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|
@ -1,5 +0,0 @@
|
||||||
# Text Editor TMP Files
|
|
||||||
*.swp
|
|
||||||
*.blend1
|
|
||||||
*.blend2
|
|
||||||
*.blend3
|
|
52
.luacheckrc
|
@ -1,52 +0,0 @@
|
||||||
unused_args = false
|
|
||||||
allow_defined_top = true
|
|
||||||
max_line_length = false
|
|
||||||
redefined = false
|
|
||||||
|
|
||||||
globals = {
|
|
||||||
"minetest", "core",
|
|
||||||
}
|
|
||||||
|
|
||||||
read_globals = {
|
|
||||||
"DIR_DELIM",
|
|
||||||
"dump", "dump2",
|
|
||||||
"vector",
|
|
||||||
"VoxelManip", "VoxelArea",
|
|
||||||
"PseudoRandom", "PcgRandom", "PerlinNoise", "PerlinNoiseMap",
|
|
||||||
"ItemStack",
|
|
||||||
"Settings",
|
|
||||||
"unpack",
|
|
||||||
|
|
||||||
table = {
|
|
||||||
fields = {
|
|
||||||
"copy",
|
|
||||||
"indexof",
|
|
||||||
"insert_all",
|
|
||||||
"key_value_swap",
|
|
||||||
}
|
|
||||||
},
|
|
||||||
|
|
||||||
string = {
|
|
||||||
fields = {
|
|
||||||
"split",
|
|
||||||
"trim",
|
|
||||||
}
|
|
||||||
},
|
|
||||||
|
|
||||||
math = {
|
|
||||||
fields = {
|
|
||||||
"hypot",
|
|
||||||
"sign",
|
|
||||||
"factorial"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
------
|
|
||||||
--MODS
|
|
||||||
------
|
|
||||||
|
|
||||||
--GENERAL
|
|
||||||
"mcljepc_core",
|
|
||||||
|
|
||||||
--MAPGEN
|
|
||||||
"mcljepc_mapgen",
|
|
||||||
}
|
|
92
API.md
|
@ -1,20 +1,90 @@
|
||||||
# API
|
# API
|
||||||
|
## Groups
|
||||||
|
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`.
|
||||||
|
|
||||||
## Mod naming convention
|
## Mod naming convention
|
||||||
|
Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix “`mcl_`” are specific to MineClone 2, although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
|
||||||
|
|
||||||
Mods mods in MineCloneJEpC a simple naming convention: Mods with the prefix
|
## Adding items
|
||||||
“`mcljepc_`” are specific to MineCloneJEpC, although they may be based on an
|
### Special fields
|
||||||
existing standalone or a mod from a different MineClone fork. Mods which lack
|
|
||||||
this prefix are verbatim copies of a standalone mod. Some modifications may
|
Items can have these fields:
|
||||||
still have been applied, but the APIs are held compatible.
|
* `_mcl_generate_description(itemstack)`: Required for any items which manipulate their
|
||||||
|
description in any way. This function takes an itemstack of its own type and must set
|
||||||
|
the proper advanced description for this itemstack. If you don't do this, anvils will
|
||||||
|
fail at properly restoring the description when their custom name gets cleared at an
|
||||||
|
anvil.
|
||||||
|
See `mcl_banners` for an example.
|
||||||
|
|
||||||
|
All nodes can have these fields:
|
||||||
|
|
||||||
|
* `_mcl_hardness`: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
|
||||||
|
* `_mcl_blast_resistance`: How well this block blocks and resists explosions. Default: 0
|
||||||
|
* `_mcl_falling_node_alternative`: If set to an itemstring, the node will turn into this node before it starts to fall.
|
||||||
|
* `_mcl_after_falling(pos)`: Called after a falling node finished falling and turned into a node.
|
||||||
|
|
||||||
|
Use the `mcl_sounds` mod for the sounds.
|
||||||
|
|
||||||
## APIs
|
## APIs
|
||||||
A lot of things are possible by using one of the APIs in the mods. Note that not
|
A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that MineClone 2 is still unfinished. All directory names are relative to `mods/`
|
||||||
all APIs are documented yet, but it is planned. The following APIs should be
|
|
||||||
more or less stable but keep in mind that MineCloneJEpC is still unfinished. All
|
### Items
|
||||||
directory names are relative to `mods/`
|
* Doors: `ITEMS/mcl_doors`
|
||||||
|
* Fences and fence gates: `ITEMS/mcl_fences`
|
||||||
|
* Stairs and slabs: `ITEM/mcl_stairs`
|
||||||
|
* Walls: `ITEMS/mcl_walls`
|
||||||
|
* Beds: `ITEMS/mcl_beds`
|
||||||
|
* Buckets: `ITEMS/mcl_buckets`
|
||||||
|
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
|
||||||
|
|
||||||
|
## Mobs
|
||||||
|
* Mobs: `ENTITIES/mcl_mods`
|
||||||
|
|
||||||
|
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
|
||||||
|
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
|
||||||
|
|
||||||
|
You can add your own mobs, spawn eggs and spawning rules with this mod.
|
||||||
|
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
|
||||||
|
|
||||||
|
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
|
||||||
|
The API is mostly identical, but a few features have been added. Compability is not really a goal,
|
||||||
|
but function and attribute names of Mobs Redo 1.41 are kept.
|
||||||
|
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
|
||||||
|
chances are good that it works out of the box.
|
||||||
|
|
||||||
|
### Help
|
||||||
|
* Item help texts: `HELP/doc/doc_items`
|
||||||
|
* Low-level help entry and category framework: `HELP/doc/doc`
|
||||||
|
* Support for lookup tool (required for all entities): `HELP/doc/doc_identifier`
|
||||||
|
|
||||||
|
### HUD
|
||||||
|
* Statbars: `HUD/hudbars`
|
||||||
|
|
||||||
|
### Utility APIs
|
||||||
|
* Change player physics: `PLAYER/playerphysics`
|
||||||
|
* Select random treasures: `CORE/mcl_loot`
|
||||||
|
* Get flowing direction of liquids: `CORE/flowlib`
|
||||||
|
* `on_walk_over` callback for nodes: `CORE/walkover`
|
||||||
|
* Get node names close to player (to reduce constant querying): `PLAYER/mcl_playerinfo`
|
||||||
|
|
||||||
|
### Unstable APIs
|
||||||
|
The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
|
||||||
|
|
||||||
|
* Panes (like glass panes and iron bars): `ITEMS/xpanes`
|
||||||
|
* `_on_ignite` callback: `ITEMS/mcl_fire`
|
||||||
|
* Farming: `ITEMS/mcl_farming`
|
||||||
|
* Anything related to redstone: Don't touch (yet)
|
||||||
|
* Any other mod not explicitly mentioned above
|
||||||
|
|
||||||
### Planned APIs
|
### Planned APIs
|
||||||
|
|
||||||
* Event-based apis to ensure that specific startup code inside of mods can run
|
* Flowers
|
||||||
in the correct order
|
* Saplings and trees
|
||||||
|
* Custom banner patterns
|
||||||
|
* Custom dimensions
|
||||||
|
* Custom portals
|
||||||
|
* Music discs
|
||||||
|
* Dispenser and dropper support
|
||||||
|
* Proper sky and weather APIs
|
||||||
|
* Explosion API
|
||||||
|
|
|
@ -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.
|
|
448
CONTRIBUTING.md
|
@ -1,410 +1,96 @@
|
||||||
# Contributing to MineClone2
|
# Contributing to MineClone 2
|
||||||
So you want to contribute to MineClone2?
|
So you want to MineClone 2?
|
||||||
Wow, thank you! :-)
|
Wow, thank you! :-)
|
||||||
|
|
||||||
MineClone2 is maintained by Nicu and Fleckenstein. If you have any
|
But first, some things to note:
|
||||||
problems or questions, contact us (See Links section below).
|
|
||||||
|
|
||||||
You can help with MineClone2's development in many different ways,
|
MineClone 2's development target is to make a free software clone of Minecraft,
|
||||||
whether you're a programmer or not.
|
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
|
||||||
|
|
||||||
## MineClone2's development target is to...
|
MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us
|
||||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
in the Minetest forums (forums.minetest.net), in IRC in the #minetest
|
||||||
based on the Minetest engine with polished features, usable in both
|
channel on irc.freenode.net. And finally, you can send e-mails to
|
||||||
singleplayer and multiplayer. Currently, most of **Minecraft Java
|
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
|
||||||
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
|
|
||||||
well on really low spec computers. Unfortunately, due to Minecraft's
|
|
||||||
mechanisms and Minetest engine's limitations along with a very small
|
|
||||||
playerbase on low spec computers, optimizations are hard to investigate.
|
|
||||||
|
|
||||||
## Links
|
There is **no** guarantee we will accept anything from anybody.
|
||||||
* [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
|
By sending us patches or asking us to include your changes in this game,
|
||||||
MineClone2 is developed using the version control system
|
you agree that they fall under the terms of the LGPLv2.1, which basically
|
||||||
[git](https://git-scm.com/). If you want to contribute code to the
|
means they will become part of a free software.
|
||||||
project, it is **highly recommended** that you learn the git basics.
|
|
||||||
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
|
|
||||||
referenced frequently because of its usefulness. As such, it is valuable
|
|
||||||
in learning how git works and its terminology. It can also help you
|
|
||||||
keeping your game updated, and easily test pull requests.
|
|
||||||
|
|
||||||
## How you can help as a non-programmer
|
## The suggested workflow
|
||||||
|
We don't **dictate** your workflow, but in order to work with us in an efficient
|
||||||
|
way, you can follow these suggestions:
|
||||||
|
|
||||||
As someone who does not know how to write programs in Lua or does not
|
For small and medium changes:
|
||||||
know how to use the Minetest API, you can still help us out a lot. For
|
|
||||||
example, by opening an issue in the
|
|
||||||
[Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
|
|
||||||
you can report a bug or request a feature.
|
|
||||||
|
|
||||||
### Rules about both bugs and feature requests
|
* Fork the repository
|
||||||
* Stay polite towards the developers and anyone else involved in the
|
|
||||||
discussion.
|
|
||||||
* Choose a descriptive title (e.g. not just "crash", "bug" or "question"
|
|
||||||
).
|
|
||||||
* Please write in plain, understandable English. It will be easier to
|
|
||||||
communicate.
|
|
||||||
* Please start the issue title with a capital letter.
|
|
||||||
* Always check the currently opened issues before creating a new one.
|
|
||||||
Don't report bugs that have already been reported or request features
|
|
||||||
that already have been requested.
|
|
||||||
* If you know about Minetest's inner workings, please think about
|
|
||||||
whether the bug / the feature that you are reporting / requesting is
|
|
||||||
actually an issue with Minetest itself, and if it is, head to the
|
|
||||||
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
|
|
||||||
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
|
|
||||||
* 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
|
|
||||||
game. In this case, please read "Requesting features"
|
|
||||||
* If you report a crash, always include the error message. If you play
|
|
||||||
in singleplayer, post a screenshot of the message that Minetest showed
|
|
||||||
when the crash happened (or copy the message into your issue). If you
|
|
||||||
are a server admin, you can find error messages in the log file of the
|
|
||||||
server.
|
|
||||||
* Tell us which MineClone2 and Minetest versions you are using.
|
|
||||||
* 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
|
|
||||||
behavior.
|
|
||||||
|
|
||||||
### Requesting features
|
|
||||||
* Ensure the requested feature fulfills our development targets and
|
|
||||||
goals.
|
|
||||||
* Begging or excessive attention seeking does not help us in the
|
|
||||||
slightest, and may very well disrupt MineClone2 development. It's better
|
|
||||||
to put that energy into helping or researching the feature in question.
|
|
||||||
After all, we're just volunteers working on our spare time.
|
|
||||||
* Ensure the requested feature has not been implemented in MineClone2
|
|
||||||
latest or development versions.
|
|
||||||
|
|
||||||
### Testing code
|
|
||||||
If you want to help us with speeding up MineClone2 development and
|
|
||||||
making the game more stable, a great way to do that is by testing out
|
|
||||||
new features from contributors. For most new things that get into the
|
|
||||||
game, a pull request is created. A pull request is essentially a
|
|
||||||
programmer saying "Look, I modified the game, please apply my changes
|
|
||||||
to the upstream version of the game". However, every programmer makes
|
|
||||||
mistakes sometimes, some of which are hard to spot. You can help by
|
|
||||||
downloading this modified version of the game and trying it out - then
|
|
||||||
tell us if the code works as expected without any issues. Ideally, you
|
|
||||||
would report issues will pull requests similar to when you were
|
|
||||||
reporting bugs that are the mainline (See Reporting bugs section). You
|
|
||||||
can find currently open pull requests here:
|
|
||||||
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
|
|
||||||
requests that start with a `WIP:` are not done yet, and therefore might
|
|
||||||
not work, so it's not very useful to try them out yet.
|
|
||||||
|
|
||||||
### Contributing assets
|
|
||||||
Due to license problems, MineClone2 unfortunately cannot use
|
|
||||||
Minecraft's assets, therefore we are always looking for asset
|
|
||||||
contributions. To contribute assets, it can be useful to learn git
|
|
||||||
basics and read the section for Programmers of this document, however
|
|
||||||
this is not required. It's also a good idea to join the Discord server
|
|
||||||
(or alternatively IRC or Matrix).
|
|
||||||
|
|
||||||
#### Textures
|
|
||||||
For textures we use the Pixel Perfection texture pack. This is mostly
|
|
||||||
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
|
|
||||||
MineClone2 currently does not have a consistent way to handle 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
|
|
||||||
Most of the 3D Models in MineClone2 come from
|
|
||||||
[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
|
|
||||||
animations have to be added etc.
|
|
||||||
|
|
||||||
#### Crediting
|
|
||||||
Asset contributions will be credited in their own respective sections in
|
|
||||||
CREDITS.md. If you have commited the results yourself, you will also be
|
|
||||||
credited in the Contributors section.
|
|
||||||
|
|
||||||
### Contributing Translations
|
|
||||||
|
|
||||||
#### Workflow
|
|
||||||
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
|
|
||||||
If you own a server, a great way to help us improve MineClone2's code
|
|
||||||
is by giving us profiler results. Profiler results give us detailed
|
|
||||||
information about the game's performance and let us know places to
|
|
||||||
investigate optimization issues. This way we can make the game faster.
|
|
||||||
|
|
||||||
#### Using Minetest's profiler
|
|
||||||
Minetest has a built in profiler. Simply set `profiler.load = true` in
|
|
||||||
your configuration file and restart the server. After running the server
|
|
||||||
for some time, just run `/profiler save` in chat - then you will find a
|
|
||||||
file in the world directory containing the results. Open a new issue and
|
|
||||||
upload the file. You can name the issue "<Server name> profiler
|
|
||||||
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
|
|
||||||
If you opened or have contributed to an issue, you receive the
|
|
||||||
`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
|
|
||||||
(Almost) all the MineClone2 development is done using pull requests.
|
|
||||||
|
|
||||||
### Recommended workflow
|
|
||||||
* Fork the repository (in case you have not already)
|
|
||||||
* Do your change in a new branch
|
* Do your change in a new branch
|
||||||
* Create a pull request to get your changes merged into master
|
* Upload the repository somewhere where it can be accessed from the Internet and
|
||||||
* Keep your pull request up to date by regularly merging upstream. It is
|
notify us
|
||||||
imperative that conflicts are resolved prior to merging the pull
|
|
||||||
request.
|
|
||||||
* After the pull request got merged, you can delete the branch
|
|
||||||
|
|
||||||
### Discuss first
|
For small changes, sending us a patch is also good.
|
||||||
If you feel like a problem needs to fixed or you want to make a new
|
|
||||||
feature, you could start writing the code right away and notifying us
|
|
||||||
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
|
|
||||||
you'd like to take care of it, to avoid duplicate work.
|
|
||||||
|
|
||||||
### Don't hesitate to ask for help
|
For big changes: Same as above, but consider notifying us first to avoid
|
||||||
We appreciate any contributing effort to MineClone2. If you are a
|
duplicate work and possible tears of rejection. ;-)
|
||||||
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
|
For trusted people, we might give them direct commit access to this
|
||||||
Sometimes, your code may cause crashes or bugs - we try to avoid such
|
repository. In this case, you obviously don't need to fork, but you still
|
||||||
scenarios by testing every time before merging it, but if your merged
|
need to show your contributions align with the project goals. We still
|
||||||
work causes problems, we ask you fix the issues as soon as possible.
|
reserve the right to revert everything that we don't like.
|
||||||
|
For bigger changes, we strongly recommend to use feature branches and
|
||||||
|
discuss with me first.
|
||||||
|
|
||||||
### Changing Gameplay
|
Contributors will be credited in `README.md`.
|
||||||
Pull Requests that change gameplay have to be properly researched and
|
|
||||||
need to state their sources. These PRs also need Fleckenstein's approval
|
|
||||||
before they are merged.
|
|
||||||
You can use these sources:
|
|
||||||
|
|
||||||
* Testing things inside of Minecraft (Attach screenshots / video footage
|
## Quality remarks
|
||||||
of the results)
|
Again: There is ***no*** guarantee we will accept anything from anybody.
|
||||||
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
|
But we will gladly take in code from others when we feel it saves us work
|
||||||
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
|
in the long run.
|
||||||
(Include a link to the specific page you used)
|
|
||||||
|
|
||||||
### Stick to our guidelines
|
### Inclusion criteria
|
||||||
|
Depending on what you add, the chances for inclusion vary:
|
||||||
|
|
||||||
#### Git Guidelines
|
### High chance for inclusion
|
||||||
* We use merge rather than rebase or squash merge
|
* Gameplay features in Minecraft which are missing in MineClone 2
|
||||||
* We don't use git submodules.
|
|
||||||
* Your commit names should be relatively descriptive, e.g. when saying
|
|
||||||
"Fix #issueid", the commit message should also contain the title of the
|
|
||||||
issue.
|
|
||||||
* Try to keep your commits as atomic as possible (advise, but completely
|
|
||||||
optional)
|
|
||||||
|
|
||||||
#### Code Guidelines
|
### Medium chance for inclusion (discuss first)
|
||||||
* Each mod must provide `mod.conf`.
|
* Features which don't a impact on gameplay
|
||||||
* Mod names are snake case, and newly added mods start with `mcl_`, e.g.
|
* GUI improvement
|
||||||
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
|
* Features from pocket or console edition
|
||||||
does not support capital letters in mod names.
|
|
||||||
* To export functions, store them inside a global table named like the
|
|
||||||
mod, e.g.
|
|
||||||
|
|
||||||
```lua
|
### Low chance for inclusion (discuss/optimize first)
|
||||||
mcl_example = {}
|
* Overhaul of architecture / mod structure
|
||||||
|
* Mass-itemstring changes all over the place
|
||||||
|
* Added files have a unusual high file size
|
||||||
|
* Indentation looks like crazy
|
||||||
|
* Single commits which add several unrelated things
|
||||||
|
* Gameplay features which don't exist in Minecraft
|
||||||
|
|
||||||
function mcl_example.do_something()
|
### Instant rejection
|
||||||
-- ...
|
* Proprietary **anything**
|
||||||
end
|
* Code contains `minetest.env` anywhere
|
||||||
|
|
||||||
```
|
## Coding style guide
|
||||||
|
* Indentations should reflect the code flow
|
||||||
|
* Use tabs, not spaces for indentation (tab size = 8)
|
||||||
|
* Never use `minetest.env`
|
||||||
|
|
||||||
* Public functions should not use self references but rather just access
|
## Reporting bugs
|
||||||
the table directly, e.g.
|
Report all bugs and missing Minecraft features here:
|
||||||
|
|
||||||
```lua
|
<https://git.minetest.land/MineClone2/MineClone2/issues>
|
||||||
-- bad
|
|
||||||
function mcl_example:do_something()
|
|
||||||
end
|
|
||||||
|
|
||||||
-- good
|
## Direct discussion
|
||||||
function mcl_example.do_something()
|
We have an IRC channel! Join us on #mineclone2 in freenode.net.
|
||||||
end
|
|
||||||
```
|
|
||||||
|
|
||||||
* Use modern Minetest API, e.g. no usage of `minetest.env`
|
<ircs://irc.freenode.net:6697/#mineclone2>
|
||||||
* Tabs should be used for indent, spaces for alignment, e.g.
|
|
||||||
|
|
||||||
```lua
|
## Creating releases
|
||||||
|
|
||||||
-- use tabs for indent
|
|
||||||
|
|
||||||
for i = 1, 10 do
|
|
||||||
if i % 3 == 0 then
|
|
||||||
print(i)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- use tabs for indent and spaces to align things
|
|
||||||
|
|
||||||
some_table = {
|
|
||||||
{"a string", 5},
|
|
||||||
{"a very much longer string", 10},
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
* Use double quotes for strings, e.g. `"asdf"` rather than `'asdf'`
|
|
||||||
* Use snake_case rather than CamelCase, e.g. `my_function` rather than
|
|
||||||
`MyFunction`
|
|
||||||
* Don't declare functions as an assignment, e.g.
|
|
||||||
|
|
||||||
```lua
|
|
||||||
-- bad
|
|
||||||
local some_local_func = function()
|
|
||||||
-- ...
|
|
||||||
end
|
|
||||||
|
|
||||||
my_mod.some_func = function()
|
|
||||||
-- ...
|
|
||||||
end
|
|
||||||
|
|
||||||
-- good
|
|
||||||
local function some_local_func()
|
|
||||||
-- ...
|
|
||||||
end
|
|
||||||
|
|
||||||
function my_mod.some_func()
|
|
||||||
-- ...
|
|
||||||
end
|
|
||||||
```
|
|
||||||
|
|
||||||
### Developer status
|
|
||||||
Active and trusted contributors are often granted write access to the
|
|
||||||
MineClone2 repository.
|
|
||||||
|
|
||||||
#### Developer responsibilities
|
|
||||||
- You should not push things directly to
|
|
||||||
MineClone2 master - rather, do your work on a branch on your private
|
|
||||||
repository, then create a pull request. This way other people can review
|
|
||||||
your changes and make sure they work before they get merged.
|
|
||||||
- Merge PRs only when they have recieved the necessary feedback and have
|
|
||||||
been tested by at least two different people (including the author of
|
|
||||||
the pull request), to avoid crashes or the introduction of new bugs.
|
|
||||||
- You may also be assigned to issues or pull
|
|
||||||
requests as a developer. In this case it is your responsibility to fix
|
|
||||||
the issue / review and merge the pull request when it is ready. You can
|
|
||||||
also unassign yourself from the issue / PR if you have no time or don't
|
|
||||||
want to take care of it for some other reason. After all, everyone is a
|
|
||||||
volunteer and we can't expect you to do work that you are not interested
|
|
||||||
in. **The important thing is that you make sure to inform us if you
|
|
||||||
won't take care of something that has been assigned to you.**
|
|
||||||
- Please assign yourself to something that you want to work on to avoid
|
|
||||||
duplicate work.
|
|
||||||
- As a developer, it should be easy to reach you about your work. You
|
|
||||||
should be in at least one of the public MineClone2 discussion rooms -
|
|
||||||
preferrably Discord, but if you really don't like Discord, Matrix
|
|
||||||
or IRC are fine too.
|
|
||||||
|
|
||||||
### Maintainer status
|
|
||||||
Maintainers carry the main responsibility for the project.
|
|
||||||
|
|
||||||
#### Maintainer responsibilities
|
|
||||||
- Making sure issues are addressed and pull requests are reviewed and
|
|
||||||
merged, by assigning either themselves or Developers to issues / PRs
|
|
||||||
- Making releases
|
|
||||||
- Making sure guidelines are kept
|
|
||||||
- Making project decisions based on community feedback
|
|
||||||
- Granting/revoking developer access
|
|
||||||
- Enforcing the code of conduct (See CODE_OF_CONDUCT.md)
|
|
||||||
- Moderating official community spaces (See Links section)
|
|
||||||
- Resolving conflicts and problems within the community
|
|
||||||
|
|
||||||
#### Current maintainers
|
|
||||||
* Fleckenstein - responsible for gameplay review, publishing releases,
|
|
||||||
technical guidelines and issue/PR delegation
|
|
||||||
* Nicu - responsible for community related issues
|
|
||||||
|
|
||||||
#### Release process
|
|
||||||
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
|
|
||||||
from `CREDITS.md` and commit the result (if anything changed)
|
|
||||||
* Launch MineClone2 to make sure it still runs
|
* Launch MineClone2 to make sure it still runs
|
||||||
* Update the version number in README.md
|
* Update the version number in README.md
|
||||||
* Use `git tag <version number>` to tag the latest commit with the
|
* Use `git tag <version number>` to tag the latest commit with the version number
|
||||||
version number
|
* Push to repo (don't forget `--tags`!)
|
||||||
* Push to repository (don't forget `--tags`!)
|
* Update ContentDB (https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
||||||
* Update ContentDB
|
* Update first post in forum thread (https://forum.minetest.net/viewtopic.php?f=50&t=16407)
|
||||||
(https://content.minetest.net/packages/Wuzzy/mineclone2/)
|
|
||||||
* Update first post in forum thread
|
|
||||||
(https://forum.minetest.net/viewtopic.php?f=50&t=16407)
|
|
||||||
* Post release announcement and changelog in forums
|
* Post release announcement and changelog in forums
|
||||||
|
|
||||||
### Licensing
|
|
||||||
By asking us to include your changes in this game, you agree that they
|
|
||||||
fall under the terms of the GPLv3, which basically means they will
|
|
||||||
become part of a free/libre software.
|
|
||||||
|
|
||||||
### Crediting
|
|
||||||
Contributors, Developers and Maintainers will be credited in
|
|
||||||
`CREDITS.md`. If you make your first time contribution, please add
|
|
||||||
yourself to this file. There are also Discord roles for Contributors,
|
|
||||||
Developers and Maintainers.
|
|
||||||
|
|
162
CREDITS.md
|
@ -1,162 +0,0 @@
|
||||||
# Credits
|
|
||||||
|
|
||||||
## Creator of MineClone
|
|
||||||
* davedevils
|
|
||||||
|
|
||||||
## Creator of MineClone2
|
|
||||||
* Wuzzy
|
|
||||||
|
|
||||||
## Creator of Minecraftn't Classic
|
|
||||||
* ROllerozxa
|
|
||||||
|
|
||||||
## Creator of Minecraftn't Pre-classic
|
|
||||||
* ROllerozxa
|
|
||||||
|
|
||||||
## Creator of MinecloneJEpC
|
|
||||||
* Lazerbeak12345
|
|
||||||
|
|
||||||
## MCL2 Maintainers
|
|
||||||
* Nicu
|
|
||||||
* cora
|
|
||||||
|
|
||||||
## Previous MCL2 Maintainers
|
|
||||||
* Fleckenstein
|
|
||||||
* jordan4ibanez
|
|
||||||
|
|
||||||
## Developers
|
|
||||||
* bzoss
|
|
||||||
* AFCMS
|
|
||||||
* epCode
|
|
||||||
* ryvnf
|
|
||||||
* iliekprogrammar
|
|
||||||
* MysticTempest
|
|
||||||
* Rootyjr
|
|
||||||
* aligator
|
|
||||||
* Code-Sploit
|
|
||||||
* NO11
|
|
||||||
* kabou
|
|
||||||
|
|
||||||
## Contributors
|
|
||||||
* Laurent Rocher
|
|
||||||
* HimbeerserverDE
|
|
||||||
* TechDudie
|
|
||||||
* Alexander Minges
|
|
||||||
* ArTee3
|
|
||||||
* ZeDique la Ruleta
|
|
||||||
* pitchum
|
|
||||||
* wuniversales
|
|
||||||
* Bu-Gee
|
|
||||||
* David McMackins II
|
|
||||||
* Nicholas Niro
|
|
||||||
* Wouters Dorian
|
|
||||||
* Blue Blancmange
|
|
||||||
* Jared Moody
|
|
||||||
* Li0n
|
|
||||||
* Midgard
|
|
||||||
* Saku Laesvuori
|
|
||||||
* Yukitty
|
|
||||||
* ZedekThePD
|
|
||||||
* aldum
|
|
||||||
* dBeans
|
|
||||||
* nickolas360
|
|
||||||
* yutyo
|
|
||||||
* Tianyang Zhang
|
|
||||||
* j45
|
|
||||||
* Marcin Serwin
|
|
||||||
* erlehmann
|
|
||||||
* E
|
|
||||||
* Benjamin Schötz
|
|
||||||
* Doloment
|
|
||||||
* Sydney Gems
|
|
||||||
* talamh
|
|
||||||
* Emily2255
|
|
||||||
* Emojigit
|
|
||||||
* FinishedFragment
|
|
||||||
* sfan5
|
|
||||||
* Blue Blancmange
|
|
||||||
* Jared Moody
|
|
||||||
* SmallJoker
|
|
||||||
* Sven792
|
|
||||||
* aldum
|
|
||||||
* Dieter44
|
|
||||||
|
|
||||||
## MineClone5
|
|
||||||
* kay27
|
|
||||||
* Debiankaios
|
|
||||||
* epCode
|
|
||||||
* NO11
|
|
||||||
* j45
|
|
||||||
* 3raven
|
|
||||||
* PrarieWind
|
|
||||||
* Gustavo1
|
|
||||||
* CableGuy67
|
|
||||||
|
|
||||||
## Mineclonia
|
|
||||||
* erlehmann
|
|
||||||
* Li0n
|
|
||||||
* E
|
|
||||||
* n_to
|
|
||||||
|
|
||||||
## Original Mod Authors
|
|
||||||
* Wuzzy
|
|
||||||
* Fleckenstein
|
|
||||||
* BlockMen
|
|
||||||
* TenPlus1
|
|
||||||
* PilzAdam
|
|
||||||
* ryvnf
|
|
||||||
* stujones11
|
|
||||||
* Arcelmi
|
|
||||||
* celeron55
|
|
||||||
* maikerumine
|
|
||||||
* GunshipPenguin
|
|
||||||
* Qwertymine3
|
|
||||||
* Rochambeau
|
|
||||||
* rubenwardy
|
|
||||||
* stu
|
|
||||||
* 4aiman
|
|
||||||
* Kahrl
|
|
||||||
* Krock
|
|
||||||
* UgnilJoZ
|
|
||||||
* lordfingle
|
|
||||||
* 22i
|
|
||||||
* bzoss
|
|
||||||
* kilbith
|
|
||||||
* xeranas
|
|
||||||
* kddekadenz
|
|
||||||
* sofar
|
|
||||||
* 4Evergreen4
|
|
||||||
* jordan4ibanez
|
|
||||||
* paramat
|
|
||||||
|
|
||||||
## 3D Models
|
|
||||||
* 22i
|
|
||||||
* tobyplowy
|
|
||||||
* epCode
|
|
||||||
|
|
||||||
## Textures
|
|
||||||
* XSSheep
|
|
||||||
* Wuzzy
|
|
||||||
* kingoscargames
|
|
||||||
* leorockway
|
|
||||||
* xMrVizzy
|
|
||||||
* yutyo
|
|
||||||
* NO11
|
|
||||||
* kay27
|
|
||||||
|
|
||||||
## Translations
|
|
||||||
* Wuzzy
|
|
||||||
* Rocher Laurent
|
|
||||||
* wuniversales
|
|
||||||
* kay27
|
|
||||||
* pitchum
|
|
||||||
* todoporlalibertad
|
|
||||||
* Marcin Serwin
|
|
||||||
|
|
||||||
## Funders
|
|
||||||
* 40W
|
|
||||||
|
|
||||||
## Special thanks
|
|
||||||
* celeron55 for creating Minetest
|
|
||||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
|
||||||
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
|
|
||||||
* Notch and Jeb for being the major forces behind Minecraft
|
|
|
@ -0,0 +1,212 @@
|
||||||
|
## Groups
|
||||||
|
This document explains all the groups used in this game.
|
||||||
|
|
||||||
|
### Special groups
|
||||||
|
|
||||||
|
* `not_in_creative_inventory=1`: Item will not be shown in creative inventory
|
||||||
|
* `not_in_craft_guide=1`: Item will not be shown as result or fuel item in crafting guide (but still may be shown as ingredient)
|
||||||
|
|
||||||
|
### Digging time groups
|
||||||
|
|
||||||
|
The basic digging time groups determine by which tools a node can be dug.
|
||||||
|
|
||||||
|
* `pickaxey`: Diggable by pickaxe. The rating is for the possible tool materials in which the node will make its useful drop:
|
||||||
|
* `pickaxey=1`: Wood, gold, stone, iron and diamond
|
||||||
|
* `pickaxey=2`: Gold, stone, iron and diamond
|
||||||
|
* `pickaxey=3`: Stone, iron and diamond
|
||||||
|
* `pickaxey=4`: Iron and diamond
|
||||||
|
* `pickaxey=5`: Diamond
|
||||||
|
* `axey`: Axe. Rating is same as for `pickaxey`
|
||||||
|
* `shovely`: Shovel. Rating is same as for `pickaxey`
|
||||||
|
* `swordy=1`: Diggable by sword (any material), and this node is *not* a cobweb
|
||||||
|
* `swordy_cobweb=1`: Diggable by sword (any material), and this node is a cobweb
|
||||||
|
* `shearsy=1`: Diggable by shears, and this node is *not* wool
|
||||||
|
* `shearsy=wool=1`: Diggable by shears, and this node is wool
|
||||||
|
* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
|
||||||
|
* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
|
||||||
|
|
||||||
|
Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as MineClone 2 is based on the same system.
|
||||||
|
|
||||||
|
### Groups for interactions
|
||||||
|
|
||||||
|
* `crush_after_fall=1`: For falling nodes. These will crush whatever they hit after falling, not dropping as an item
|
||||||
|
* `falling_node_damage=1`: For falling nodes. Hurts any objects it hits while falling. Damage is based on anvils
|
||||||
|
* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
|
||||||
|
* `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
|
||||||
|
* `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
|
||||||
|
* `cultivatable=2`: Block will be turned into Farmland by using a hoe on it
|
||||||
|
* `cultivatable=1`: Block will be turned into Dirt by using a hoe on it
|
||||||
|
* `flammable`: Block spreads fire
|
||||||
|
* `flammable>0`: Gets destroyed by fire
|
||||||
|
* `flammable=-1` Does not get destroyed by fire
|
||||||
|
* `fire_encouragement`: How quickly this block catches fire
|
||||||
|
* `fire_flammability`: How fast the block will burn away
|
||||||
|
* `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
|
||||||
|
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
|
||||||
|
* `dirtifier=1`: This node turns nodes the above group into dirt when placed above
|
||||||
|
* `non_mycelium_plant=1`: A plant which can't grow on mycelium. Placing it on mycelium fails and if mycelium spreads below it, it uproots
|
||||||
|
* `soil=1`: Saplings and other small plants can grow on it
|
||||||
|
* `soil_sapling=2`: Soil for saplings. Intended to be natural soil. All saplings will grow on this
|
||||||
|
* `soil_sapling=1`: Artificial soil (such as farmland) for saplings. Some saplings will not grow on this
|
||||||
|
* `soil_sugarcane=1`: Sugar canes will grow on this near water
|
||||||
|
* `soil_nether_wart=1`: Nether wart will grow on this
|
||||||
|
* `enderman_takable=1`: Block can be taken and placed by endermen
|
||||||
|
* `disable_suffocation=1`: Disables suffocation for full solid cubes (1)
|
||||||
|
* `destroys_items=1`: If an item happens to be *inside* this node, the item will be destroyed
|
||||||
|
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
|
||||||
|
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
|
||||||
|
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
|
||||||
|
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height
|
||||||
|
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
|
||||||
|
* `no_rename=1`: Item cannot be renamed by anvil
|
||||||
|
* `comparator_signal=X`: If set, this node outputs a constant (!) comparator signal output of strength X.
|
||||||
|
* `piston=X`: Piston (main body) (1 = normal, 2 = sticky)
|
||||||
|
* `piston_pusher=X`: Piston pusher (1 = normal, 2 = sticky)
|
||||||
|
* `hopper=X`: Hopper (1 = downwards, 2 = sideways)
|
||||||
|
* `portal=1`: Portal (node that teleports players and things by standing inside)
|
||||||
|
* `end_portal_frame=X`: End portal frame (1 = no eye, 2 = with eye)
|
||||||
|
* `coral=X`: Coral (any type) (1 = alive, 2 = dead)
|
||||||
|
* `coral_plant=X`: Coral in the "plant" shape (1 = alive, 2 = dead)
|
||||||
|
* `coral_fan=X`: Coral fan (1 = alive, 2 = dead)
|
||||||
|
* `coral_block=X`: Coral block (1 = alive, 2 = dead)
|
||||||
|
* `coral_species=X`: Specifies the species of a coral; equal X means equal species
|
||||||
|
* `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching
|
||||||
|
|
||||||
|
#### Footnotes
|
||||||
|
|
||||||
|
1. Normally, all walkable blocks with the default 1×1×1 cube as a collision box (e.g. sand,
|
||||||
|
gravel, stone, but not fences) will damage the players while their head is inside. This
|
||||||
|
is called “suffocation”. Setting this group disables this behaviour
|
||||||
|
|
||||||
|
### Groups (mostly) used for crafting recipes
|
||||||
|
|
||||||
|
* `sand=1`: Sand (any color)
|
||||||
|
* `sandstone=1`: Sandstone (any color) and related nodes (chiseled and the like) (only full blocks)
|
||||||
|
* `normal_sandstone=1`: “Normal” (yellow) sandstone and related nodes (chiseled and the like) (only full blocks)
|
||||||
|
* `red_sandstone=1`: Red sandstone and related nodes (chiseled and the like) (only full blocks)
|
||||||
|
* `hardened_clay=1`: Terracotta (any color)
|
||||||
|
* `quartz_block=1`: Quartz Block and variants (chiseled, pillar, etc.) (only full blocks)
|
||||||
|
* `stonebrick=1`: Stone Bricks and related nodes (only full blocks)
|
||||||
|
* `shulker_box=1`: Block is a shulker box
|
||||||
|
* `tree=1`: Oak Wood, Birch Wood, etc. (tree trunks)
|
||||||
|
* `wood=1`: Oak Wood Planks, Birch Wood Planks, etc. (only full blocks)
|
||||||
|
* `wood_slab=1`: Slabs made out of a kind of wooden planks
|
||||||
|
* `wood_stairs=1`: Stairs made out of a kind of wooden planks
|
||||||
|
* `coal=1`: Coal of any kind (lumps only, not blocks)
|
||||||
|
* `wool=1`: Wool (only full blocks)
|
||||||
|
* `carpet=1:` (Wool) carpet
|
||||||
|
* `stick=1`: Stick
|
||||||
|
* `water_bucket=1`: Bucket containing a liquid of group “water”
|
||||||
|
* `enchantability=X`: How good the enchantments are the item gets (1 equals book)
|
||||||
|
* `enchanted=1`: The item is already enchanted, meaning that it can't be enchanted using an enchanting table
|
||||||
|
|
||||||
|
### Material groups
|
||||||
|
|
||||||
|
These groups correspond to the Minecraft materials. They classify the block into a type, indicating what the block is “made off”.
|
||||||
|
|
||||||
|
* `material_stone=1`: Stone
|
||||||
|
* `material_wood=1`: Wood
|
||||||
|
* `material_sand=1`: Sand
|
||||||
|
* `material_glass=1`: Glass
|
||||||
|
|
||||||
|
Currently, these groups are used for the note block.
|
||||||
|
Note that not all Minecraft materials are used so far. More Minecraft materials will lilely only be added when they are needed for a concrete use case.
|
||||||
|
|
||||||
|
### Declarative groups
|
||||||
|
These groups are used mostly for informational purposes
|
||||||
|
|
||||||
|
* `solid=1`: Solid full-cube block (automatically assigned)
|
||||||
|
* `opaque=1`: Opaque block (automatically assigned)
|
||||||
|
* `not_solid=1`: Block is not solid (only assign this group for nodes which are automatically detected as “solid” in error
|
||||||
|
* `not_opaque=1`: Block is not opaque (only assign this group for nodes which are automatically detected as “opaque” in error
|
||||||
|
* `fire=1`: Fire
|
||||||
|
* `water=1`: Water
|
||||||
|
* `lava=1`: Lava
|
||||||
|
* `top_snow=X`: Top snow with X layers (1-8)
|
||||||
|
* `torch`: Torch or torch-like node
|
||||||
|
* `torch=1`: Torch on floor
|
||||||
|
* `torch=2`: Torch at wall
|
||||||
|
* `liquid`: Block is a liquid
|
||||||
|
* `liquid=1`: Unspecified type
|
||||||
|
* `liquid=2`: Water
|
||||||
|
* `liquid=3`: Lava
|
||||||
|
* `fence=1`: Fence
|
||||||
|
* `fence_gate=1`: Fence gate
|
||||||
|
* `fence_wood=1`: Wooden fence
|
||||||
|
* `fence_nether_brick=1`: Nether brick fence
|
||||||
|
* `flower_pot`: Flower pot
|
||||||
|
* `flower_pot=1`: Empty flower pot
|
||||||
|
* `flower_pot=2`: Flower pot with a plant or flower
|
||||||
|
* `flower=1`: Flower
|
||||||
|
* `place_flowerlike=1`: Node has placement rules like that of a flower
|
||||||
|
* `place_flowerlike=2`: Node has placement rules like tall grass
|
||||||
|
* `cake`: Cake (rating = slices left)
|
||||||
|
* `book=1`: Book
|
||||||
|
* `pane=1`: Node is a “pane”-like node glass pane or iron bars
|
||||||
|
* `bed=1`: Bed
|
||||||
|
* `door=1`: Door
|
||||||
|
* `trapdoor=1`: Closed trapdoor
|
||||||
|
* `trapdoor=2`: Open trapdoor
|
||||||
|
* `glass=1`: Glass (full cubes only)
|
||||||
|
* `rail=1`: Rail
|
||||||
|
* `music_record`: Music Disc (rating is track ID)
|
||||||
|
* `tnt=1`: Block is TNT
|
||||||
|
* `boat=1`: Boat
|
||||||
|
* `minecart=1`: Minecart
|
||||||
|
* `food`: Item is a comestible item which can be consumed (healthy or unhealthy)
|
||||||
|
* `food=2`: Food
|
||||||
|
* `food=3`: Drink (including soups)
|
||||||
|
* `food=1`: Other/unsure
|
||||||
|
* `eatable`: Item can be *directly* eaten by wielding + right click (`on_use=item_eat`). Rating is the satiation gain
|
||||||
|
* `cocoa`: Node is a cocoa pod (rating is growth stage, ranging from 1 to 3)
|
||||||
|
* `ammo=1`: Item is used as ammo for a weapon
|
||||||
|
* `ammo_bow=1`: Item is used as ammo for bows
|
||||||
|
* `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin)
|
||||||
|
* `container`: Node is a container which physically stores items within and has at least 1 inventory
|
||||||
|
* `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
|
||||||
|
* `container=3`: Same as `container=2`, but shulker boxes can not be inserted
|
||||||
|
* `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`.
|
||||||
|
It is expected that this also reacts on `on_timer`;
|
||||||
|
the node timer must be started from other mods when they add into `"src"` or `"fuel"`
|
||||||
|
* `container=5`: Left part of a 2-part horizontal connected container. Both parts have a `"main"` inventory
|
||||||
|
list. Both inventories are considered to belong together. This is used for large chests.
|
||||||
|
* `container=6`: Same as above, but for the right part.
|
||||||
|
* `container=7`: Has inventory list "`main`", no movement allowed
|
||||||
|
* `container=1`: Other/unspecified container type
|
||||||
|
* `spawn_egg=1`: Spawn egg
|
||||||
|
|
||||||
|
* `pressure_plate=1`: Pressure plate (off)
|
||||||
|
* `pressure_plate=2`: Wooden pressure (on)
|
||||||
|
* `button=1`: Button (off)
|
||||||
|
* `button=2`: Button (on)
|
||||||
|
* `redstone_torch=1`: Redstone Torch (lit)
|
||||||
|
* `redstone_torch=2`: Redstone Torch (unlit)
|
||||||
|
|
||||||
|
* `plant=1`: Plant or part of a plant
|
||||||
|
* `double_plant`: Part of a double-sized plant. 1 = lower part, 2 = upper part
|
||||||
|
|
||||||
|
* `pickaxe=1`: Pickaxe
|
||||||
|
* `shovel=1`: Shovel
|
||||||
|
* `axe=1`: Axe
|
||||||
|
* `sword=1`: Sword
|
||||||
|
* `hoe=1`: Hoe (farming tool)
|
||||||
|
* `shears=1`: Shears
|
||||||
|
|
||||||
|
* `weapon=1`: Item is primarily (!) a weapon
|
||||||
|
* `tool=1`: Item is primarily (!) a tool
|
||||||
|
* `craftitem=1`: Item is primarily (!) used for crafting
|
||||||
|
* `brewitem=1`: Item is primarily (!) used in brewing
|
||||||
|
* `transport=1`: Item is used for transportation
|
||||||
|
* `building_block=1`: Block is a building block
|
||||||
|
* `deco_block=1`: Block is a decorational block
|
||||||
|
|
||||||
|
|
||||||
|
## Fake item groups
|
||||||
|
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.
|
||||||
|
You should not add custom items to these groups for no good reason, this is likely to cause a ton of conflicts.
|
||||||
|
|
||||||
|
* `clock`: Clock (rating indicates the “frame”)
|
||||||
|
* `compass`: Compass (rating indicates the “frame”)
|
||||||
|
|
||||||
|
This has the following implication: If you want to use a compass or clock in a crafting recipe, you *must*
|
||||||
|
use `group:compass` or `group:clock`, respectively.
|
62
LEGAL.md
|
@ -1,62 +0,0 @@
|
||||||
# Legal information
|
|
||||||
This is a fan game, not developed or endorsed by Mojang AB.
|
|
||||||
|
|
||||||
Copying is an act of love. Please copy and share! <3
|
|
||||||
Here's the detailed legalese for those who need it:
|
|
||||||
|
|
||||||
## License of source code
|
|
||||||
MineCloneJEpC (by kay27, EliasFleckenstein, Wuzzy, ROllerozxa,
|
|
||||||
Lazerbeak12345, davedevils and countless others) is an imitation
|
|
||||||
of Minecraft.
|
|
||||||
|
|
||||||
MineCloneJEpC 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. MineCloneJEpC is a fork of MineClone 2, which
|
|
||||||
was merged by Lazerbeak12345 with Minecraftn't Pre-classic by
|
|
||||||
ROllerozxa, a fork of Minecraftn't Classic by ROllerozxa, which is a
|
|
||||||
fork of MineClone 2.
|
|
||||||
|
|
||||||
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 MineCloneJEpC and the author is documented in the git history.
|
|
||||||
|
|
||||||
## 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.
|
|
||||||
|
|
||||||
Due to potential copyright problems with Minecraftn't Classic and
|
|
||||||
Pre-classic at one point containing assets copyrighted by Mojang
|
|
||||||
(which none of these projects are associated with), when manually
|
|
||||||
cherry-picking the code from Minecraftn't Pre-classic to be forked on
|
|
||||||
top of MCL2, I made sure to exclude anything that might be copyrighted
|
|
||||||
by Mojang.
|
|
|
@ -0,0 +1,40 @@
|
||||||
|
# Missing features in Minetest to recreate Minecraft features
|
||||||
|
|
||||||
|
A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
|
||||||
|
This file lists some of the missing features in Minetest which MineClone 2 would require.
|
||||||
|
|
||||||
|
## No workaround possible
|
||||||
|
For these features, no easy Lua workaround could be found.
|
||||||
|
|
||||||
|
### Lua API
|
||||||
|
#### Tools/wielded item
|
||||||
|
- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
|
||||||
|
- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
|
||||||
|
- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
|
||||||
|
- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
|
||||||
|
|
||||||
|
#### Nodes
|
||||||
|
- Light level 15 for nodes (not sunlight)
|
||||||
|
- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
|
||||||
|
|
||||||
|
## Interface
|
||||||
|
- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
|
||||||
|
- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
|
||||||
|
- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
|
||||||
|
|
||||||
|
## Workaround theoretically possible
|
||||||
|
For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
|
||||||
|
|
||||||
|
### Lua API
|
||||||
|
#### Nodes
|
||||||
|
- Change walking speed on block (soul sand)
|
||||||
|
- Change jumping height on block (soul sand),
|
||||||
|
- Change object movement speed *through* a block, but for non-liquids (for cobweb)
|
||||||
|
- Add `on_walk_over` event
|
||||||
|
- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
|
||||||
|
- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
|
||||||
|
- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
|
||||||
|
- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Useful for large chests
|
||||||
|
|
||||||
|
#### Nice-to-haye
|
||||||
|
- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos
|
368
README.md
|
@ -1,125 +1,319 @@
|
||||||
# MineCloneJEpC
|
# MineClone 2
|
||||||
|
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
|
||||||
An unofficial Minecraft-like game for Minetest. Forked from MineClone 2 by Wuzzy
|
|
||||||
and merged with Minecraftn't Pre-classic by ROllerozxa
|
|
||||||
Developed by many people. Not developed or endorsed by Mojang AB.
|
Developed by many people. Not developed or endorsed by Mojang AB.
|
||||||
|
|
||||||
Version: 0.1 (in development)
|
Version: 0.71.0
|
||||||
|
|
||||||
SPECIFIC VERSION OF MINECRAFT CLONED: `old_alpha rd-132211`
|
### Gameplay
|
||||||
|
You start in a randomly-generated world made entirely of cubes. You can explore
|
||||||
|
the world and dig and build almost every block in the world to create new
|
||||||
|
structures. You can choose to play in a “survival mode” in which you have to
|
||||||
|
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
|
||||||
|
Or you can play in “creative mode” in which you can build almost anything instantly.
|
||||||
|
|
||||||
## Purpose and method
|
#### Gameplay summary
|
||||||
|
|
||||||
### Purpose
|
|
||||||
|
|
||||||
The primary purpose of this game is to improove MineClone 2 by researching the
|
|
||||||
development of Minecraft through implimenting each important release in-order.
|
|
||||||
As a side-effect, this will mean each release is a playable game on it's own -
|
|
||||||
but if this project ever catches up to MineClone 2, it will _not_ duplicate
|
|
||||||
code, and will avoid cloning the exact version that project is cloning.
|
|
||||||
|
|
||||||
### Method
|
|
||||||
|
|
||||||
- Make a game that clones the oldest Minecraft release.
|
|
||||||
- Make a modpack for each release following, that expands that game to become a
|
|
||||||
clone of the modpack's release.
|
|
||||||
- Where only absolutely necessary, fork the game to make a release. All future
|
|
||||||
modpacks are to be based on the new game. Such an example would be where making
|
|
||||||
a change to the `game.conf` file is the only option.
|
|
||||||
|
|
||||||
## Gameplay
|
|
||||||
You start in a flat world made entirely of cubes. You can explore the world and
|
|
||||||
dig almost every block in the world, and can use cobblestone to create new
|
|
||||||
structures.
|
|
||||||
|
|
||||||
Keeping true to the exact version of Minecraft that this is cloning, it's pretty
|
|
||||||
bare. There are only grass and cobblestone blocks. (TODO) Press the action key
|
|
||||||
to respawn.
|
|
||||||
|
|
||||||
### Gameplay summary
|
|
||||||
|
|
||||||
* Sandbox-style gameplay, no goals
|
* Sandbox-style gameplay, no goals
|
||||||
* Use blocks to create great buildings, your imagination is the limit
|
* Survive: Fight against hostile monsters and hunger
|
||||||
* You can build almost anything for free (no cost) and without limit
|
* Mine for ores and other treasures
|
||||||
|
* 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
|
||||||
- Mine with right click
|
* **Punch a tree** trunk until it breaks and collect wood
|
||||||
- Place with left click
|
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
|
||||||
- Walk around
|
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
|
||||||
|
* **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
|
||||||
|
* Find seeds
|
||||||
|
* 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
|
||||||
|
* 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
|
## 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 5.0.0 or
|
||||||
later). Older versions might work, but this is untested. So you need to install
|
later). So you need to install Minetest first. Only stable versions of Minetest
|
||||||
Minetest first. Only stable versions of Minetest are officially supported.
|
are officially supported.
|
||||||
There is no support for running MineCloneJEpC on development versions of
|
There is no support for running MineClone 2 in development versions of Minetest.
|
||||||
Minetest.
|
|
||||||
|
|
||||||
To install MineCloneJEpC (if you haven't already), move this directory into
|
To install MineClone 2 (if you haven't already), move this directory into the
|
||||||
the “games” directory of your Minetest data directory. Consult the help of
|
“games” directory of your Minetest data directory. Consult the help of
|
||||||
Minetest to learn more.
|
Minetest to learn more.
|
||||||
|
|
||||||
## Useful links
|
## Project description
|
||||||
The MineCloneJEpC repository is hosted at Mesehub. To contribute or report issues, head there.
|
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
|
||||||
|
|
||||||
* Mesehub: <https://git.minetest.land/Lazerbeak12345/MineCloneJEpC>
|
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
|
||||||
|
* MineClone2 also includes Optifine features supported by the Minetest
|
||||||
Here's the Minecraft wiki page on the version of Minecraft that this is cloning.
|
* Features of later Minecraft versions might sneak in, but they have a low priority
|
||||||
|
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
|
||||||
<https://minecraft.fandom.com/wiki/Java_Edition_pre-Classic_rd-132211>
|
* Cloning the gameplay has highest priority
|
||||||
|
* MineClone 2 will use different graphics and sounds, but with a similar style
|
||||||
## Target
|
* Cloning the interface has no priority. It will only be roughly imitated
|
||||||
|
* Limitations found in Minetest will be written down and reported in the course of development
|
||||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
|
||||||
`old_alpha rd-132211` based on the Minetest engine with polished features.
|
|
||||||
No other features will be added - though modifications to apis will be, if
|
|
||||||
they facilitate making mods or modpacks to expand this game to clone a newer
|
|
||||||
version of Minecraft.
|
|
||||||
- Optionally, create a performant experience that will run relatively
|
|
||||||
well on really low spec computers. Unfortunately, due to Minecraft's
|
|
||||||
mechanisms and Minetest engine's limitations along with a very small
|
|
||||||
playerbase on low spec computers, optimizations are hard to investigate.
|
|
||||||
|
|
||||||
## Completion status
|
## Completion status
|
||||||
This game is currently in **pre-alpha** stage.
|
This game is currently in **alpha** stage.
|
||||||
It is playable, but has a few tweaks left.
|
It is playable, but unfinished, many bugs are to be expected.
|
||||||
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
Backwards-compability is *not* guaranteed, updating your world might cause small and
|
||||||
|
big bugs (such as “missing node” errors or even crashes).
|
||||||
|
|
||||||
These things need figured out, and I don't know how to do them:
|
The following main features are available:
|
||||||
|
|
||||||
* In this edition of minecraft, a left-click places, and a right-click mines.
|
* Tools, weapons
|
||||||
(opposite of later versions, and of Minetest defaults)
|
* Armor
|
||||||
* A way for modpacks to change values in `game.conf` (This will only effect how mods expanding this game function)
|
* Crafting system: 2×2 grid, crafting table (3×3 grid), furnace, including a crafting guide
|
||||||
* mapgen
|
* Chests, large chests, ender chests, shulker boxes
|
||||||
* gamemodes
|
* Furnaces, hoppers
|
||||||
* etc.
|
* 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 (does not interact with redstone)
|
||||||
|
* 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
|
||||||
|
* A few server commands
|
||||||
|
* And more!
|
||||||
|
|
||||||
The following main features are available (including features I must now remove):
|
The following features are incomplete:
|
||||||
|
|
||||||
* Blocks in the overworld
|
* Generated structures (especially villages)
|
||||||
* Buidling blocks: Stone, Dirt
|
* Some monsters and animals
|
||||||
* Commands (TO BE REMOVED)
|
* Redstone-related things
|
||||||
|
* The End
|
||||||
|
* Special minecarts
|
||||||
|
* A couple of non-trivial blocks and items
|
||||||
|
|
||||||
|
Bonus features (not found in Minecraft 1.11):
|
||||||
|
|
||||||
|
* 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)
|
||||||
* And more! (It's a lot of work to remove - but not so much anymore thanks to ROllerozxa)
|
* New blocks and items:
|
||||||
|
* 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 and other features that shouldn't be there
|
* Blocks, items, enemies and other features are missing
|
||||||
* 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) (TO BE REMOVED)
|
* Different sounds (various sources)
|
||||||
* Different engine (Minetest)
|
* Different engine (Minetest)
|
||||||
* Different easter eggs
|
|
||||||
|
|
||||||
… and finally, MineCloneJEpC is free software (“free” as in “freedom”)!
|
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
|
||||||
|
|
||||||
|
## Reporting bugs
|
||||||
|
Please report all bugs and missing Minecraft features here:
|
||||||
|
|
||||||
|
<https://git.minetest.land/MineClone2/MineClone2/issues>
|
||||||
|
|
||||||
## Other readme files
|
## Other readme files
|
||||||
|
|
||||||
* `LICENSE.txt`: The GPLv3 license text
|
* `LICENSE.txt`: The GPLv3 license text
|
||||||
* `CONTRIBUTING.md`: Information for those who want to contribute
|
* `CONTRIBUTING.md`: Information for those who want to contribute
|
||||||
|
* `MISSING_ENGINE_FEATURES.md`: List of missing features in Minetest which MineClone 2 would need for improvement
|
||||||
* `API.md`: For Minetest modders who want to mod this game
|
* `API.md`: For Minetest modders who want to mod this game
|
||||||
* `LEGAL.md`: Legal information
|
|
||||||
* `CREDITS.md`: List of everyone who contributed
|
## Credits
|
||||||
|
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
|
||||||
|
|
||||||
|
### Coding
|
||||||
|
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods (retired)
|
||||||
|
* davedevils: Creator of MineClone on which MineClone 2 is based on
|
||||||
|
* [ex-bart](https://github.com/ex-bart): Redstone comparators
|
||||||
|
* [Rootyjr](https://github.com/Rootyjr): Fishing rod and bugfixes
|
||||||
|
* [aligator](https://github.com/aligator): Improvement of doors
|
||||||
|
* [ryvnf](https://github.com/ryvnf): Explosion mechanics
|
||||||
|
* MysticTempest: Bugfixes
|
||||||
|
* [bzoss](https://github.com/bzoss): Status effects, potions, brewing stand
|
||||||
|
* kay27 <kay27@bk.ru>: Experience system, bugfixes, optimizations (Current maintainer)
|
||||||
|
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03): End crystals, enchanting, burning mobs / players, animated chests, bugfixes (Current maintainer)
|
||||||
|
* epCode: Better player animations, new logo
|
||||||
|
* 2mac: Fix bug with powered rail
|
||||||
|
* Lots of other people: TO BE WRITTEN (see mod directories for details)
|
||||||
|
|
||||||
|
#### Mod credits (summary)
|
||||||
|
|
||||||
|
* `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
|
||||||
|
* Most other mods: Wuzzy
|
||||||
|
|
||||||
|
Detailed credits for each mod can be found in the individual mod directories.
|
||||||
|
|
||||||
|
### Graphics
|
||||||
|
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
|
||||||
|
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
|
||||||
|
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
|
||||||
|
* [leorockway](https://github.com/leorockway): Some edits of mob textures
|
||||||
|
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
|
||||||
|
* yutyo <tanakinci2002@gmail.com>: MineClone 2 logo
|
||||||
|
* Other authors: GUI images
|
||||||
|
|
||||||
|
### Translations
|
||||||
|
* Wuzzy: German
|
||||||
|
* Rocher Laurent <rocherl@club-internet.fr>: French
|
||||||
|
* wuniversales: Spanish
|
||||||
|
* kay27 <kay27@bk.ru>: Russian
|
||||||
|
|
||||||
|
### Models
|
||||||
|
* [22i](https://github.com/22i): Creator of all models
|
||||||
|
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
|
||||||
|
|
||||||
|
### Sounds and music
|
||||||
|
Various sources. See the respective mod directories for details.
|
||||||
|
|
||||||
|
### Special thanks
|
||||||
|
|
||||||
|
* davedevils for starting MineClone, the original version of this game
|
||||||
|
* Wuzzy for starting and maintaining MineClone2 for several years
|
||||||
|
* celeron55 for creating Minetest
|
||||||
|
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
|
||||||
|
* Jordach for the jukebox music compilation from Big Freaking Dig
|
||||||
|
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
|
||||||
|
* Notch and Jeb for being the major forces behind Minecraft
|
||||||
|
* XSSheep for creating the Pixel Perfection resource pack
|
||||||
|
* [22i](https://github.com/22i) for providing great models and support
|
||||||
|
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
|
||||||
|
|
||||||
|
## Info for programmers
|
||||||
|
You find interesting and useful infos in `API.md`.
|
||||||
|
|
||||||
|
## Legal information
|
||||||
|
This is a fan game, not developed or endorsed by Mojang AB.
|
||||||
|
|
||||||
|
Copying is an act of love. Please copy and share! <3
|
||||||
|
Here's the detailed legalese for those who need it:
|
||||||
|
|
||||||
|
### 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 clone of a historic sandbox game, Mincraft rd-132211. Mine, build and explore. This is a work in progress! Expect bugs!
|
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.11. This is a work in progress! Expect bugs!
|
||||||
|
|
|
@ -1,5 +1,2 @@
|
||||||
name = MineCloneJEpC
|
name = MineClone 2
|
||||||
description = A clone of a historic sandbox game. Build, explore, and do little more.
|
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
||||||
disabled_settings = enable_damage,creative_mode,enable_server
|
|
||||||
allowed_mapgens = singlenode
|
|
||||||
disallowed_mapgen_settings = seed
|
|
||||||
|
|
BIN
menu/Logo.blend
BIN
menu/icon.png
Before Width: | Height: | Size: 51 KiB After Width: | Height: | Size: 3.9 KiB |
Before Width: | Height: | Size: 1.5 MiB |
Before Width: | Height: | Size: 830 KiB |
|
@ -1,10 +1,35 @@
|
||||||
# This is a game specific minetest.conf file, do not edit
|
# This is a game specific minetest.conf file, do not edit
|
||||||
|
|
||||||
# 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
|
|
||||||
|
|
||||||
# Basic game rules
|
# Basic game rules
|
||||||
item_entity_ttl = 1
|
time_speed = 72
|
||||||
# This wasn't working, so I've also specified this in `mcljepc_core`
|
|
||||||
time_speed = 0
|
# Player physics
|
||||||
node_highlighting = halo
|
movement_acceleration_default = 2.4
|
||||||
|
movement_acceleration_air = 1.2
|
||||||
|
#movement_acceleration_fast = 10
|
||||||
|
|
||||||
|
movement_speed_walk = 4.317
|
||||||
|
movement_speed_crouch = 1.295
|
||||||
|
movement_speed_fast = 25.0
|
||||||
|
|
||||||
|
movement_speed_jump = 6.6
|
||||||
|
movement_speed_climb = 2.35
|
||||||
|
# TODO: Add descend speed (3.0) when available
|
||||||
|
|
||||||
|
movement_liquid_fluidity = 1.13
|
||||||
|
movement_liquid_fluidity_smooth = 0.5
|
||||||
|
movement_liquid_sink = 23
|
||||||
|
|
||||||
|
movement_gravity = 10.4
|
||||||
|
|
||||||
|
# Mapgen stuff
|
||||||
|
|
||||||
|
# altitude_chill and altitude_dry doesn't go well together with MCL2 biomes
|
||||||
|
# which already include "snowed" variants as you go higher.
|
||||||
|
# humid_rivers would cause the MushroomIsland biome to appear frequently around rivers.
|
||||||
|
mgvalleys_spflags = noaltitude_chill,noaltitude_dry,nohumid_rivers,vary_river_depth
|
||||||
|
|
||||||
|
# MCL2-specific stuff
|
||||||
|
keepInventory = false
|
||||||
|
|
||||||
|
dedicated_server_step = 0.001
|
||||||
|
|
|
@ -0,0 +1,10 @@
|
||||||
|
This mod automatically adds groups to items based on item metadata.
|
||||||
|
|
||||||
|
Specifically, this mod has 2 purposes:
|
||||||
|
1) Automatically adding the group “solid” for blocks considered “solid” in Minecraft.
|
||||||
|
2) Generating digging time group for all nodes based on node metadata (it's complicated)
|
||||||
|
|
||||||
|
See init.lua for more infos.
|
||||||
|
|
||||||
|
The leading underscore in the name “_mcl_autogroup” was added to force Minetest to load this mod as late as possible.
|
||||||
|
As of 0.4.16, Minetest loads mods in reverse alphabetical order.
|
|
@ -0,0 +1 @@
|
||||||
|
MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.
|
|
@ -0,0 +1,171 @@
|
||||||
|
--[[ Mining times. Yeah, mining times … Alright, this is going to be FUN!
|
||||||
|
|
||||||
|
This mod does include a HACK to make 100% sure the digging times of all tools match Minecraft's perfectly.
|
||||||
|
The digging times system of Minetest is very different, so this weird group trickery has to be used.
|
||||||
|
In Minecraft, each block has a hardness and the actual Minecraft digging time is determined by this:
|
||||||
|
1) The block's hardness
|
||||||
|
2) The tool being used
|
||||||
|
3) Whether the tool is considered as “eligible” for the block
|
||||||
|
(e.g. only diamond pick eligible for obsidian)
|
||||||
|
See Minecraft Wiki <http://minecraft.gamepedia.com/Minecraft_Wiki> for more information.
|
||||||
|
|
||||||
|
In MineClone 2, all diggable node have the hardness set in the custom field “_mcl_hardness” (0 by default).
|
||||||
|
The nodes are also required to specify the “eligible” tools in groups like “pickaxey”, “shovely”, etc.
|
||||||
|
This mod then calculates the real digging time based on the node meta data. The real digging times
|
||||||
|
are then added into mcl_autogroup.digtimes where the table indices are group rating and the values are the
|
||||||
|
digging times in seconds. These digging times can be then added verbatim into the tool definitions.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
mcl_autogroup.digtimes.pickaxey_dig_diamond[1] = 0.2
|
||||||
|
|
||||||
|
→ This means that when a node has been assigned the group “pickaxey_dig_diamond=1”, it can be dug by the
|
||||||
|
diamond pickaxe in 0.2 seconds.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
This strange setup with mcl_autogroup has been done to minimize the amount of required digging times
|
||||||
|
a single tool needs to use. If this is not being done, the loading time will increase considerably
|
||||||
|
(>10s).
|
||||||
|
|
||||||
|
]]
|
||||||
|
|
||||||
|
local materials = { "wood", "gold", "stone", "iron", "diamond" }
|
||||||
|
local basegroups = { "pickaxey", "axey", "shovely" }
|
||||||
|
local minigroups = { "handy", "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
|
||||||
|
local divisors = {
|
||||||
|
["wood"] = 2,
|
||||||
|
["gold"] = 12,
|
||||||
|
["stone"] = 4,
|
||||||
|
["iron"] = 6,
|
||||||
|
["diamond"] = 8,
|
||||||
|
["handy"] = 1,
|
||||||
|
["shearsy"] = 15,
|
||||||
|
["swordy"] = 1.5,
|
||||||
|
["shearsy_wool"] = 5,
|
||||||
|
["swordy_cobweb"] = 15,
|
||||||
|
}
|
||||||
|
local max_efficiency_level = 5
|
||||||
|
|
||||||
|
mcl_autogroup = {}
|
||||||
|
mcl_autogroup.digtimes = {}
|
||||||
|
mcl_autogroup.creativetimes = {} -- Copy of digtimes, except that all values are 0. Used for creative mode
|
||||||
|
|
||||||
|
for m=1, #materials do
|
||||||
|
for g=1, #basegroups do
|
||||||
|
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m]] = {}
|
||||||
|
mcl_autogroup.creativetimes[basegroups[g].."_dig_"..materials[m]] = {}
|
||||||
|
for e=1, max_efficiency_level do
|
||||||
|
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m].."_efficiency_"..e] = {}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
for g=1, #minigroups do
|
||||||
|
mcl_autogroup.digtimes[minigroups[g].."_dig"] = {}
|
||||||
|
mcl_autogroup.creativetimes[minigroups[g].."_dig"] = {}
|
||||||
|
for e=1, max_efficiency_level do
|
||||||
|
mcl_autogroup.digtimes[minigroups[g].."_dig_efficiency_"..e] = {}
|
||||||
|
mcl_autogroup.creativetimes[minigroups[g].."_dig_efficiency_"..e] = {}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local overwrite = function()
|
||||||
|
for nname, ndef in pairs(minetest.registered_nodes) do
|
||||||
|
local groups_changed = false
|
||||||
|
local newgroups = table.copy(ndef.groups)
|
||||||
|
if (nname ~= "ignore" and ndef.diggable) then
|
||||||
|
-- Automatically assign the “solid” group for solid nodes
|
||||||
|
if (ndef.walkable == nil or ndef.walkable == true)
|
||||||
|
and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
|
||||||
|
and (ndef.node_box == nil or ndef.node_box.type == "regular")
|
||||||
|
and (ndef.groups.not_solid == 0 or ndef.groups.not_solid == nil) then
|
||||||
|
newgroups.solid = 1
|
||||||
|
groups_changed = true
|
||||||
|
end
|
||||||
|
-- Automatically assign the “opaque” group for opaque nodes
|
||||||
|
if (not (ndef.paramtype == "light" or ndef.sunlight_propagates)) and
|
||||||
|
(ndef.groups.not_opaque == 0 or ndef.groups.not_opaque == nil) then
|
||||||
|
newgroups.opaque = 1
|
||||||
|
groups_changed = true
|
||||||
|
end
|
||||||
|
|
||||||
|
local function calculate_group(hardness, material, diggroup, newgroups, actual_rating, expected_rating, efficiency)
|
||||||
|
local time, validity_factor
|
||||||
|
if actual_rating >= expected_rating then
|
||||||
|
-- Valid tool
|
||||||
|
validity_factor = 1.5
|
||||||
|
else
|
||||||
|
-- Wrong tool (higher digging time)
|
||||||
|
validity_factor = 5
|
||||||
|
end
|
||||||
|
local speed_multiplier = divisors[material]
|
||||||
|
if efficiency then
|
||||||
|
speed_multiplier = speed_multiplier + efficiency * efficiency + 1
|
||||||
|
end
|
||||||
|
time = (hardness * validity_factor) / speed_multiplier
|
||||||
|
if time <= 0.05 then
|
||||||
|
time = 0
|
||||||
|
else
|
||||||
|
time = math.ceil(time * 20) / 20
|
||||||
|
end
|
||||||
|
table.insert(mcl_autogroup.digtimes[diggroup], time)
|
||||||
|
if not efficiency then
|
||||||
|
table.insert(mcl_autogroup.creativetimes[diggroup], 0)
|
||||||
|
end
|
||||||
|
newgroups[diggroup] = #mcl_autogroup.digtimes[diggroup]
|
||||||
|
return newgroups
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Hack in digging times
|
||||||
|
local hardness = ndef._mcl_hardness
|
||||||
|
if not hardness then
|
||||||
|
hardness = 0
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Handle pickaxey, axey and shovely
|
||||||
|
for _, basegroup in pairs(basegroups) do
|
||||||
|
if (hardness ~= -1 and ndef.groups[basegroup]) then
|
||||||
|
for g=1,#materials do
|
||||||
|
local diggroup = basegroup.."_dig_"..materials[g]
|
||||||
|
newgroups = calculate_group(hardness, materials[g], diggroup, newgroups, g, ndef.groups[basegroup])
|
||||||
|
for e=1,max_efficiency_level do
|
||||||
|
newgroups = calculate_group(hardness, materials[g], diggroup .. "_efficiency_" .. e, newgroups, g, ndef.groups[basegroup], e)
|
||||||
|
end
|
||||||
|
groups_changed = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
for m=1, #minigroups do
|
||||||
|
local minigroup = minigroups[m]
|
||||||
|
if hardness ~= -1 then
|
||||||
|
local diggroup = minigroup.."_dig"
|
||||||
|
-- actual rating
|
||||||
|
local ar = ndef.groups[minigroup]
|
||||||
|
if ar == nil then
|
||||||
|
ar = 0
|
||||||
|
end
|
||||||
|
if (minigroup == "handy")
|
||||||
|
or
|
||||||
|
(ndef.groups.shearsy_wool and minigroup == "shearsy_wool" and ndef.groups.wool)
|
||||||
|
or
|
||||||
|
(ndef.groups.swordy_cobweb and minigroup == "swordy_cobweb" and nname == "mcl_core:cobweb")
|
||||||
|
or
|
||||||
|
(ndef.groups[minigroup] and minigroup ~= "swordy_cobweb" and minigroup ~= "shearsy_wool") then
|
||||||
|
newgroups = calculate_group(hardness, minigroup, diggroup, newgroups, ar, 1)
|
||||||
|
for e=1,max_efficiency_level do
|
||||||
|
newgroups = calculate_group(hardness, minigroup, diggroup .. "_efficiency_" .. e, newgroups, ar, 1, e)
|
||||||
|
end
|
||||||
|
groups_changed = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if groups_changed then
|
||||||
|
minetest.override_item(nname, {
|
||||||
|
groups = newgroups
|
||||||
|
})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
overwrite()
|
|
@ -0,0 +1 @@
|
||||||
|
name = _mcl_autogroup
|
|
@ -0,0 +1,42 @@
|
||||||
|
# Biome Info API
|
||||||
|
This document explains the API of this mod.
|
||||||
|
|
||||||
|
## v6 mapgen functions
|
||||||
|
These are functions for the v6 mapgen only.
|
||||||
|
|
||||||
|
Use these functions only in worlds in which the v6 mapgen is used.
|
||||||
|
If you use these in any other mapgen, bad things might happen.
|
||||||
|
|
||||||
|
### `biomeinfo.get_v6_humidity(pos)`
|
||||||
|
Get the biome humidity at pos (for v6 mapgen).
|
||||||
|
|
||||||
|
### `biomeinfo.get_v6_heat(pos)`
|
||||||
|
Get the biome heat/temperature at pos (for v6 mapgen).
|
||||||
|
|
||||||
|
### `biomeinfo.get_v6_biome(pos)`
|
||||||
|
Get the v6 biome at pos.
|
||||||
|
Returns a string, which is the unique biome name.
|
||||||
|
|
||||||
|
Note: This function currently ignores the `biomeblend` v6 mapgen flag,
|
||||||
|
it just pretends this setting is disabled.
|
||||||
|
This is normally not a problem, but at areas where biomes blend,
|
||||||
|
the result is not perfectly accurate and just an estimate.
|
||||||
|
|
||||||
|
### `biomeinfo.get_active_v6_biomes()`
|
||||||
|
Returns a table containing the names of all v6 biomes that are actively
|
||||||
|
used in the current world, e.g. those that have been activated
|
||||||
|
by the use of the mapgen v6 flags (`mgv6_spflags`).
|
||||||
|
|
||||||
|
### `biomeinfo.all_v6_biomes`
|
||||||
|
This is a table containing all v6 biomes (as strings), even those that
|
||||||
|
might not be used in the current world.
|
||||||
|
|
||||||
|
### v6 biome names
|
||||||
|
|
||||||
|
These are the biome names used in this mod:
|
||||||
|
|
||||||
|
* Normal
|
||||||
|
* Desert
|
||||||
|
* Jungle
|
||||||
|
* Tundra
|
||||||
|
* Taiga
|
|
@ -0,0 +1,11 @@
|
||||||
|
# Biome Info API [`biomeinfo`]
|
||||||
|
This is an API mod for mod developers to add a couple of missing
|
||||||
|
biome-related functions.
|
||||||
|
Currently, this mod only adds v6-related functions.
|
||||||
|
Most importantly, you can get the heat, humidity and biome in the v6 mapgen.
|
||||||
|
|
||||||
|
See `API.md` for the API documentation.
|
||||||
|
|
||||||
|
Current version: 1.0.3 (this is a [SemVer](https://semver.org/))
|
||||||
|
|
||||||
|
License: MIT License
|
|
@ -0,0 +1,211 @@
|
||||||
|
biomeinfo = {}
|
||||||
|
|
||||||
|
-- Copied from mapgen_v6.h
|
||||||
|
local MGV6_FREQ_HOT = 0.4
|
||||||
|
local MGV6_FREQ_SNOW = -0.4
|
||||||
|
local MGV6_FREQ_TAIGA = 0.5
|
||||||
|
local MGV6_FREQ_JUNGLE = 0.5
|
||||||
|
|
||||||
|
-- Biome types
|
||||||
|
local BT_NORMAL = "Normal"
|
||||||
|
local BT_TUNDRA = "Tundra"
|
||||||
|
local BT_TAIGA = "Taiga"
|
||||||
|
local BT_DESERT = "Desert"
|
||||||
|
local BT_JUNGLE = "Jungle"
|
||||||
|
|
||||||
|
-- Get mapgen settings
|
||||||
|
|
||||||
|
local seed = tonumber(minetest.get_mapgen_setting("seed")) or 0
|
||||||
|
|
||||||
|
local mgv6_perlin_biome, mgv6_perlin_humidity, mgv6_np_biome
|
||||||
|
|
||||||
|
-- v6 default noiseparams are hardcoded here because Minetest doesn't give us those
|
||||||
|
local mgv6_np_biome_default = {
|
||||||
|
offset = 0,
|
||||||
|
scale = 1,
|
||||||
|
spread = { x = 500, y = 500, z = 500},
|
||||||
|
seed = 9130,
|
||||||
|
octaves = 3,
|
||||||
|
persistence = 0.50,
|
||||||
|
lacunarity = 2.0,
|
||||||
|
flags = "eased",
|
||||||
|
}
|
||||||
|
local mgv6_np_humidity_default = {
|
||||||
|
offset = 0.5,
|
||||||
|
scale = 0.5,
|
||||||
|
spread = { x = 500, y = 500, z = 500},
|
||||||
|
seed = 72384,
|
||||||
|
octaves = 3,
|
||||||
|
persistence = 0.50,
|
||||||
|
lacunarity = 2.0,
|
||||||
|
flags = "eased",
|
||||||
|
}
|
||||||
|
|
||||||
|
local v6_flags_str = minetest.get_mapgen_setting("mgv6_spflags")
|
||||||
|
if v6_flags_str == nil then
|
||||||
|
v6_flags_str = ""
|
||||||
|
end
|
||||||
|
local v6_flags = string.split(v6_flags_str)
|
||||||
|
local v6_use_snow_biomes = true
|
||||||
|
local v6_use_jungles = true
|
||||||
|
-- TODO: Implement biome blend.
|
||||||
|
-- Currently we pretend biome blend is disabled.
|
||||||
|
-- This just makes the calculations inaccurate near biome boundaries,
|
||||||
|
-- but should be fine otherwise.
|
||||||
|
local v6_use_biome_blend = false
|
||||||
|
for f=1, #v6_flags do
|
||||||
|
local flag = v6_flags[f]:trim()
|
||||||
|
if flag == "nosnowbiomes" then
|
||||||
|
v6_use_snow_biomes = false
|
||||||
|
end
|
||||||
|
if flag == "snowbiomes" then
|
||||||
|
v6_use_snow_biomes = true
|
||||||
|
end
|
||||||
|
if flag == "nojungles" then
|
||||||
|
v6_use_jungles = false
|
||||||
|
end
|
||||||
|
if flag == "jungles" then
|
||||||
|
v6_use_jungles = true
|
||||||
|
end
|
||||||
|
if flag == "nobiomeblend" then
|
||||||
|
v6_use_biome_blend = false
|
||||||
|
end
|
||||||
|
-- TODO
|
||||||
|
-- if flag == "biomeblend" then
|
||||||
|
-- v6_use_biome_blend = true
|
||||||
|
-- end
|
||||||
|
end
|
||||||
|
-- Force-enable jungles when snowbiomes flag is set
|
||||||
|
if v6_use_snow_biomes then
|
||||||
|
v6_use_jungles = true
|
||||||
|
end
|
||||||
|
local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45)
|
||||||
|
|
||||||
|
local NOISE_MAGIC_X = 1619
|
||||||
|
local NOISE_MAGIC_Y = 31337
|
||||||
|
local NOISE_MAGIC_Z = 52591
|
||||||
|
local NOISE_MAGIC_SEED = 1013
|
||||||
|
local noise2d = function(x, y, seed)
|
||||||
|
-- TODO: implement noise2d function for biome blend
|
||||||
|
return 0
|
||||||
|
--[[
|
||||||
|
local n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
|
||||||
|
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
|
||||||
|
n = (n >> 13) ^ n;
|
||||||
|
n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
|
||||||
|
return 1.0 - n / 0x40000000;
|
||||||
|
]]
|
||||||
|
end
|
||||||
|
|
||||||
|
biomeinfo.all_v6_biomes = {
|
||||||
|
BT_NORMAL,
|
||||||
|
BT_DESERT,
|
||||||
|
BT_JUNGLE,
|
||||||
|
BT_TUNDRA,
|
||||||
|
BT_TAIGA
|
||||||
|
}
|
||||||
|
|
||||||
|
local function init_perlins()
|
||||||
|
if not mgv6_perlin_biome then
|
||||||
|
mgv6_np_biome = minetest.get_mapgen_setting_noiseparams("mgv6_np_biome")
|
||||||
|
if not mgv6_np_biome then
|
||||||
|
mgv6_np_biome = mgv6_np_biome_default
|
||||||
|
minetest.log("action", "[biomeinfo] Using hardcoded mgv6_np_biome default")
|
||||||
|
end
|
||||||
|
mgv6_perlin_biome = minetest.get_perlin(mgv6_np_biome)
|
||||||
|
end
|
||||||
|
if not mgv6_perlin_humidity then
|
||||||
|
local np_humidity = minetest.get_mapgen_setting_noiseparams("mgv6_np_humidity")
|
||||||
|
if not np_humidity then
|
||||||
|
np_humidity = mgv6_np_humidity_default
|
||||||
|
minetest.log("action", "[biomeinfo] Using hardcoded mgv6_np_humidity default")
|
||||||
|
end
|
||||||
|
mgv6_perlin_humidity = minetest.get_perlin(np_humidity)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function biomeinfo.get_active_v6_biomes()
|
||||||
|
local biomes = { BT_NORMAL, BT_DESERT }
|
||||||
|
if v6_use_jungles then
|
||||||
|
table.insert(biomes, BT_JUNGLE)
|
||||||
|
end
|
||||||
|
if v6_use_snow_biomes then
|
||||||
|
table.insert(biomes, BT_TUNDRA)
|
||||||
|
table.insert(biomes, BT_TAIGA)
|
||||||
|
end
|
||||||
|
return biomes
|
||||||
|
end
|
||||||
|
|
||||||
|
function biomeinfo.get_v6_heat(pos)
|
||||||
|
init_perlins()
|
||||||
|
if not mgv6_perlin_biome then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local bpos = vector.floor(pos)
|
||||||
|
-- The temperature noise needs a special offset (see calculateNoise in mapgen_v6.cpp)
|
||||||
|
return mgv6_perlin_biome:get_2d({x=bpos.x + mgv6_np_biome.spread.x*0.6, y=bpos.z + mgv6_np_biome.spread.z*0.2})
|
||||||
|
end
|
||||||
|
|
||||||
|
function biomeinfo.get_v6_humidity(pos)
|
||||||
|
init_perlins()
|
||||||
|
if not mgv6_perlin_humidity then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
local bpos = vector.floor(pos)
|
||||||
|
return mgv6_perlin_humidity:get_2d({x=bpos.x, y=bpos.z})
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Returns the v6 biome at pos.
|
||||||
|
-- Returns a string representing the biome name.
|
||||||
|
function biomeinfo.get_v6_biome(pos)
|
||||||
|
init_perlins()
|
||||||
|
local bpos = vector.floor(pos)
|
||||||
|
-- Based on the algorithm MapgenV6::getBiome in mapgen_v6.cpp
|
||||||
|
|
||||||
|
local pos2d = {x=bpos.x, y=bpos.z}
|
||||||
|
if not mgv6_perlin_biome or not mgv6_perlin_humidity then
|
||||||
|
return "???"
|
||||||
|
end
|
||||||
|
local d = biomeinfo.get_v6_heat(bpos)
|
||||||
|
local h = biomeinfo.get_v6_humidity(bpos)
|
||||||
|
|
||||||
|
if (v6_use_snow_biomes) then
|
||||||
|
local blend
|
||||||
|
if v6_use_biome_blend then
|
||||||
|
blend = noise2d(pos2d.x, pos2d.y, seed) / 40
|
||||||
|
else
|
||||||
|
blend = 0
|
||||||
|
end
|
||||||
|
|
||||||
|
if (d > MGV6_FREQ_HOT + blend) then
|
||||||
|
if (h > MGV6_FREQ_JUNGLE + blend) then
|
||||||
|
return BT_JUNGLE
|
||||||
|
end
|
||||||
|
return BT_DESERT
|
||||||
|
end
|
||||||
|
if (d < MGV6_FREQ_SNOW + blend) then
|
||||||
|
if (h > MGV6_FREQ_TAIGA + blend) then
|
||||||
|
return BT_TAIGA
|
||||||
|
end
|
||||||
|
return BT_TUNDRA
|
||||||
|
end
|
||||||
|
return BT_NORMAL
|
||||||
|
end
|
||||||
|
|
||||||
|
if (d > v6_freq_desert) then
|
||||||
|
return BT_DESERT
|
||||||
|
end
|
||||||
|
|
||||||
|
if ((v6_use_biome_blend) and (d > v6_freq_desert - 0.10) and
|
||||||
|
((noise2d(pos2d.x, pos2d.y, seed) + 1.0) > (v6_freq_desert - d) * 20.0)) then
|
||||||
|
return BT_DESERT
|
||||||
|
end
|
||||||
|
|
||||||
|
if ((v6_use_jungles) and (h > 0.75)) then
|
||||||
|
return BT_JUNGLE
|
||||||
|
end
|
||||||
|
|
||||||
|
return BT_NORMAL
|
||||||
|
end
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,2 @@
|
||||||
|
name = biomeinfo
|
||||||
|
description = Simple API to get data about biomes.
|
|
@ -0,0 +1,504 @@
|
||||||
|
GNU LESSER GENERAL PUBLIC LICENSE
|
||||||
|
Version 2.1, February 1999
|
||||||
|
|
||||||
|
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||||
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
|
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|
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|
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||||||
|
Library), you indicate your acceptance of this License to do so, and
|
||||||
|
all its terms and conditions for copying, distributing or modifying
|
||||||
|
the Library or works based on it.
|
||||||
|
|
||||||
|
10. Each time you redistribute the Library (or any work based on the
|
||||||
|
Library), the recipient automatically receives a license from the
|
||||||
|
original licensor to copy, distribute, link with or modify the Library
|
||||||
|
subject to these terms and conditions. You may not impose any further
|
||||||
|
restrictions on the recipients' exercise of the rights granted herein.
|
||||||
|
You are not responsible for enforcing compliance by third parties with
|
||||||
|
this License.
|
||||||
|
|
||||||
|
11. If, as a consequence of a court judgment or allegation of patent
|
||||||
|
infringement or for any other reason (not limited to patent issues),
|
||||||
|
conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot
|
||||||
|
distribute so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you
|
||||||
|
may not distribute the Library at all. For example, if a patent
|
||||||
|
license would not permit royalty-free redistribution of the Library by
|
||||||
|
all those who receive copies directly or indirectly through you, then
|
||||||
|
the only way you could satisfy both it and this License would be to
|
||||||
|
refrain entirely from distribution of the Library.
|
||||||
|
|
||||||
|
If any portion of this section is held invalid or unenforceable under any
|
||||||
|
particular circumstance, the balance of the section is intended to apply,
|
||||||
|
and the section as a whole is intended to apply in other circumstances.
|
||||||
|
|
||||||
|
It is not the purpose of this section to induce you to infringe any
|
||||||
|
patents or other property right claims or to contest validity of any
|
||||||
|
such claims; this section has the sole purpose of protecting the
|
||||||
|
integrity of the free software distribution system which is
|
||||||
|
implemented by public license practices. Many people have made
|
||||||
|
generous contributions to the wide range of software distributed
|
||||||
|
through that system in reliance on consistent application of that
|
||||||
|
system; it is up to the author/donor to decide if he or she is willing
|
||||||
|
to distribute software through any other system and a licensee cannot
|
||||||
|
impose that choice.
|
||||||
|
|
||||||
|
This section is intended to make thoroughly clear what is believed to
|
||||||
|
be a consequence of the rest of this License.
|
||||||
|
|
||||||
|
12. If the distribution and/or use of the Library is restricted in
|
||||||
|
certain countries either by patents or by copyrighted interfaces, the
|
||||||
|
original copyright holder who places the Library under this License may add
|
||||||
|
an explicit geographical distribution limitation excluding those countries,
|
||||||
|
so that distribution is permitted only in or among countries not thus
|
||||||
|
excluded. In such case, this License incorporates the limitation as if
|
||||||
|
written in the body of this License.
|
||||||
|
|
||||||
|
13. The Free Software Foundation may publish revised and/or new
|
||||||
|
versions of the Lesser General Public License from time to time.
|
||||||
|
Such new versions will be similar in spirit to the present version,
|
||||||
|
but may differ in detail to address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the Library
|
||||||
|
specifies a version number of this License which applies to it and
|
||||||
|
"any later version", you have the option of following the terms and
|
||||||
|
conditions either of that version or of any later version published by
|
||||||
|
the Free Software Foundation. If the Library does not specify a
|
||||||
|
license version number, you may choose any version ever published by
|
||||||
|
the Free Software Foundation.
|
||||||
|
|
||||||
|
14. If you wish to incorporate parts of the Library into other free
|
||||||
|
programs whose distribution conditions are incompatible with these,
|
||||||
|
write to the author to ask for permission. For software which is
|
||||||
|
copyrighted by the Free Software Foundation, write to the Free
|
||||||
|
Software Foundation; we sometimes make exceptions for this. Our
|
||||||
|
decision will be guided by the two goals of preserving the free status
|
||||||
|
of all derivatives of our free software and of promoting the sharing
|
||||||
|
and reuse of software generally.
|
||||||
|
|
||||||
|
NO WARRANTY
|
||||||
|
|
||||||
|
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||||
|
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||||
|
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||||
|
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||||
|
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||||
|
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||||
|
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||||
|
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||||
|
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||||
|
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||||
|
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||||
|
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||||
|
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||||
|
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||||
|
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||||
|
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||||
|
DAMAGES.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Libraries
|
||||||
|
|
||||||
|
If you develop a new library, and you want it to be of the greatest
|
||||||
|
possible use to the public, we recommend making it free software that
|
||||||
|
everyone can redistribute and change. You can do so by permitting
|
||||||
|
redistribution under these terms (or, alternatively, under the terms of the
|
||||||
|
ordinary General Public License).
|
||||||
|
|
||||||
|
To apply these terms, attach the following notices to the library. It is
|
||||||
|
safest to attach them to the start of each source file to most effectively
|
||||||
|
convey the exclusion of warranty; and each file should have at least the
|
||||||
|
"copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the library's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This library is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU Lesser General Public
|
||||||
|
License as published by the Free Software Foundation; either
|
||||||
|
version 2.1 of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This library 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
|
||||||
|
Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public
|
||||||
|
License along with this library; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
|
||||||
|
USA
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or your
|
||||||
|
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||||
|
necessary. Here is a sample; alter the names:
|
||||||
|
|
||||||
|
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||||
|
library `Frob' (a library for tweaking knobs) written by James Random
|
||||||
|
Hacker.
|
||||||
|
|
||||||
|
<signature of Ty Coon>, 1 April 1990
|
||||||
|
Ty Coon, President of Vice
|
||||||
|
|
||||||
|
That's all there is to it!
|
|
@ -0,0 +1,2 @@
|
||||||
|
Controls framework by Arcelmi.
|
||||||
|
https://github.com/Arcelmi/minetest-controls
|
|
@ -0,0 +1,72 @@
|
||||||
|
controls = {}
|
||||||
|
controls.players = {}
|
||||||
|
|
||||||
|
controls.registered_on_press = {}
|
||||||
|
function controls.register_on_press(func)
|
||||||
|
controls.registered_on_press[#controls.registered_on_press+1] = func
|
||||||
|
end
|
||||||
|
|
||||||
|
controls.registered_on_release = {}
|
||||||
|
function controls.register_on_release(func)
|
||||||
|
controls.registered_on_release[#controls.registered_on_release+1] = func
|
||||||
|
end
|
||||||
|
|
||||||
|
controls.registered_on_hold = {}
|
||||||
|
function controls.register_on_hold(func)
|
||||||
|
controls.registered_on_hold[#controls.registered_on_hold+1]=func
|
||||||
|
end
|
||||||
|
|
||||||
|
local known_controls = {
|
||||||
|
jump=true,
|
||||||
|
right=true,
|
||||||
|
left=true,
|
||||||
|
LMB=true,
|
||||||
|
RMB=true,
|
||||||
|
sneak=true,
|
||||||
|
aux1=true,
|
||||||
|
down=true,
|
||||||
|
up=true,
|
||||||
|
}
|
||||||
|
|
||||||
|
minetest.register_on_joinplayer(function(player)
|
||||||
|
local name = player:get_player_name()
|
||||||
|
controls.players[name] = {}
|
||||||
|
for cname,_ in pairs(known_controls) do
|
||||||
|
controls.players[name][cname] = { false }
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
minetest.register_on_leaveplayer(function(player)
|
||||||
|
local name = player:get_player_name()
|
||||||
|
controls.players[name] = nil
|
||||||
|
end)
|
||||||
|
|
||||||
|
minetest.register_globalstep(function(dtime)
|
||||||
|
for _, player in pairs(minetest.get_connected_players()) do
|
||||||
|
local player_name = player:get_player_name()
|
||||||
|
local player_controls = player:get_player_control()
|
||||||
|
if controls.players[player_name] then
|
||||||
|
for cname, cbool in pairs(player_controls) do
|
||||||
|
if known_controls[cname] == true then
|
||||||
|
--Press a key
|
||||||
|
if cbool==true and controls.players[player_name][cname][1]==false then
|
||||||
|
for _, func in pairs(controls.registered_on_press) do
|
||||||
|
func(player, cname)
|
||||||
|
end
|
||||||
|
controls.players[player_name][cname] = {true, os.clock()}
|
||||||
|
elseif cbool==true and controls.players[player_name][cname][1]==true then
|
||||||
|
for _, func in pairs(controls.registered_on_hold) do
|
||||||
|
func(player, cname, os.clock()-controls.players[player_name][cname][2])
|
||||||
|
end
|
||||||
|
--Release a key
|
||||||
|
elseif cbool==false and controls.players[player_name][cname][1]==true then
|
||||||
|
for _, func in pairs(controls.registered_on_release) do
|
||||||
|
func(player, cname, os.clock()-controls.players[player_name][cname][2])
|
||||||
|
end
|
||||||
|
controls.players[player_name][cname] = {false}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end)
|
|
@ -0,0 +1 @@
|
||||||
|
name=controls
|
|
@ -0,0 +1,7 @@
|
||||||
|
Flowlib
|
||||||
|
================
|
||||||
|
Simple flow functions for use in Minetest mods by Qwertymine3
|
||||||
|
|
||||||
|
License of source code:
|
||||||
|
-----------------------
|
||||||
|
WTFPL
|
|
@ -0,0 +1,155 @@
|
||||||
|
flowlib = {}
|
||||||
|
|
||||||
|
--sum of direction vectors must match an array index
|
||||||
|
local function to_unit_vector(dir_vector)
|
||||||
|
--(sum,root)
|
||||||
|
-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
|
||||||
|
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
|
||||||
|
, [5] = 0.44721359549996, [8] = 0.35355339059327}
|
||||||
|
local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
|
||||||
|
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
|
||||||
|
,z=dir_vector.z*inv_roots[sum]}
|
||||||
|
end
|
||||||
|
|
||||||
|
local is_touching = function(realpos,nodepos,radius)
|
||||||
|
local boarder = 0.5 - radius
|
||||||
|
return (math.abs(realpos - nodepos) > (boarder))
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.is_touching = is_touching
|
||||||
|
|
||||||
|
local is_water = function(pos)
|
||||||
|
return (minetest.get_item_group(minetest.get_node(
|
||||||
|
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||||
|
, "water") ~= 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.is_water = is_water
|
||||||
|
|
||||||
|
local node_is_water = function(node)
|
||||||
|
return (minetest.get_item_group(node.name, "water") ~= 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.node_is_water = node_is_water
|
||||||
|
|
||||||
|
local is_lava = function(pos)
|
||||||
|
return (minetest.get_item_group(minetest.get_node(
|
||||||
|
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||||
|
, "lava") ~= 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.is_lava = is_lava
|
||||||
|
|
||||||
|
local node_is_lava = function(node)
|
||||||
|
return (minetest.get_item_group(node.name, "lava") ~= 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.node_is_lava = node_is_lava
|
||||||
|
|
||||||
|
|
||||||
|
local is_liquid = function(pos)
|
||||||
|
return (minetest.get_item_group(minetest.get_node(
|
||||||
|
{x=pos.x,y=pos.y,z=pos.z}).name
|
||||||
|
, "liquid") ~= 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.is_liquid = is_liquid
|
||||||
|
|
||||||
|
local node_is_liquid = function(node)
|
||||||
|
return (minetest.get_item_group(node.name, "liquid") ~= 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.node_is_liquid = node_is_liquid
|
||||||
|
|
||||||
|
--This code is more efficient
|
||||||
|
local function quick_flow_logic(node,pos_testing,direction)
|
||||||
|
local name = node.name
|
||||||
|
if not minetest.registered_nodes[name] then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
if minetest.registered_nodes[name].liquidtype == "source" then
|
||||||
|
local node_testing = minetest.get_node(pos_testing)
|
||||||
|
local param2_testing = node_testing.param2
|
||||||
|
if not minetest.registered_nodes[node_testing.name] then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
if minetest.registered_nodes[node_testing.name].liquidtype
|
||||||
|
~= "flowing" then
|
||||||
|
return 0
|
||||||
|
else
|
||||||
|
return direction
|
||||||
|
end
|
||||||
|
elseif minetest.registered_nodes[name].liquidtype == "flowing" then
|
||||||
|
local node_testing = minetest.get_node(pos_testing)
|
||||||
|
local param2_testing = node_testing.param2
|
||||||
|
if not minetest.registered_nodes[node_testing.name] then
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
if minetest.registered_nodes[node_testing.name].liquidtype
|
||||||
|
== "source" then
|
||||||
|
return -direction
|
||||||
|
elseif minetest.registered_nodes[node_testing.name].liquidtype
|
||||||
|
== "flowing" then
|
||||||
|
if param2_testing < node.param2 then
|
||||||
|
if (node.param2 - param2_testing) > 6 then
|
||||||
|
return -direction
|
||||||
|
else
|
||||||
|
return direction
|
||||||
|
end
|
||||||
|
elseif param2_testing > node.param2 then
|
||||||
|
if (param2_testing - node.param2) > 6 then
|
||||||
|
return direction
|
||||||
|
else
|
||||||
|
return -direction
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
|
local quick_flow = function(pos,node)
|
||||||
|
local x = 0
|
||||||
|
local z = 0
|
||||||
|
|
||||||
|
if not node_is_liquid(node) then
|
||||||
|
return {x=0,y=0,z=0}
|
||||||
|
end
|
||||||
|
|
||||||
|
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1)
|
||||||
|
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1)
|
||||||
|
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
|
||||||
|
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
|
||||||
|
|
||||||
|
return to_unit_vector({x=x,y=0,z=z})
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.quick_flow = quick_flow
|
||||||
|
|
||||||
|
|
||||||
|
--if not in water but touching, move centre to touching block
|
||||||
|
--x has higher precedence than z
|
||||||
|
--if pos changes with x, it affects z
|
||||||
|
local move_centre = function(pos,realpos,node,radius)
|
||||||
|
if is_touching(realpos.x,pos.x,radius) then
|
||||||
|
if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then
|
||||||
|
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z})
|
||||||
|
pos = {x=pos.x-1,y=pos.y,z=pos.z}
|
||||||
|
elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
|
||||||
|
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
|
||||||
|
pos = {x=pos.x+1,y=pos.y,z=pos.z}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if is_touching(realpos.z,pos.z,radius) then
|
||||||
|
if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then
|
||||||
|
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1})
|
||||||
|
pos = {x=pos.x,y=pos.y,z=pos.z-1}
|
||||||
|
elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then
|
||||||
|
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1})
|
||||||
|
pos = {x=pos.x,y=pos.y,z=pos.z+1}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return pos,node
|
||||||
|
end
|
||||||
|
|
||||||
|
flowlib.move_centre = move_centre
|
|
@ -0,0 +1 @@
|
||||||
|
name = flowlib
|
|
@ -0,0 +1 @@
|
||||||
|
Adds additional ways for nodes to be attached.
|
|
@ -0,0 +1,26 @@
|
||||||
|
local original_function = minetest.check_single_for_falling
|
||||||
|
|
||||||
|
minetest.check_single_for_falling = function(pos)
|
||||||
|
local ret_o = original_function(pos)
|
||||||
|
|
||||||
|
local ret = false
|
||||||
|
local node = minetest.get_node(pos)
|
||||||
|
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
|
||||||
|
local dir = minetest.facedir_to_dir(node.param2)
|
||||||
|
if dir then
|
||||||
|
local cpos = vector.add(pos, dir)
|
||||||
|
local cnode = minetest.get_node(cpos)
|
||||||
|
if minetest.get_item_group(cnode.name, "solid") == 0 then
|
||||||
|
minetest.remove_node(pos)
|
||||||
|
local drops = minetest.get_node_drops(node.name, "")
|
||||||
|
for dr=1, #drops do
|
||||||
|
minetest.add_item(pos, drops[dr])
|
||||||
|
end
|
||||||
|
ret = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return ret_o or ret
|
||||||
|
end
|
||||||
|
|
|
@ -0,0 +1,469 @@
|
||||||
|
--[[
|
||||||
|
Explosion API mod for Minetest (adapted to MineClone 2)
|
||||||
|
|
||||||
|
This mod is based on the Minetest explosion API mod, but has been changed
|
||||||
|
to have the same explosion mechanics as Minecraft and work with MineClone.
|
||||||
|
The computation-intensive parts of the mod has been optimized to allow for
|
||||||
|
larger explosions and faster world updating.
|
||||||
|
|
||||||
|
This mod was created by Elias Astrom <ryvnf@riseup.net> and is released
|
||||||
|
under the LGPLv2.1 license.
|
||||||
|
--]]
|
||||||
|
|
||||||
|
mcl_explosions = {}
|
||||||
|
|
||||||
|
local mod_death_messages = minetest.get_modpath("mcl_death_messages") ~= nil
|
||||||
|
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
|
||||||
|
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
|
||||||
|
|
||||||
|
local S = minetest.get_translator("mcl_explosions")
|
||||||
|
|
||||||
|
-- Saved sphere explosion shapes for various radiuses
|
||||||
|
local sphere_shapes = {}
|
||||||
|
|
||||||
|
-- Saved node definitions in table using cid-keys for faster look-up.
|
||||||
|
local node_blastres = {}
|
||||||
|
local node_on_blast = {}
|
||||||
|
local node_walkable = {}
|
||||||
|
|
||||||
|
-- The step length for the rays (Minecraft uses 0.3)
|
||||||
|
local STEP_LENGTH = 0.3
|
||||||
|
|
||||||
|
-- How many rays to compute entity exposure to explosion
|
||||||
|
local N_EXPOSURE_RAYS = 16
|
||||||
|
|
||||||
|
-- Nodes having a blast resistance of this value or higher are treated as
|
||||||
|
-- indestructible
|
||||||
|
local INDESTRUCT_BLASTRES = 1000000
|
||||||
|
|
||||||
|
minetest.register_on_mods_loaded(function()
|
||||||
|
-- Store blast resistance values by content ids to improve performance.
|
||||||
|
for name, def in pairs(minetest.registered_nodes) do
|
||||||
|
local id = minetest.get_content_id(name)
|
||||||
|
node_blastres[id] = def._mcl_blast_resistance or 0
|
||||||
|
node_on_blast[id] = def.on_blast
|
||||||
|
node_walkable[id] = def.walkable
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
-- Compute the rays which make up a sphere with radius. Returns a list of rays
|
||||||
|
-- which can be used to trace explosions. This function is not efficient
|
||||||
|
-- (especially for larger radiuses), so the generated rays for various radiuses
|
||||||
|
-- should be cached and reused.
|
||||||
|
--
|
||||||
|
-- Should be possible to improve by using a midpoint circle algorithm multiple
|
||||||
|
-- times to create the sphere, currently uses more of a brute-force approach.
|
||||||
|
local function compute_sphere_rays(radius)
|
||||||
|
local rays = {}
|
||||||
|
local sphere = {}
|
||||||
|
|
||||||
|
for i=1, 2 do
|
||||||
|
for y = -radius, radius do
|
||||||
|
for z = -radius, radius do
|
||||||
|
for x = -radius, 0, 1 do
|
||||||
|
local d = x * x + y * y + z * z
|
||||||
|
if d <= radius * radius then
|
||||||
|
local pos = { x = x, y = y, z = z }
|
||||||
|
sphere[minetest.hash_node_position(pos)] = pos
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
for i=1,2 do
|
||||||
|
for x = -radius, radius do
|
||||||
|
for z = -radius, radius do
|
||||||
|
for y = -radius, 0, 1 do
|
||||||
|
local d = x * x + y * y + z * z
|
||||||
|
if d <= radius * radius then
|
||||||
|
local pos = { x = x, y = y, z = z }
|
||||||
|
sphere[minetest.hash_node_position(pos)] = pos
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
for i=1,2 do
|
||||||
|
for x = -radius, radius do
|
||||||
|
for y = -radius, radius do
|
||||||
|
for z = -radius, 0, 1 do
|
||||||
|
local d = x * x + y * y + z * z
|
||||||
|
if d <= radius * radius then
|
||||||
|
local pos = { x = x, y = y, z = z }
|
||||||
|
sphere[minetest.hash_node_position(pos)] = pos
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
for _, pos in pairs(sphere) do
|
||||||
|
rays[#rays + 1] = vector.normalize(pos)
|
||||||
|
end
|
||||||
|
|
||||||
|
return rays
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Add particles from explosion
|
||||||
|
--
|
||||||
|
-- Parameters:
|
||||||
|
-- pos - The position of the explosion
|
||||||
|
-- radius - The radius of the explosion
|
||||||
|
local function add_particles(pos, radius)
|
||||||
|
minetest.add_particlespawner({
|
||||||
|
amount = 64,
|
||||||
|
time = 0.125,
|
||||||
|
minpos = pos,
|
||||||
|
maxpos = pos,
|
||||||
|
minvel = {x = -radius, y = -radius, z = -radius},
|
||||||
|
maxvel = {x = radius, y = radius, z = radius},
|
||||||
|
minacc = vector.new(),
|
||||||
|
maxacc = vector.new(),
|
||||||
|
minexptime = 0.5,
|
||||||
|
maxexptime = 1.0,
|
||||||
|
minsize = radius * 0.5,
|
||||||
|
maxsize = radius * 1.0,
|
||||||
|
texture = "mcl_particles_smoke.png",
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Traces the rays of an explosion, and updates the environment.
|
||||||
|
--
|
||||||
|
-- Parameters:
|
||||||
|
-- pos - Where the rays in the explosion should start from
|
||||||
|
-- strength - The strength of each ray
|
||||||
|
-- raydirs - The directions for each ray
|
||||||
|
-- radius - The maximum distance each ray will go
|
||||||
|
-- info - Table containing information about explosion
|
||||||
|
-- puncher - object that punches other objects (optional)
|
||||||
|
--
|
||||||
|
-- Values in info:
|
||||||
|
-- drop_chance - The chance that destroyed nodes will drop their items
|
||||||
|
-- fire - If true, 1/3 nodes become fire
|
||||||
|
-- griefing - If true, the explosion will destroy nodes (default: true)
|
||||||
|
-- max_blast_resistance - The explosion will treat all non-indestructible nodes
|
||||||
|
-- as having a blast resistance of no more than this
|
||||||
|
-- value
|
||||||
|
-- grief_protected - If true, the explosion will also destroy nodes which have
|
||||||
|
-- been protected
|
||||||
|
--
|
||||||
|
-- Note that this function has been optimized, it contains code which has been
|
||||||
|
-- inlined to avoid function calls and unnecessary table creation. This was
|
||||||
|
-- measured to give a significant performance increase.
|
||||||
|
local function trace_explode(pos, strength, raydirs, radius, info, puncher)
|
||||||
|
local vm = minetest.get_voxel_manip()
|
||||||
|
|
||||||
|
local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
|
||||||
|
vector.add(pos, radius))
|
||||||
|
local emin_x = emin.x
|
||||||
|
local emin_y = emin.y
|
||||||
|
local emin_z = emin.z
|
||||||
|
|
||||||
|
local ystride = (emax.x - emin_x + 1)
|
||||||
|
local zstride = ystride * (emax.y - emin_y + 1)
|
||||||
|
local pos_x = pos.x
|
||||||
|
local pos_y = pos.y
|
||||||
|
local pos_z = pos.z
|
||||||
|
|
||||||
|
local area = VoxelArea:new {
|
||||||
|
MinEdge = emin,
|
||||||
|
MaxEdge = emax
|
||||||
|
}
|
||||||
|
local data = vm:get_data()
|
||||||
|
local destroy = {}
|
||||||
|
|
||||||
|
local drop_chance = info.drop_chance
|
||||||
|
local fire = info.fire
|
||||||
|
local max_blast_resistance = info.max_blast_resistance
|
||||||
|
local grief_protected = info.grief_protected
|
||||||
|
|
||||||
|
-- Trace rays for environment destruction
|
||||||
|
if info.griefing then
|
||||||
|
for i = 1, #raydirs do
|
||||||
|
local rpos_x = pos.x
|
||||||
|
local rpos_y = pos.y
|
||||||
|
local rpos_z = pos.z
|
||||||
|
local rdir_x = raydirs[i].x
|
||||||
|
local rdir_y = raydirs[i].y
|
||||||
|
local rdir_z = raydirs[i].z
|
||||||
|
local rstr = (0.7 + math.random() * 0.6) * strength
|
||||||
|
|
||||||
|
for r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do
|
||||||
|
local npos_x = math.floor(rpos_x + 0.5)
|
||||||
|
local npos_y = math.floor(rpos_y + 0.5)
|
||||||
|
local npos_z = math.floor(rpos_z + 0.5)
|
||||||
|
local npos = { x = npos_x, y = npos_y, z = npos_z }
|
||||||
|
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||||
|
npos_x - emin_x + 1
|
||||||
|
|
||||||
|
local cid = data[idx]
|
||||||
|
local br = node_blastres[cid]
|
||||||
|
if br < INDESTRUCT_BLASTRES and br > max_blast_resistance then
|
||||||
|
br = max_blast_resistance
|
||||||
|
end
|
||||||
|
|
||||||
|
local hash = minetest.hash_node_position(npos)
|
||||||
|
|
||||||
|
rpos_x = rpos_x + STEP_LENGTH * rdir_x
|
||||||
|
rpos_y = rpos_y + STEP_LENGTH * rdir_y
|
||||||
|
rpos_z = rpos_z + STEP_LENGTH * rdir_z
|
||||||
|
|
||||||
|
rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH
|
||||||
|
|
||||||
|
if rstr <= 0 then
|
||||||
|
break
|
||||||
|
end
|
||||||
|
|
||||||
|
if cid ~= minetest.CONTENT_AIR then
|
||||||
|
if not minetest.is_protected(npos, "") or grief_protected then
|
||||||
|
destroy[hash] = idx
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Entities in radius of explosion
|
||||||
|
local punch_radius = 2 * strength
|
||||||
|
local objs = minetest.get_objects_inside_radius(pos, punch_radius)
|
||||||
|
|
||||||
|
-- Trace rays for entity damage
|
||||||
|
for _, obj in pairs(objs) do
|
||||||
|
local ent = obj:get_luaentity()
|
||||||
|
|
||||||
|
-- Ignore items to lower lag
|
||||||
|
if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
|
||||||
|
local opos = obj:get_pos()
|
||||||
|
local collisionbox = nil
|
||||||
|
|
||||||
|
if obj:is_player() then
|
||||||
|
collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
|
||||||
|
elseif ent.name then
|
||||||
|
local def = minetest.registered_entities[ent.name]
|
||||||
|
collisionbox = def.collisionbox
|
||||||
|
end
|
||||||
|
|
||||||
|
if collisionbox then
|
||||||
|
-- Create rays from random points in the collision box
|
||||||
|
local x1 = collisionbox[1] * 2
|
||||||
|
local y1 = collisionbox[2] * 2
|
||||||
|
local z1 = collisionbox[3] * 2
|
||||||
|
local x2 = collisionbox[4] * 2
|
||||||
|
local y2 = collisionbox[5] * 2
|
||||||
|
local z2 = collisionbox[6] * 2
|
||||||
|
local x_len = math.abs(x2 - x1)
|
||||||
|
local y_len = math.abs(y2 - y1)
|
||||||
|
local z_len = math.abs(z2 - z1)
|
||||||
|
|
||||||
|
-- Move object position to the center of its bounding box
|
||||||
|
opos.x = opos.x + 0.5 * (x1 + x2)
|
||||||
|
opos.y = opos.y + 0.5 * (y1 + y2)
|
||||||
|
opos.z = opos.z + 0.5 * (z1 + z2)
|
||||||
|
|
||||||
|
-- Count number of rays from collision box which are unobstructed
|
||||||
|
local count = N_EXPOSURE_RAYS
|
||||||
|
|
||||||
|
for i = 1, N_EXPOSURE_RAYS do
|
||||||
|
local rpos_x = opos.x + math.random() * x_len - x_len / 2
|
||||||
|
local rpos_y = opos.y + math.random() * y_len - y_len / 2
|
||||||
|
local rpos_z = opos.z + math.random() * z_len - z_len / 2
|
||||||
|
local rdir_x = pos.x - rpos_x
|
||||||
|
local rdir_y = pos.y - rpos_y
|
||||||
|
local rdir_z = pos.z - rpos_z
|
||||||
|
local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
|
||||||
|
rdir_x = rdir_x / rdir_len
|
||||||
|
rdir_y = rdir_y / rdir_len
|
||||||
|
rdir_z = rdir_z / rdir_len
|
||||||
|
|
||||||
|
for i=0, rdir_len / STEP_LENGTH do
|
||||||
|
rpos_x = rpos_x + rdir_x * STEP_LENGTH
|
||||||
|
rpos_y = rpos_y + rdir_y * STEP_LENGTH
|
||||||
|
rpos_z = rpos_z + rdir_z * STEP_LENGTH
|
||||||
|
local npos_x = math.floor(rpos_x + 0.5)
|
||||||
|
local npos_y = math.floor(rpos_y + 0.5)
|
||||||
|
local npos_z = math.floor(rpos_z + 0.5)
|
||||||
|
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||||
|
npos_x - emin_x + 1
|
||||||
|
|
||||||
|
|
||||||
|
local cid = data[idx]
|
||||||
|
local walkable = node_walkable[cid]
|
||||||
|
|
||||||
|
if walkable then
|
||||||
|
count = count - 1
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Punch entity with damage depending on explosion exposure and
|
||||||
|
-- distance to explosion
|
||||||
|
local exposure = count / N_EXPOSURE_RAYS
|
||||||
|
local punch_vec = vector.subtract(opos, pos)
|
||||||
|
local punch_dir = vector.normalize(punch_vec)
|
||||||
|
local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
|
||||||
|
if impact < 0 then
|
||||||
|
impact = 0
|
||||||
|
end
|
||||||
|
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
|
||||||
|
local source = puncher or obj
|
||||||
|
|
||||||
|
local sleep_formspec_doesnt_close_mt53 = false
|
||||||
|
if obj:is_player() then
|
||||||
|
local name = obj:get_player_name()
|
||||||
|
if mcl_beds then
|
||||||
|
local meta = obj:get_meta()
|
||||||
|
if meta:get_string("mcl_beds:sleeping") == "true" then
|
||||||
|
minetest.close_formspec(name, "") -- ABSOLUTELY NECESSARY FOR MT5.3 -- TODO: REMOVE THIS IN THE FUTURE
|
||||||
|
sleep_formspec_doesnt_close_mt53 = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if mod_death_messages then
|
||||||
|
mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", name))
|
||||||
|
end
|
||||||
|
if rawget(_G, "armor") and armor.last_damage_types then
|
||||||
|
armor.last_damage_types[name] = "explosion"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if sleep_formspec_doesnt_close_mt53 then
|
||||||
|
minetest.after(0.3, function(obj, damage, impact, punch_dir) -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
|
||||||
|
if not obj then return end
|
||||||
|
obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
|
||||||
|
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||||
|
end, obj, damage, impact, vector.new(punch_dir))
|
||||||
|
else
|
||||||
|
obj:punch(source, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
|
||||||
|
|
||||||
|
if obj:is_player() then
|
||||||
|
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||||
|
elseif ent.tnt_knockback then
|
||||||
|
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local airs, fires = {}, {}
|
||||||
|
|
||||||
|
-- Remove destroyed blocks and drop items
|
||||||
|
for hash, idx in pairs(destroy) do
|
||||||
|
local do_drop = math.random() <= drop_chance
|
||||||
|
local on_blast = node_on_blast[data[idx]]
|
||||||
|
local remove = true
|
||||||
|
|
||||||
|
if do_drop or on_blast ~= nil then
|
||||||
|
local npos = minetest.get_position_from_hash(hash)
|
||||||
|
if on_blast ~= nil then
|
||||||
|
on_blast(npos, 1.0, do_drop)
|
||||||
|
remove = false
|
||||||
|
else
|
||||||
|
local name = minetest.get_name_from_content_id(data[idx])
|
||||||
|
local drop = minetest.get_node_drops(name, "")
|
||||||
|
|
||||||
|
for _, item in ipairs(drop) do
|
||||||
|
if type(item) ~= "string" then
|
||||||
|
item = item:get_name() .. item:get_count()
|
||||||
|
end
|
||||||
|
minetest.add_item(npos, item)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if remove then
|
||||||
|
if mod_fire and fire and math.random(1, 3) == 1 then
|
||||||
|
table.insert(fires, minetest.get_position_from_hash(hash))
|
||||||
|
else
|
||||||
|
table.insert(airs, minetest.get_position_from_hash(hash))
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
-- We use bulk_set_node instead of LVM because we want to have on_destruct and
|
||||||
|
-- on_construct being called
|
||||||
|
if #airs > 0 then
|
||||||
|
minetest.bulk_set_node(airs, {name="air"})
|
||||||
|
end
|
||||||
|
if #fires > 0 then
|
||||||
|
minetest.bulk_set_node(fires, {name="mcl_fire:fire"})
|
||||||
|
end
|
||||||
|
-- Update falling nodes
|
||||||
|
for a=1, #airs do
|
||||||
|
local p = airs[a]
|
||||||
|
minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
|
||||||
|
end
|
||||||
|
for f=1, #fires do
|
||||||
|
local p = fires[f]
|
||||||
|
minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Log explosion
|
||||||
|
minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
|
||||||
|
' with strength ' .. strength .. ' and radius ' .. radius)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Create an explosion with strength at pos.
|
||||||
|
--
|
||||||
|
-- Parameters:
|
||||||
|
-- pos - The position where the explosion originates from
|
||||||
|
-- strength - The blast strength of the explosion (a TNT explosion uses 4)
|
||||||
|
-- info - Table containing information about explosion
|
||||||
|
-- puncher - object that is reported as source of punches/damage (optional)
|
||||||
|
--
|
||||||
|
-- Values in info:
|
||||||
|
-- drop_chance - If specified becomes the drop chance of all nodes in the
|
||||||
|
-- explosion (default: 1.0 / strength)
|
||||||
|
-- max_blast_resistance - If specified the explosion will treat all
|
||||||
|
-- non-indestructible nodes as having a blast resistance
|
||||||
|
-- of no more than this value
|
||||||
|
-- sound - If true, the explosion will play a sound (default: true)
|
||||||
|
-- particles - If true, the explosion will create particles (default: true)
|
||||||
|
-- fire - If true, 1/3 nodes become fire (default: false)
|
||||||
|
-- griefing - If true, the explosion will destroy nodes (default: true)
|
||||||
|
-- grief_protected - If true, the explosion will also destroy nodes which have
|
||||||
|
-- been protected (default: false)
|
||||||
|
function mcl_explosions.explode(pos, strength, info, puncher)
|
||||||
|
if info == nil then
|
||||||
|
info = {}
|
||||||
|
end
|
||||||
|
|
||||||
|
-- The maximum blast radius (in the air)
|
||||||
|
local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
|
||||||
|
|
||||||
|
if not sphere_shapes[radius] then
|
||||||
|
sphere_shapes[radius] = compute_sphere_rays(radius)
|
||||||
|
end
|
||||||
|
local shape = sphere_shapes[radius]
|
||||||
|
|
||||||
|
-- Default values
|
||||||
|
if info.drop_chance == nil then info.drop_chance = 1 / strength end
|
||||||
|
if info.particles == nil then info.particles = true end
|
||||||
|
if info.sound == nil then info.sound = true end
|
||||||
|
if info.fire == nil then info.fire = false end
|
||||||
|
if info.griefing == nil then info.griefing = true end
|
||||||
|
if info.grief_protected == nil then info.grief_protected = false end
|
||||||
|
if info.max_blast_resistance == nil then
|
||||||
|
info.max_blast_resistance = INDESTRUCT_BLASTRES
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Dont do drops in creative mode
|
||||||
|
if minetest.is_creative_enabled("") then
|
||||||
|
info.drop_chance = 0
|
||||||
|
end
|
||||||
|
|
||||||
|
trace_explode(pos, strength, shape, radius, info, puncher)
|
||||||
|
|
||||||
|
if info.particles then
|
||||||
|
add_particles(pos, radius)
|
||||||
|
end
|
||||||
|
if info.sound then
|
||||||
|
minetest.sound_play("tnt_explode", {
|
||||||
|
pos = pos, gain = 1.0,
|
||||||
|
max_hear_distance = strength * 16
|
||||||
|
}, true)
|
||||||
|
end
|
||||||
|
end
|
|
@ -0,0 +1,2 @@
|
||||||
|
# textdomain:mcl_explosions
|
||||||
|
@1 was caught in an explosion.=@1 wurde Opfer einer Explosion.
|
|
@ -0,0 +1,2 @@
|
||||||
|
# textdomain:mcl_explosions
|
||||||
|
@1 was caught in an explosion.=@1 a été pris dans une explosion.
|
|
@ -0,0 +1,2 @@
|
||||||
|
# textdomain:mcl_explosions
|
||||||
|
@1 was caught in an explosion.=@1 не удалось пережить взрыва.
|
|
@ -0,0 +1,2 @@
|
||||||
|
# textdomain:mcl_explosions
|
||||||
|
@1 was caught in an explosion.=
|
|
@ -0,0 +1,4 @@
|
||||||
|
name = mcl_explosions
|
||||||
|
description = A common API to create explosions.
|
||||||
|
depends = mcl_particles
|
||||||
|
optional_depends = mcl_fire
|
|
@ -0,0 +1 @@
|
||||||
|
Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.
|
|
@ -0,0 +1,176 @@
|
||||||
|
-- Some global variables (don't overwrite them!)
|
||||||
|
mcl_vars = {}
|
||||||
|
|
||||||
|
mcl_vars.redstone_tick = 0.1
|
||||||
|
|
||||||
|
--- GUI / inventory menu settings
|
||||||
|
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
|
||||||
|
-- nonbg is added as formspec prepend in mcl_formspec_prepend
|
||||||
|
mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
|
||||||
|
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||||
|
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||||
|
"style_type[field;textcolor=#323232]"..
|
||||||
|
"style_type[label;textcolor=#323232]"..
|
||||||
|
"style_type[textarea;textcolor=#323232]"..
|
||||||
|
"style_type[checkbox;textcolor=#323232]"
|
||||||
|
|
||||||
|
-- Background stuff must be manually added by mods (no formspec prepend)
|
||||||
|
mcl_vars.gui_bg_color = "bgcolor[#00000000]"
|
||||||
|
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
|
||||||
|
|
||||||
|
-- Legacy
|
||||||
|
mcl_vars.inventory_header = ""
|
||||||
|
|
||||||
|
-- Mapgen variables
|
||||||
|
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||||
|
local minecraft_height_limit = 256
|
||||||
|
local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
|
||||||
|
local singlenode = mg_name == "singlenode"
|
||||||
|
|
||||||
|
-- Calculate mapgen_edge_min/mapgen_edge_max
|
||||||
|
mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5)
|
||||||
|
mcl_vars.MAP_BLOCKSIZE = math.max(1, core.MAP_BLOCKSIZE or 16)
|
||||||
|
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
|
||||||
|
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, core.MAX_MAP_GENERATION_LIMIT or 31000)
|
||||||
|
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
|
||||||
|
local chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
|
||||||
|
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
|
||||||
|
local central_chunk_max_pos = central_chunk_min_pos + chunk_size_in_nodes - 1
|
||||||
|
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
|
||||||
|
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
|
||||||
|
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
|
||||||
|
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
|
||||||
|
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
|
||||||
|
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
|
||||||
|
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
|
||||||
|
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * chunk_size_in_nodes
|
||||||
|
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * chunk_size_in_nodes
|
||||||
|
|
||||||
|
local function coordinate_to_block(x)
|
||||||
|
return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
|
||||||
|
end
|
||||||
|
|
||||||
|
local function coordinate_to_chunk(x)
|
||||||
|
return math.floor((coordinate_to_block(x) + central_chunk_offset) / mcl_vars.chunksize)
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_vars.pos_to_block(pos)
|
||||||
|
return {
|
||||||
|
x = coordinate_to_block(pos.x),
|
||||||
|
y = coordinate_to_block(pos.y),
|
||||||
|
z = coordinate_to_block(pos.z)
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_vars.pos_to_chunk(pos)
|
||||||
|
return {
|
||||||
|
x = coordinate_to_chunk(pos.x),
|
||||||
|
y = coordinate_to_chunk(pos.y),
|
||||||
|
z = coordinate_to_chunk(pos.z)
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / chunk_size_in_nodes)
|
||||||
|
local k_positive_z = k_positive * 2
|
||||||
|
local k_positive_y = k_positive_z * k_positive_z
|
||||||
|
|
||||||
|
function mcl_vars.get_chunk_number(pos) -- unsigned int
|
||||||
|
local c = mcl_vars.pos_to_chunk(pos)
|
||||||
|
return
|
||||||
|
(c.y + k_positive) * k_positive_y +
|
||||||
|
(c.z + k_positive) * k_positive_z +
|
||||||
|
c.x + k_positive
|
||||||
|
end
|
||||||
|
|
||||||
|
if not superflat and not singlenode then
|
||||||
|
-- Normal mode
|
||||||
|
--[[ Realm stacking (h is for height)
|
||||||
|
- Overworld (h>=256)
|
||||||
|
- Void (h>=1000)
|
||||||
|
- Realm Barrier (h=11), to allow escaping the End
|
||||||
|
- End (h>=256)
|
||||||
|
- Void (h>=1000)
|
||||||
|
- Nether (h=128)
|
||||||
|
- Void (h>=1000)
|
||||||
|
]]
|
||||||
|
|
||||||
|
-- Overworld
|
||||||
|
mcl_vars.mg_overworld_min = -62
|
||||||
|
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
|
||||||
|
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
|
||||||
|
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min + 4
|
||||||
|
mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min + 10
|
||||||
|
mcl_vars.mg_lava = true
|
||||||
|
mcl_vars.mg_bedrock_is_rough = true
|
||||||
|
|
||||||
|
elseif singlenode then
|
||||||
|
mcl_vars.mg_overworld_min = -66
|
||||||
|
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
|
||||||
|
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
|
||||||
|
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min
|
||||||
|
mcl_vars.mg_lava = false
|
||||||
|
mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min
|
||||||
|
mcl_vars.mg_bedrock_is_rough = false
|
||||||
|
else
|
||||||
|
-- Classic superflat
|
||||||
|
local ground = minetest.get_mapgen_setting("mgflat_ground_level")
|
||||||
|
ground = tonumber(ground)
|
||||||
|
if not ground then
|
||||||
|
ground = 8
|
||||||
|
end
|
||||||
|
mcl_vars.mg_overworld_min = ground - 3
|
||||||
|
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
|
||||||
|
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
|
||||||
|
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min
|
||||||
|
mcl_vars.mg_lava = false
|
||||||
|
mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min
|
||||||
|
mcl_vars.mg_bedrock_is_rough = false
|
||||||
|
end
|
||||||
|
|
||||||
|
mcl_vars.mg_overworld_max = mcl_vars.mapgen_edge_max
|
||||||
|
|
||||||
|
-- The Nether (around Y = -29000)
|
||||||
|
mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
|
||||||
|
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
|
||||||
|
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
|
||||||
|
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
|
||||||
|
if not superflat then
|
||||||
|
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
|
||||||
|
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
|
||||||
|
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 31
|
||||||
|
else
|
||||||
|
-- Thin bedrock in classic superflat mapgen
|
||||||
|
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min
|
||||||
|
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max
|
||||||
|
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 2
|
||||||
|
end
|
||||||
|
if mg_name == "flat" then
|
||||||
|
if superflat then
|
||||||
|
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_bedrock_nether_bottom_max + 4
|
||||||
|
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_bedrock_nether_bottom_max + 52
|
||||||
|
else
|
||||||
|
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_lava_nether_max + 4
|
||||||
|
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_lava_nether_max + 52
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- The End (surface at ca. Y = -27000)
|
||||||
|
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
|
||||||
|
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
|
||||||
|
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
|
||||||
|
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
|
||||||
|
|
||||||
|
-- Realm barrier used to safely separate the End from the void below the Overworld
|
||||||
|
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
|
||||||
|
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11
|
||||||
|
|
||||||
|
-- Use MineClone 2-style dungeons
|
||||||
|
mcl_vars.mg_dungeons = true
|
||||||
|
|
||||||
|
-- Set default stack sizes
|
||||||
|
minetest.nodedef_default.stack_max = 64
|
||||||
|
minetest.craftitemdef_default.stack_max = 64
|
||||||
|
|
||||||
|
-- Set random seed for all other mods (Remember to make sure no other mod calls this function)
|
||||||
|
math.randomseed(os.time())
|
||||||
|
|
|
@ -0,0 +1 @@
|
||||||
|
name = mcl_init
|
|
@ -0,0 +1 @@
|
||||||
|
API for filling a chest with random treasures.
|
|
@ -0,0 +1,159 @@
|
||||||
|
mcl_loot = {}
|
||||||
|
|
||||||
|
--[[
|
||||||
|
Select a number of itemstacks out of a pool of treasure definitions randomly.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
* loot_definitions: Probabilities and information about the loot to select. Syntax:
|
||||||
|
|
||||||
|
{
|
||||||
|
stacks_min = 1, -- Minimum number of item stacks to get. Default: 1
|
||||||
|
stacks_max = 3, -- Maximum number of item stacks to get. Default: 1
|
||||||
|
items = { -- Table of possible loot items. This function selects between stacks_min and stacks_max of these.
|
||||||
|
{
|
||||||
|
weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1)
|
||||||
|
|
||||||
|
itemstack = ItemStack("example:item1"), -- Itemstack to select
|
||||||
|
-- OR
|
||||||
|
itemstring = "example:item1", -- Which item to select
|
||||||
|
amount_min = 1, -- Minimum size of itemstack. Must not be larger than 6553. Optional (default: 1)
|
||||||
|
amount_max = 10, -- Maximum size of item stack. Must not be larger than item definition's stack_max or 6553. Optional (default: 1)
|
||||||
|
wear_min = 1, -- Minimum wear value. Must be at least 1. Optional (default: no wear)
|
||||||
|
wear_max = 1, -- Maxiumum wear value. Must be at least 1. Optional (default: no wear)
|
||||||
|
},
|
||||||
|
{ -- more tables like above, one table per item stack }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
* pr: PseudoRandom object used for the randomness
|
||||||
|
|
||||||
|
How weight works: The probability of a single item stack being selected is weight/total_weight, with
|
||||||
|
total_weight being the sum of all weight values in the items table. If you leave out the weight for
|
||||||
|
all items, the likelihood of each item being selected is equal.
|
||||||
|
|
||||||
|
Returns: Table of itemstrings
|
||||||
|
]]
|
||||||
|
function mcl_loot.get_loot(loot_definitions, pr)
|
||||||
|
local items = {}
|
||||||
|
|
||||||
|
local total_weight = 0
|
||||||
|
for i=1, #loot_definitions.items do
|
||||||
|
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
|
||||||
|
end
|
||||||
|
|
||||||
|
local stacks_min = loot_definitions.stacks_min
|
||||||
|
local stacks_max = loot_definitions.stacks_max
|
||||||
|
if not stacks_min then stacks_min = 1 end
|
||||||
|
if not stacks_max then stacks_max = 1 end
|
||||||
|
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
|
||||||
|
for s=1, stacks do
|
||||||
|
local r = pr:next(1, total_weight)
|
||||||
|
|
||||||
|
local accumulated_weight = 0
|
||||||
|
local item
|
||||||
|
for i=1, #loot_definitions.items do
|
||||||
|
accumulated_weight = accumulated_weight + (loot_definitions.items[i].weight or 1)
|
||||||
|
if accumulated_weight >= r then
|
||||||
|
item = loot_definitions.items[i]
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if item then
|
||||||
|
local itemstring = item.itemstring
|
||||||
|
local itemstack = item.itemstack
|
||||||
|
if itemstring then
|
||||||
|
if item.amount_min and item.amount_max then
|
||||||
|
itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
|
||||||
|
end
|
||||||
|
if item.wear_min and item.wear_max then
|
||||||
|
-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
|
||||||
|
local wear_min = math.floor(item.wear_min / 10)
|
||||||
|
local wear_max = math.floor(item.wear_max / 10)
|
||||||
|
local wear = pr:next(wear_min, wear_max) * 10
|
||||||
|
|
||||||
|
if not item.amount_min and not item.amount_max then
|
||||||
|
itemstring = itemstring .. " 1"
|
||||||
|
end
|
||||||
|
|
||||||
|
itemstring = itemstring .. " " .. tostring(wear)
|
||||||
|
end
|
||||||
|
table.insert(items, itemstring)
|
||||||
|
elseif itemstack then
|
||||||
|
table.insert(items, itemstack)
|
||||||
|
else
|
||||||
|
minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return items
|
||||||
|
end
|
||||||
|
|
||||||
|
--[[
|
||||||
|
Repeat mcl_loot.get_loot multiple times for various loot_definitions.
|
||||||
|
Useful for filling chests.
|
||||||
|
|
||||||
|
* multi_loot_definitions: Table of loot_definitions (see mcl_loot.get_loot)
|
||||||
|
* pr: PseudoRandom object used for the randomness
|
||||||
|
|
||||||
|
Returns: Table of itemstrings ]]
|
||||||
|
function mcl_loot.get_multi_loot(multi_loot_definitions, pr)
|
||||||
|
local items = {}
|
||||||
|
for m=1, #multi_loot_definitions do
|
||||||
|
local group = mcl_loot.get_loot(multi_loot_definitions[m], pr)
|
||||||
|
for g=1, #group do
|
||||||
|
table.insert(items, group[g])
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return items
|
||||||
|
end
|
||||||
|
|
||||||
|
--[[
|
||||||
|
Returns a table of length `max_slot` and all natural numbers between 1 and `max_slot`
|
||||||
|
in a random order.
|
||||||
|
]]
|
||||||
|
local function get_random_slots(max_slot, pr)
|
||||||
|
local slots = {}
|
||||||
|
for s=1, max_slot do
|
||||||
|
slots[s] = s
|
||||||
|
end
|
||||||
|
local slots_out = {}
|
||||||
|
while #slots > 0 do
|
||||||
|
local r = pr and pr:next(1, #slots) or math.random(1, #slots)
|
||||||
|
table.insert(slots_out, slots[r])
|
||||||
|
table.remove(slots, r)
|
||||||
|
end
|
||||||
|
return slots_out
|
||||||
|
end
|
||||||
|
|
||||||
|
--[[
|
||||||
|
Puts items in an inventory list into random slots.
|
||||||
|
* inv: InvRef
|
||||||
|
* listname: Inventory list name
|
||||||
|
* items: table of items to add
|
||||||
|
|
||||||
|
Items will be added from start of the table to end.
|
||||||
|
If the inventory already has occupied slots, or is
|
||||||
|
too small, placement of some items might fail.
|
||||||
|
]]
|
||||||
|
function mcl_loot.fill_inventory(inv, listname, items, pr)
|
||||||
|
local size = inv:get_size(listname)
|
||||||
|
local slots = get_random_slots(size, pr)
|
||||||
|
local leftovers = {}
|
||||||
|
-- 1st pass: Add items into random slots
|
||||||
|
for i=1, math.min(#items, size) do
|
||||||
|
local item = items[i]
|
||||||
|
local slot = slots[i]
|
||||||
|
local old_item = inv:get_stack(listname, slot)
|
||||||
|
local leftover = old_item:add_item(item)
|
||||||
|
inv:set_stack(listname, slot, old_item)
|
||||||
|
if not leftover:is_empty() then
|
||||||
|
table.insert(leftovers, item)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
-- 2nd pass: If some items couldn't be added in first pass,
|
||||||
|
-- try again in a non-random fashion
|
||||||
|
for l=1, math.min(#leftovers, size) do
|
||||||
|
inv:add_item(listname, leftovers[l])
|
||||||
|
end
|
||||||
|
-- If there are still items left, tough luck!
|
||||||
|
end
|
|
@ -0,0 +1 @@
|
||||||
|
name = mcl_loot
|
|
@ -0,0 +1 @@
|
||||||
|
Contains particle images of MineClone 2. No code.
|
|
@ -0,0 +1,68 @@
|
||||||
|
mcl_particles = {}
|
||||||
|
|
||||||
|
-- Table of particlespawner IDs on a per-node hash basis
|
||||||
|
-- Keys: node position hashes
|
||||||
|
-- Values: Tables of particlespawner IDs (each node pos can have an arbitrary number of particlespawners)
|
||||||
|
local particle_nodes = {}
|
||||||
|
|
||||||
|
-- Node particles can be disabled via setting
|
||||||
|
local node_particles_allowed = minetest.settings:get("mcl_node_particles") or "none"
|
||||||
|
|
||||||
|
local levels = {
|
||||||
|
high = 3,
|
||||||
|
medium = 2,
|
||||||
|
low = 1,
|
||||||
|
none = 0,
|
||||||
|
}
|
||||||
|
|
||||||
|
allowed_level = levels[node_particles_allowed]
|
||||||
|
if not allowed_level then
|
||||||
|
allowed_level = levels["none"]
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
-- Add a particlespawner that is assigned to a given node position.
|
||||||
|
-- * pos: Node positon. MUST use integer values!
|
||||||
|
-- * particlespawner_definition: definition for minetest.add_particlespawner
|
||||||
|
-- * level: detail level of particles. "high", "medium", "low" or "none". High detail levels are for
|
||||||
|
-- CPU-demanding particles, like smoke of fire (which occurs frequently)
|
||||||
|
-- NOTE: All particlespawners are automatically removed on shutdown.
|
||||||
|
-- Returns particlespawner ID on succcess and nil on failure
|
||||||
|
function mcl_particles.add_node_particlespawner(pos, particlespawner_definition, level)
|
||||||
|
if allowed_level == 0 or levels[level] > allowed_level then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local poshash = minetest.hash_node_position(pos)
|
||||||
|
if not poshash then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local id = minetest.add_particlespawner(particlespawner_definition)
|
||||||
|
if id == -1 then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if not particle_nodes[poshash] then
|
||||||
|
particle_nodes[poshash] = {}
|
||||||
|
end
|
||||||
|
table.insert(particle_nodes[poshash], id)
|
||||||
|
return id
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Deletes all particlespawners that are assigned to a node position.
|
||||||
|
-- If no particlespawners exist for this position, nothing happens.
|
||||||
|
-- pos: Node positon. MUST use integer values!
|
||||||
|
-- Returns true if particlespawner could be removed and false if not
|
||||||
|
function mcl_particles.delete_node_particlespawners(pos)
|
||||||
|
if allowed_level == 0 then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
local poshash = minetest.hash_node_position(pos)
|
||||||
|
local ids = particle_nodes[poshash]
|
||||||
|
if ids then
|
||||||
|
for i=1, #ids do
|
||||||
|
minetest.delete_particlespawner(ids[i])
|
||||||
|
end
|
||||||
|
particle_nodes[poshash] = nil
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
|
@ -0,0 +1 @@
|
||||||
|
name = mcl_particles
|
After Width: | Height: | Size: 126 B |
After Width: | Height: | Size: 127 B |
After Width: | Height: | Size: 91 B |
After Width: | Height: | Size: 137 B |
After Width: | Height: | Size: 145 B |
After Width: | Height: | Size: 125 B |
After Width: | Height: | Size: 183 B |
After Width: | Height: | Size: 262 B |
After Width: | Height: | Size: 126 B |
After Width: | Height: | Size: 126 B |
After Width: | Height: | Size: 216 B |
After Width: | Height: | Size: 101 B |
|
@ -0,0 +1,97 @@
|
||||||
|
Licenses of sounds
|
||||||
|
-----------------
|
||||||
|
|
||||||
|
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||||
|
http://creativecommons.org/licenses/by-sa/3.0/
|
||||||
|
|
||||||
|
Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
|
||||||
|
http://creativecommons.org/licenses/by-sa/4.0/
|
||||||
|
|
||||||
|
Creative Commons Attribution 3.0 Unported (CC BY-SA 3.0)
|
||||||
|
http://creativecommons.org/licenses/by/3.0/
|
||||||
|
|
||||||
|
Glass breaking sounds (CC BY 3.0):
|
||||||
|
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
|
||||||
|
2: http://www.freesound.org/people/Tomlija/sounds/97669/
|
||||||
|
3: http://www.freesound.org/people/lsprice/sounds/88808/
|
||||||
|
|
||||||
|
default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition
|
||||||
|
|
||||||
|
Mito551 (sounds) (CC BY-SA 3.0):
|
||||||
|
default_dig_choppy.ogg
|
||||||
|
default_dig_cracky.ogg
|
||||||
|
default_dig_crumbly.1.ogg
|
||||||
|
default_dig_crumbly.2.ogg
|
||||||
|
default_dig_oddly_breakable_by_hand.ogg
|
||||||
|
default_dug_node.1.ogg
|
||||||
|
default_dug_node.2.ogg
|
||||||
|
default_grass_footstep.1.ogg
|
||||||
|
default_grass_footstep.2.ogg
|
||||||
|
default_grass_footstep.3.ogg
|
||||||
|
default_gravel_footstep.1.ogg
|
||||||
|
default_gravel_footstep.2.ogg
|
||||||
|
default_gravel_footstep.3.ogg
|
||||||
|
default_gravel_footstep.4.ogg
|
||||||
|
default_grass_footstep.1.ogg
|
||||||
|
default_place_node.1.ogg
|
||||||
|
default_place_node.2.ogg
|
||||||
|
default_place_node.3.ogg
|
||||||
|
default_place_node_hard.1.ogg
|
||||||
|
default_place_node_hard.2.ogg
|
||||||
|
default_hard_footstep.1.ogg
|
||||||
|
default_hard_footstep.2.ogg
|
||||||
|
default_hard_footstep.3.ogg
|
||||||
|
default_sand_footstep.1.ogg
|
||||||
|
default_sand_footstep.2.ogg
|
||||||
|
default_wood_footstep.1.ogg
|
||||||
|
default_wood_footstep.2.ogg
|
||||||
|
default_dirt_footstep.1.ogg
|
||||||
|
default_dirt_footstep.2.ogg
|
||||||
|
default_glass_footstep.ogg
|
||||||
|
|
||||||
|
Metal sounds:
|
||||||
|
default_dig_metal.ogg - yadronoff - CC-BY-3.0
|
||||||
|
- https://www.freesound.org/people/yadronoff/sounds/320397/
|
||||||
|
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
|
||||||
|
- http://opengameart.org/users/qubodup
|
||||||
|
default_metal_footstep.*.ogg - Ottomaani138 - CC0
|
||||||
|
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
|
||||||
|
default_place_node_metal.*.ogg - Ogrebane - CC0
|
||||||
|
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
|
||||||
|
|
||||||
|
AGFX (CC BY 3.0)
|
||||||
|
https://www.freesound.org/people/AGFX/packs/1253/
|
||||||
|
default_water_footstep.1.ogg
|
||||||
|
default_water_footstep.2.ogg
|
||||||
|
default_water_footstep.3.ogg
|
||||||
|
(default_water_footstep.4.ogg is silent)
|
||||||
|
|
||||||
|
blukotek (CC0 1.0)
|
||||||
|
https://www.freesound.org/people/blukotek/sounds/251660/
|
||||||
|
default_dig_snappy.ogg
|
||||||
|
|
||||||
|
sonictechtonic (CC BY 3.0)
|
||||||
|
https://www.freesound.org/people/sonictechtonic/sounds/241872/
|
||||||
|
player_damage.ogg
|
||||||
|
|
||||||
|
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
|
||||||
|
mcl_sounds_place_node_water.ogg
|
||||||
|
mcl_sounds_dug_water.ogg
|
||||||
|
|
||||||
|
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
|
||||||
|
Tom Peter, Telaron, juskiddink)
|
||||||
|
|
||||||
|
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
|
||||||
|
|
||||||
|
default_place_node_lava.ogg
|
||||||
|
|
||||||
|
Adam_N (CC0 1.0):
|
||||||
|
player_falling_damage.ogg
|
||||||
|
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
|
||||||
|
|
||||||
|
Alecia Shepherd (CC BY-SA 4.0):
|
||||||
|
mcl_sounds_cloth.ogg
|
||||||
|
Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack>
|
||||||
|
|
||||||
|
Unknown authors (WTFPL):
|
||||||
|
pedology_snow_soft_footstep.*.ogg
|
|
@ -0,0 +1 @@
|
||||||
|
This mod contains the core sounds of MineClone 2 as well as helper function for mods to access them.
|
|
@ -0,0 +1,168 @@
|
||||||
|
--
|
||||||
|
-- Sounds
|
||||||
|
--
|
||||||
|
|
||||||
|
mcl_sounds = {}
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="", gain=1.0}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_dug_node", gain=0.25}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_oddly_breakable_by_hand", gain=1.0}
|
||||||
|
table.place = table.place or
|
||||||
|
{name="default_place_node_hard", gain=1.0}
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_stone_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="default_hard_footstep", gain=0.5}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_hard_footstep", gain=1.0}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_cracky", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_metal_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="default_metal_footstep", gain=0.5}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_dug_metal", gain=1.0}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_metal", gain=1.0}
|
||||||
|
table.place = table.place or
|
||||||
|
{name="default_place_node_metal", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_dirt_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="default_dirt_footstep", gain=1.0}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_dirt_footstep", gain=1.5}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_crumbly", gain=1.0}
|
||||||
|
table.place = table.place or
|
||||||
|
{name="default_place_node", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_sand_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="default_sand_footstep", gain=0.5}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_sand_footstep", gain=1.0}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_crumbly", gain=1.0}
|
||||||
|
table.place = table.place or
|
||||||
|
{name="default_place_node", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_snow_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="pedology_snow_soft_footstep", gain=0.5}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="pedology_snow_soft_footstep", gain=1.0}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_crumbly", gain=1.0}
|
||||||
|
table.place = table.place or
|
||||||
|
{name="default_place_node", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_wood_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="default_wood_footstep", gain=0.5}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_wood_footstep", gain=1.0}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_choppy", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_wool_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="mcl_sounds_cloth", gain=0.5}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="mcl_sounds_cloth", gain=1.0}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="mcl_sounds_cloth", gain=0.9}
|
||||||
|
table.place = table.dig or
|
||||||
|
{name="mcl_sounds_cloth", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_leaves_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="default_grass_footstep", gain=0.1325}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_grass_footstep", gain=0.425}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_snappy", gain=0.4}
|
||||||
|
table.place = table.place or
|
||||||
|
{name="default_place_node", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_glass_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name="default_glass_footstep", gain=0.5}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name="default_break_glass", gain=1.0}
|
||||||
|
table.dig = table.dig or
|
||||||
|
{name="default_dig_cracky", gain=1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_water_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
table.footstep = table.footstep or
|
||||||
|
{name = "default_water_footstep", gain = 0.2}
|
||||||
|
table.place = table.place or
|
||||||
|
{name = "mcl_sounds_place_node_water", gain = 1.0}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name = "mcl_sounds_dug_water", gain = 1.0}
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_sounds.node_sound_lava_defaults(table)
|
||||||
|
table = table or {}
|
||||||
|
-- TODO: Footstep
|
||||||
|
table.place = table.place or
|
||||||
|
{name = "default_place_node_lava", gain = 1.0}
|
||||||
|
table.dug = table.dug or
|
||||||
|
{name = "default_place_node_lava", gain = 1.0}
|
||||||
|
-- TODO: Different dug sound
|
||||||
|
mcl_sounds.node_sound_defaults(table)
|
||||||
|
return table
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Player death sound
|
||||||
|
minetest.register_on_dieplayer(function(player)
|
||||||
|
-- TODO: Add separate death sound
|
||||||
|
minetest.sound_play({name="player_damage", gain = 1.0}, {pos=player:get_pos(), max_hear_distance=16}, true)
|
||||||
|
end)
|
|
@ -0,0 +1 @@
|
||||||
|
name = mcl_sounds
|