecarts:" and l.on_activate_by_rail then
|
|
||||||
l:on_activate_by_rail()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
},
|
|
||||||
|
|
||||||
},
|
|
||||||
drop = "mcl_minecarts:activator_rail",
|
|
||||||
},
|
|
||||||
false
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Detector rail (off)
|
|
||||||
register_rail("mcl_minecarts:detector_rail",
|
|
||||||
{"mcl_minecarts_rail_detector.png", "mcl_minecarts_rail_detector_curved.png", "mcl_minecarts_rail_detector_t_junction.png", "mcl_minecarts_rail_detector_crossing.png"},
|
|
||||||
{
|
|
||||||
description = S("Detector Rail"),
|
|
||||||
_tt_help = S("Track for minecarts").."\n"..S("Emits redstone power when a minecart is detected"),
|
|
||||||
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms."),
|
|
||||||
_doc_items_usagehelp = railuse .. "\n" .. S("To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail."),
|
|
||||||
mesecons = {
|
|
||||||
receptor = {
|
|
||||||
state = mesecon.state.off,
|
|
||||||
rules = rail_rules_short,
|
|
||||||
},
|
|
||||||
},
|
|
||||||
}
|
|
||||||
)
|
|
||||||
|
|
||||||
-- Detector rail (on)
|
|
||||||
register_rail("mcl_minecarts:detector_rail_on",
|
|
||||||
{"mcl_minecarts_rail_detector_powered.png", "mcl_minecarts_rail_detector_curved_powered.png", "mcl_minecarts_rail_detector_t_junction_powered.png", "mcl_minecarts_rail_detector_crossing_powered.png"},
|
|
||||||
{
|
|
||||||
_doc_items_create_entry = false,
|
|
||||||
mesecons = {
|
|
||||||
receptor = {
|
|
||||||
state = mesecon.state.on,
|
|
||||||
rules = rail_rules_short,
|
|
||||||
},
|
|
||||||
},
|
|
||||||
drop = "mcl_minecarts:detector_rail",
|
|
||||||
},
|
|
||||||
false
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
-- Crafting
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:rail 16",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
|
|
||||||
{"mcl_core:iron_ingot", "mcl_core:stick", "mcl_core:iron_ingot"},
|
|
||||||
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:golden_rail 6",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_core:gold_ingot", "", "mcl_core:gold_ingot"},
|
|
||||||
{"mcl_core:gold_ingot", "mcl_core:stick", "mcl_core:gold_ingot"},
|
|
||||||
{"mcl_core:gold_ingot", "mesecons:redstone", "mcl_core:gold_ingot"},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:activator_rail 6",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_core:iron_ingot", "mcl_core:stick", "mcl_core:iron_ingot"},
|
|
||||||
{"mcl_core:iron_ingot", "mesecons_torch:mesecon_torch_on", "mcl_core:iron_ingot"},
|
|
||||||
{"mcl_core:iron_ingot", "mcl_core:stick", "mcl_core:iron_ingot"},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
minetest.register_craft({
|
|
||||||
output = "mcl_minecarts:detector_rail 6",
|
|
||||||
recipe = {
|
|
||||||
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
|
|
||||||
{"mcl_core:iron_ingot", "mesecons_pressureplates:pressure_plate_stone_off", "mcl_core:iron_ingot"},
|
|
||||||
{"mcl_core:iron_ingot", "mesecons:redstone", "mcl_core:iron_ingot"},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
|
|
||||||
-- Aliases
|
|
||||||
if minetest.get_modpath("doc") then
|
|
||||||
doc.add_entry_alias("nodes", "mcl_minecarts:golden_rail", "nodes", "mcl_minecarts:golden_rail_on")
|
|
||||||
end
|
|
||||||
|
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