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Author SHA1 Message Date
iliekprogrammar 6111f3465a
New calmer water footstep sounds 2022-12-30 20:46:46 +08:00
5248 changed files with 21886 additions and 62243 deletions

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@ -4,7 +4,7 @@ root = true
end_of_line = lf
[*.lua]
charset = utf-8
charset = utf8
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true

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@ -1,37 +0,0 @@
---
name: "Bug report"
about: "File a bug report"
labels:
- unconfirmed
- bug
---
<!--
Thanks for taking the time to fill out this bug report!
Please follow our contributing guidelines first:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md
-->
<!--
What version of VoxeLibre are you using? We do not provide support for outdated versions of VoxeLibre.
"/ver" command will output the version you're running.
Current latest version is listed here, at the top:
https://git.minetest.land/VoxeLibre/VoxeLibre/tags
-->
VoxeLibre version:
### What happened?
Report about the bug! Please send large log snippets as an attachement file.
### What should happen:
Tell us what should happen!
### Steps to reproduce
Tell us how we can reproduce the bug!

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@ -1,26 +0,0 @@
---
name: "Feature request"
about: "File a feature request"
labels:
- "non-Minecraft feature"
- "needs discussion"
---
<!--
Got a new feature request? Explain to us why we should consider your idea.
Please follow our contributing guidelines first:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md
-->
### Feature
Tell us about your requested feature!
### Why
Tell us why should we implement it!

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@ -1,20 +0,0 @@
---
name: "Pull request"
about: "Submit a pull request"
labels:
---
<!--
Please follow our contributing guidelines first:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
By submitting this pull request, you agree to follow our Code of Conduct:
https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/CODE_OF_CONDUCT.md
-->
Tell us about your pull request! Reference related issues, if necessary.
### Testing
Tell us how to test your changes!

4
.gitignore vendored
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@ -4,7 +4,3 @@
*.blend2
*.blend3
/.idea/
*.xcf
.Rproj.user
prompt.txt
__pycache__

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@ -1,5 +1,3 @@
---@diagnostic disable
unused_args = false
allow_defined_top = true
max_line_length = false

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@ -1,22 +0,0 @@
{
"runtime.version": "LuaJIT",
"diagnostics": { "disable": ["lowercase-global"] },
"diagnostics.globals": [
"minetest",
"dump",
"dump2",
"Raycast",
"Settings",
"PseudoRandom",
"PerlinNoise",
"VoxelManip",
"SecureRandom",
"VoxelArea",
"PerlinNoiseMap",
"PcgRandom",
"ItemStack",
"AreaStore",
"vector"
],
"workspace.ignoreDir": [".luacheckrc"]
}

15
API.md
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@ -1,10 +1,10 @@
# API
## Groups
VoxeLibre makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
Groups are explained in `GROUPS.md`.
## Mod naming convention
Mods mods in VoxeLibre follow a simple naming convention: Mods with the prefix "`vl_`" and “`mcl_`” are specific to VoxeLibre (formerly known as MineClone2), 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 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.
## Adding items
### Special fields
@ -31,7 +31,7 @@ All nodes can have these fields:
Use the `mcl_sounds` mod for the sounds.
## APIs
A lot of things are possible by using one of the APIs in the mods. Many of them are documented in `API.md` files located in the directories of the specific mods. Some use `.txt` files or have some documentation in the comments along the code. 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 VoxeLibre is still unfinished. All directory names are relative to `mods/`
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/`
### Items
* Doors: `ITEMS/mcl_doors`
@ -41,12 +41,12 @@ A lot of things are possible by using one of the APIs in the mods. Many of them
* Beds: `ITEMS/mcl_beds`
* Buckets: `ITEMS/mcl_buckets`
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
* Campfires: `ITEMS/mcl_campfires`
### Mobs
* Mobs: `ENTITIES/mcl_mobs`
VoxeLibre uses its own mobs framework, which is a fork of Mobs Redo [`mobs`] by TenPlus1.
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`.
@ -54,7 +54,7 @@ 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 VoxeLibre.
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
@ -67,7 +67,6 @@ chances are good that it works out of the box.
### Utility APIs
* Change player physics: `PLAYER/playerphysics`
* Change player FOV: `PLAYER/mcl_fovapi`
* Select random treasures: `CORE/mcl_loot`
* Get flowing direction of liquids: `CORE/flowlib`
* `on_walk_over` callback for nodes: `CORE/walkover`
@ -77,7 +76,7 @@ chances are good that it works out of the box.
* Flowers and flower pots
### Unstable APIs
The following APIs may be subject to change in the 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!
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`

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@ -1,47 +1,49 @@
# Contributing to VoxeLibre
So you want to contribute to VoxeLibre?
# Contributing to MineClone2
So you want to contribute to MineClone2?
Wow, thank you! :-)
VoxeLibre is maintained by AncientMariner and Herowl. If you have any
problems or questions, contact us on Discord/Matrix (See Links section below).
MineClone2 is maintained by Nicu and Cora. If you have any
problems or questions, contact us (See Links section below).
You can help with VoxeLibre's development in many different ways,
You can help with MineClone2's development in many different ways,
whether you're a programmer or not.
## VoxeLibre's development target is to...
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer.
- Currently, a lot of features are already implemented.
## MineClone2's development target is to...
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of Minecraft features
are already implemented.
Polishing existing features is always welcome.
## Links
* [Mesehub](https://git.minetest.land/VoxeLibre/VoxeLibre)
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
* [Discord](https://discord.gg/xE4z8EEpDC)
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
* [Matrix](https://app.element.io/#/room/#voxelibre:matrix.org)
* [Reddit](https://www.reddit.com/r/VoxeLibre/)
* [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
VoxeLibre is developed using the version control system
MineClone2 is developed using the version control system
[git](https://git-scm.com/). If you want to contribute code to the
project, it is **highly recommended** that you learn the git basics.
For non-programmers and people who do not plan to contribute code to
VoxeLibre, git is not required. However, git is a tool that will be
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.
Look at our wiki for some concrete guides:
https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/
https://git.minetest.land/MineClone2/MineClone2/wiki/
## How you can help as a non-programmer
As someone who does not know how to write programs in Lua or does not
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/VoxeLibre/VoxeLibre/issues),
[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
@ -59,7 +61,8 @@ 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 or Matrix space.
an issue, feel free to ask on the Discord / Matrix server or the IRC
channel.
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
(It appears to sometimes get lost on the page itsself)
@ -73,7 +76,7 @@ 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 VoxeLibre and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
* 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.
@ -82,14 +85,14 @@ behavior.
* 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 VoxeLibre development. It's better
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 VoxeLibre
* 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 VoxeLibre development and
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
@ -101,65 +104,61 @@ 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/VoxeLibre/VoxeLibre/pulls>. Note that pull
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
requests that start with a `WIP:` are not done yet and therefore could
still undergo substantial change. Testing these is still helpful however
because that is the reason developers put them up as WIP so other people
can have a look at the PR. The wiki has an article with instructions
on how to test Pull Requests:
<https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/Testing-Pull-Requests>.
can have a look at the PR.
### Contributing assets
Due to license problems, VoxeLibre cannot use Minecraft's assets,
Due to license problems, MineClone2 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 and/or Matrix space.
It's also a good idea to join the Discord server
(or alternatively IRC or Matrix).
#### Textures
For textures we prefer original art, but in the absence of that will accept
Pixel Perfection texture pack contributions. Be warned many of the newer
textures in it are copies or slight modifications of the original MC textures
so great caution needs to be taken when using any textures coming from
Minecraft texture packs.
For textures we use the Pixel Perfection texture pack. For older Minecraft
features that is mostly enough but a lot of the newer textures in it are
copies or slight modifications of the original MC textures so great caution
needs to be taken when using any textures coming from Minecraft texture
packs.
If you want to make such contributions, join our Discord server. Demands
for textures will be communicated there.
#### Sounds
VoxeLibre currently does not have a consistent way to handle 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, VoxeLibre does not play
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. All sounds should be released under an open
source license with clear information on the source, licencing and any
changes made by the contributor. Use the README files in the mod to
communicate this information.
play these sounds in game.
#### 3D Models
Many of the 3D Models in VoxeLibre come from
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 mods and their own respective
sections in CREDITS.md. If you have commited the results yourself, you will
also be credited in the Contributors section.
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 VoxeLibre, you should take
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 or Matrix - they will credit you appropriately.
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
@ -177,18 +176,13 @@ 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 VoxeLibre's code
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
We frequently will use profiling to optimise our code. We recommend use of
the JIT profiler (RIP Jude) to fully understand performance impact:
https://content.minetest.net/packages/jwmhjwmh/jitprofiler/
Minetest also has a built in profiler. Simply set `profiler.load = true` in
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
@ -202,36 +196,27 @@ 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) and other unforeseen
expenses (in the last few years, only payments for Mesehub have been done)
by donating to our OpenCollective link (See Links section).
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).
If you have been an author of a PR that got merged or contributed
significantly to art that got merged into the game, you receive the
`Contributor` role on our Discord (after asking for it).
Please note that what counts as "significant" is decided by Maintainers.
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 VoxeLibre development is done using pull requests.
(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
* Create a pull request to get your changes merged into master
* It is important that conflicts are resolved prior to merging the pull
* Keep your pull request up to date by regularly merging upstream. It is
imperative that conflicts are resolved prior to merging the pull
request.
* We update our branches via rebasing. Please avoid merging master into
your branch unless it's the only way you can resolve a conflict. We can
rebase branches from the GUI if the user has not merged master into the
branch.
* After the pull request got merged, you can delete the branch if the
merger hasn't done this already.
* After the pull request got merged, you can delete the branch
### Discuss first
If you feel like a problem needs to fixed or you want to make a new
@ -241,11 +226,11 @@ 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
We appreciate any contributing effort to VoxeLibre. If you are a
relatively new programmer, you can reach us on Discord or Matrix
for questions about git, Lua, Minetest API, VoxeLibre codebase or
anything related to VoxeLibre. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with VoxeLibre
We appreciate any contributing effort to MineClone2. If you are a
relatively new programmer, you can reach us on Discord, Matrix or IRC
for questions about git, Lua, Minetest API, MineClone2 codebase or
anything related to MineClone2. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with MineClone2
better, or assist you use development tools.
### Maintain your own code, even if already got merged
@ -254,52 +239,42 @@ scenarios by testing every time before merging it, but if your merged
work causes problems, we ask you fix the issues as soon as possible.
### Changing Gameplay
Pull Requests that change gameplay are always subject to discussion.
Opinions from the community on such PRs are valued, and Maintainer
should approve the concept (which is usually granted) as well as
the implementation (for which changes are often requested for either
code quality or game design reasons).
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
of the results)
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
### Guidelines
#### Git Guidelines
* Pushing to master is disabled - don't even try it!
* Every change is tracked as a PR
* All changes require at least one approval from a Developer
* Maintainers may merge PRs without formal approval, but should also
take others' opinions and testing into account
* Pushing to master is disabled - don't even try it.
* Every change is tracked as a PR.
* All but the tiniest changes require at least one approval from a Developer
* To update branches we use rebase not merge (so we don't end up with
excessive git bureaucracy commits in master)
* We use merge to add the commits from a PR/branch to master
* Smaller PRs may be squashed before merging (especially if the commit history
on them isn't valuable), but when in doubt prefer merging
* Manual merging may be done by a Maintainer if there are technical problems
with the branch, with Gitea, or the PR had been merged to from master and
the author can't fix it for whatever reason
* PR from a fork (usually the author has no contributor/developer privileges)
can be retargeted and merged first into a buffer (normal new) branch on the repo
when adopted by a Developer, and only later into master
* Submodules should only be used if a) upstream is highly reliable and
b) it is 100% certain that no VL specific changes to the code will be
needed (this has never been the case before, hence VL is submodule free so far)
* Subtrees may be used for including outside mods that don't need changes
in the foreseeable future
* Commit messages should be descriptive
b) it is 100% certain that no mcl2 specific changes to the code will be
needed (this has never been the case before, hence mcl2 is submodule free so far)
* Commit messages should be descriptive and never contain mcl2 specific
issueids - there are other projects who might use commits from mcl2 and
it will confuse their issue trackers.
* Try to group your submissions best as you can:
* Try to keep your PRs small: In some cases things reasonably be can't
split up but in general multiple small PRs are better than a big one
split up but in general multiple small PRs are better than a big one.
* Similarly multiple small commits are better than a giant one. (use git commit -p)
#### Code Guidelines
* Each mod must provide `mod.conf`.
* Mod names are snake case, and newly added mods (or substantially changed mods
that are included from the outside) start with `vl_`, e.g.
`vl_hollow_logs`, . Keep in mind Minetest
* Mod names are snake case, and newly added mods start with `mcl_`, e.g.
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
does not support capital letters in mod names.
* In the past mods were prefixed with `mcl_`, e.g.
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. New mods should **never** use this prefix.
* Mods included from outside with no significant changes to the API
(especially those using git-subtree or such) aren't prefixed.
* To export functions, store them inside a global table named like the
mod, e.g.
@ -373,28 +348,18 @@ end
### Developer status
Active and trusted contributors are often granted write access to the
VoxeLibre repository as a contributor. This means that they can push
directly to the branches of our repo (except for `master`).
Pushing to others' branches without asking is discouraged, open a PR
targeting that branch instead (PRs can target any branch).
Those that have demonstrated the right technical skills and behaviour
may be granted developer access. These are the most trusted contributors
who will contribute to ensure coding standards and processes are followed.
MineClone2 repository.
#### Developer responsibilities
- If you have developer/contributor privileges you can just open a new branch
in the VL repository (which is preferred). From that you create a pull request.
- If you have developer privileges you can just open a new branch in the
mcl2 repository (which is preferred). From that you create a pull request.
This way other people can review your changes and make sure they work
before they get merged.
- If you do not (yet) have contributor or developer privs you do your work on a branch
- If you do not (yet) have developer privs you do your work on a branch
on your private repository e.g. using the "fork" function on mesehub.
- Any developer is welcome to review, test and approve PRs. A maintainer may prefer
to merge the PR especially if it is in a similar area to what has been worked on
and could result in merge conflicts for a larger older branch, or needs
art/licencing reviewing. A PR needs at least one approval (by someone else other
than the author).
- The maintainers are usually relatively quick to react to new submissions.
- Any developer is welcome to review, test and merge PRs. A PR needs
at least one approval (by someone else than the author) but the maintainers
are usually relatively quick to react to new submissions.
### Maintainer status
Maintainers carry the main responsibility for the project.
@ -410,14 +375,14 @@ merged.
- Resolving conflicts and problems within the community
#### Current maintainers
* AncientMariner - responsible for gameplay review, publishing releases
* Herowl - responsible for gameplay review, publishing releases,
* Cora - responsible for gameplay review, publishing releases,
technical guidelines
* 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 VoxeLibre to make sure it still runs
* Launch MineClone2 to make sure it still runs
* Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the
version number
@ -435,5 +400,6 @@ become part of a free/libre software.
### Crediting
Contributors, Developers and Maintainers will be credited in
`CREDITS.md`. There are also Discord roles for Contributors,
`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.

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@ -3,48 +3,41 @@
## Creator of MineClone
* davedevils
## Creator of VoxeLibre
## Creator of MineClone2
* Wuzzy
## Maintainers
* AncientMariner
* Herowl
* Nicu
## Previous Maintainers
* Fleckenstein
* jordan4ibanez
* cora
* Nicu
## Developers
* bzoss
* AFCMS
* epCode
* chmodsayshello
* MrRar
* SmokeyDope
* Faerraven / Michieal
* rudzik8
* teknomunk
## Past Developers
* jordan4ibanez
* ryvnf
* iliekprogrammar
* kabou
* kay27
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* SumianVoice
* kabou
* rudzik8
* chmodsayshello
* PrairieWind
* FossFanatic
* Codiac
* RandomLegoBrick
* SumianVoice
* MrRar
* talamh
* Faerraven
## Contributors
* RandomLegoBrick
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher
* HimbeerserverDE
* TechDudie
@ -73,10 +66,6 @@
* Marcin Serwin
* erlehmann
* E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz
* Doloment
* Sydney Gems
@ -91,12 +80,15 @@
* aldum
* Dieter44
* Pepebotella
* MrRar
* Lazerbeak12345
* mrminer
* Thunder1035
* opfromthestart
* snowyu
* FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West
* GuyLiner
* 3raven
@ -104,50 +96,25 @@
* TheOnlyJoeEnderman
* Ranko Saotome
* Gregor Parzefall
* Wbjitscool
* b3nderman
* CyberMango
* gldrk
* atomdmac
* emptyshore
* FlamingRCCars
* uqers
* Niterux
* appgurueu
* seventeenthShulker
* DinoNuggies4665
* basxto
* Morik666
* Eliy21
* mdk
* Alessandra Lozoya
* VanicGame
* ThePython10110
* Araca
* Montandalar
* mim
* Dark
* Bakawun
* JoseDouglas26
* Zasco
* PrWalterB
* michaljmalinowski
* nixnoxus
* Potiron
* Tuxilio
* Impulse
* Doods
* SOS-Games
* Bram
* qoheniac
* WillConker
## Music
* Jordach for the jukebox music compilation from Big Freaking Dig
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* Jester for helping to finely tune VoxeLibre (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful VoxeLibre tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* CableGuy67
* MrRar
## Mineclonia
* erlehmann
* Li0n
* E
* n_to
## Original Mod Authors
* Wuzzy
@ -179,20 +146,12 @@
* 4Evergreen4
* jordan4ibanez
* paramat
* debian044 / debian44
* chmodsayshello
* cora
* Faerraven / Michieal
* PrairieWind
* ChrisPHP
## 3D Models
* 22i
* tobyplowy
* epCode
* Faerraven / Michieal
* SumianVoice
* thunder1035
## Textures
* XSSheep
@ -207,13 +166,6 @@
* RandomLegoBrick
* cora
* Faerraven / Michieal
* Nicu
* Exhale
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
* thunder1035
* Herowl
## Translations
* Wuzzy
@ -228,22 +180,14 @@
* snowyu
* 3raven
* SakuraRiu
* anarquimico
* syl
* Temak
* megustanlosfrijoles
* kbundg
* Isaac Dennis
* ADLON
* Sab Pyrope
* JoseDouglas26
## Funders
* 40W
* bauknecht
* Cora
## Special thanks
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/

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@ -25,7 +25,7 @@ The basic digging time groups determine by which tools a node can be dug.
* `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 VoxeLibre is based on the same system.
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
@ -117,7 +117,7 @@ These groups correspond to the Minecraft materials. They classify the block into
* `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 likely only be added when they are needed for a concrete use case.
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
@ -170,8 +170,16 @@ These groups are used mostly for informational purposes
* `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=1`: Container type, which does not allow hoppers to transfer items
* `container=2`: Items can be placed and taken freely. Can have inventory with list name `"main"` or define `_mcl_hoppers_on_try_pull`, `_mcl_hoppers_on_try_push`, `_mcl_hoppers_on_after_pull`, `_mcl_hoppers_on_after_push` to play along hoppers nicely.
* `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)

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@ -1,23 +0,0 @@
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well-known block game, pushing beyond.
How to play:
#### Download Minetest
- Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab
#### Install VoxeLibre from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "VoxeLibre" (should be first on the list or on the first page)
- Click the [+] button next to VoxeLibre and wait for download to finish
- Click "Back to Main Menu"
#### Create new world and play
- Click "Start Game" tab
- At the bottom click the VoxeLibre icon (the stone & sandstone ball with the letters VL)
- Click "New", give your world a name
- You can leave seed blank or put in a word of your choice
- Pick a mapgen or leave the default (v7, valleys or carpathian mapgens are recommended)
- Pick mapgen options on the right (enabling everything is recommended)
- Select your new world
- Click "Play Game" and enjoy!

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@ -1,14 +1,14 @@
# Legal information
This is a game inspired by Minecraft with unique content.
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
VoxeLibre (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
is inspired by Minecraft.
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
VoxeLibre is free software: you can redistribute it and/or modify
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
@ -22,15 +22,15 @@ 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 VoxeLibre (GNU GPLv3) or the mod's license.
license of MineClone 2 (GNU GPLv3) or the mod's license.
VoxeLibre is a direct continuation of the discontinued MineClone
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 VoxeLibre and the author is Wuzzy.
of MineClone 2 and the author is Wuzzy.
## License of media (textures and sounds)
No non-free licenses are used anywhere.
@ -38,18 +38,11 @@ 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).
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/)
Armor trim models were created by Aeonix_Aeon
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
Charcoal block texture was created by [blitzdoughnuts](https://gitlab.com/ApplemunchFromDaDead), based on the Pixel Perfection coal block.
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
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)

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@ -1,75 +0,0 @@
# Models in Minetest/VoxeLibre
Models are an important part of all entities & unique nodes in VoxeLibre. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in VoxeLibre.
## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/VoxeLibre, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
## Recommended software
### Blender
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
Download blender [Here](https://www.blender.org/download/)
### .b3d addon for blender
Blitz 3D (.b3d) Is one of the main animated model formats used for entities in the minetest engine. It cannot be imported to blender without a plugin called "Import-Export:Bitz 3D format (.b3d)".
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
## Types of model formats
### Animated, skinned models
* Blitz 3D files (.b3d)
* Microsoft DirectX (.x) (binary & text, compression is not supported)
### Static meshes
* Wavefront OBJ (.obj)
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
Note: Do not use .b3d and .x files for static meshes at the moment, Minetest currently spawns animated mesh scene nodes for these, which may result in reduced performance.
### Supported texture formats
* .png
* .jpg
* .bmp (depreciated, please use .png or .jpg)
* .tga (depreciated, please use .png or .jpg)
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
## Pros & Cons of .b3d vs .x
### B3D
* [+] Binary format means a small size
* [-] Difficult to postprocess after exporting
* [-] Difficult to debug problems
### X (text version)
* [+] Can be parsed easily with lua scripts
* [+] Can be easily generated by scripts
* [+] Easy to debug issues (you can just read it)
* [+] Can be optimized by quantizing some data
* [-] Blender exporter is kinda buggy and inefficient
* [-] Probably still bigger than an equivalent .b3d
Note: Avoid using the binary X format! It's actually just a tokenized version of the ASCII representation, and may actually be less efficient than a sufficiently optimized text .x file!

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@ -1,6 +1,8 @@
# VoxeLibre
A game inspired by Minecraft for Minetest. Forked from MineClone by davedevils.
Developed by many people, see CREDITS.md for a complete list.
# MineClone2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.82 (in development)
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -27,7 +29,7 @@ Or you can play in “creative mode” in which you can build almost anything in
## How to play (quick start)
### Getting started
* **Punch a tree** trunk until it breaks and collect wood
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu) and craft 4 wood planks
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
* 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
@ -37,15 +39,15 @@ Or you can play in “creative mode” in which you can build almost anything in
### Farming
* Find seeds
* Craft a hoe
* Rightclick dirt or a similar block with a hoe to create farmland
* Craft hoe
* Rightclick dirt or similar block with hoe to create farmland
* Place seeds on farmland and watch them grow
* Collect plants when fully grown
* Collect plant when fully grown
* If near water, farmland becomes wet and speeds up growth
### Furnace
* Craft a furnace
* The furnace allows you to obtain more items
* 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
@ -64,44 +66,49 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
## Installation
To run the game with the best performance and support, we recommend the latest
stable version of [Minetest](http://minetest.net), be we always make an effort
to support one version behind the latest stable version. In some cases, older
versions might still be good enough but you would be missing out on important
Minetest features that enable important features for our game.
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone2 in development versions of Minetest.
There is no support for running VoxeLibre in development versions of Minetest.
To install VoxeLibre (if you haven't already), move this directory into the
To install MineClone2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Useful links
The VoxeLibre repository is hosted at Mesehub. To contribute or report issues, head there.
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
* Mesehub: <https://git.minetest.land/VoxeLibre/VoxeLibre>
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/voxelibre>
* Mastodon: <https://fosstodon.org/@VoxeLibre>
* Lemmy: <https://lemm.ee/c/voxelibre>
* Matrix space: <https://app.element.io/#/room/#voxelibre:matrix.org>
* 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>
* Reddit: <https://www.reddit.com/r/VoxeLibre/>
* IRC (barely used): <https://web.libera.chat/#mineclone2>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
## Target
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer.
- Currently, a lot of features are already implemented.
Polishing existing features is always welcome.
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Edition** features are already implemented and polishing existing
features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting
**Current Minecraft versions + 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.
## Completion status
This game is currently in **beta** stage.
It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the development version of VoxeLibre in production, the master branch is usually relatively stable.
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable.
The following main features are available:
@ -151,7 +158,7 @@ The following features are incomplete:
* Some monsters and animals
* Redstone-related things
* Some special minecarts (hopper and chest minecarts work)
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft):
@ -159,7 +166,7 @@ Bonus features (not found in Minecraft):
* 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](https://wiki.minetest.net/Map_generator#v6)
* Saplings in chests in mapgen v6
* Fully moddable (thanks to Minetest's powerful Lua API)
* New blocks and items:
* Lookup tool, shows you the help for whatever it touches
@ -184,7 +191,7 @@ Technical differences from Minecraft:
* Different engine (Minetest)
* Different easter eggs
… and finally, VoxeLibre is free software (“free” as in “freedom”)!
… and finally, MineClone2 is free software (“free” as in “freedom”)!
## Other readme files

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@ -1,46 +1,48 @@
# VoxeLibre
Un jeu inspiré de Minecraft pour Minetest. Forké depuis Mineclone par davedevils.
Développé par de nombreuses personnes, voir CREDITS.md pour une liste complète.
# MineClone2
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB.
Version: 0.79 (en dévelopment)
### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay
* Jeu de type bac-à-sable, sans objetifs
* Survie : combattez des monstres hostiles et la faim
* Creusez pour du minerai et d'autres trésors
* Magie : gagnez de l'expérience et enchantez les outils
* Utilisez les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la seule limite
* Ramassez des fleurs (et d'autres sources de teinture) et colorez votre monde
* Survie : combattre des monstres hostiles et la faim
* Creuser pour du minerai et d'autres trésors
* Magie : gagner de l'expérience et enchanter les outils
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite
* Ramasser des fleurs (et d'autres sources de teinture) et colorez votre monde
* Trouvez des graines et commencez à cultiver
* Trouvez ou fabriquez des centaines d'objets
* Construisez un réseau ferroviaire complexe et amusez-vous avec les wagonnets
* Construisez un réseau ferroviaire complexe et amusez vous avec les wagonnets
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
## Comment jouer (démarrer rapidement)
### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placez les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat**
* **Cliquez droit la table d'artisanat** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez-les !
* Continuez à jouer comme vous voulez. Amusez-vous !
* Différents outils minent différentes sortes de blocs. Essayez les !
* Continuez à jouer comme vous voulez. Amusez vous !
### Agriculture
* Trouvez des graines
* Fabriquez une houe
* Faites un clic droit sur la terre ou un bloc similaire avec la houe pour créer des terres agricoles
* Placez des graines sur des terres agricoles et regardez les pousser
* Cliquez droit la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres
* Les terres agricoles proches de l'eau deviennent humides et accélèrent la croissance
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four
* Fabriquez un four
* Fabriquer un Four
* Le four permet d'obtenir plus d'objets
* L'emplacement du haut doit contenir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contenir un objet combustible (par ex : charbon)
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon)
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
### Aide supplémentaire
@ -55,50 +57,48 @@ Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au
## Installation
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
Il n'y a pas de support de VoxeLibre dans les versions développement de Minetest.
Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
Pour installer VoxeLibre (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles
Le dépôt de VoxeLibre est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller là-bas.
* Mesehub : <https://git.minetest.land/VoxeLibre/VoxeLibre>
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* 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>
* Mastodon : <https://fosstodon.org/@VoxeLibre>
* Lemmy : <https://lemm.ee/c/voxelibre>
* Espace Matrix : <https://app.element.io/#/room/#voxelibre:matrix.org>
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit : <https://www.reddit.com/r/VoxeLibre/>
* IRC (peu utilisé) : <https://web.libera.chat/#mineclone2>
## Objectif
* Créer un jeu stable, performant, moddable et libre inspiré de Minecraft en utilisant le moteur de jeu Minetest, utilisable à la fois en mode solo et multijoueur.
* Actuellement, un grand nombre de fonctionnalités sont déjà implémentées.
L'amélioration des fonctionnalités existantes est toujours la bienvenue.
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités présentes dans les versions listées sont priorisées.
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basse performances, les optimisations sont difficiles à explorer.
## Statut de complétion
Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionnalités.
Il est jouable mais incomplet en fonctionalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de VoxeLibre en production, la branche master est habituellement relativement stable.
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionnalités suivantes sont disponibles :
Les principales fonctionalités suivantes sont disponibles :
* Outils, armes
* Armure
* Système de fabrication : grille 2x2, établi (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boites de Shulker
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boite de shulker
* Fours, entonnoirs
* Faim
* La plupart des monstres et animaux
* Tous les minerais de Minecraft
* Tout les minerais de Minecraft
* La plupart des blocs de l'overworld
* Eau et lave
* Météo
* 28 biomes + 5 biomes du Nether
* 28 biomes + 5 biomes du nether
* Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel)
* Effets de Statut (partiel)
@ -107,10 +107,10 @@ Les principales fonctionnalités suivantes sont disponibles :
* Brassage, potions, flèches trempées (partiel)
* Bâteaux
* Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret
* Horloge
* Boussole
* Éponge
* Eponge
* Bloc de slime
* Petites plantes et pousses
* Teintures
@ -118,30 +118,26 @@ Les principales fonctionnalités suivantes sont disponibles :
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets
* Juke-boxes
* Lits
* Menu d'inventaire
* Inventaire créatif
* Agriculture
* Livres pour écrire
* Commandes
* Villages
* L'End
* et plus !
Les fonctionnalités suivantes sont incomplètes :
Les fonctionalités suivantes sont incomplètes :
* Certains monstres et animaux
* Certains composants de Redstone
* certains monstres et animaux
* certains composants de Redstone
* Wagonnets spéciaux
* Quelques blocs et objets non-triviaux
* quelques blocs et objets non-triviaux
Fonctionnalités bonus (absentes de Minecraft) :
Fonctionalités bonus (absentes de Minecraft) :
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionnalités.
* Pousses dans les coffres en [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Entièrement moddable (grâce la puissante API Lua de Minetest)
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionalités.
* Pousses dans les coffres en mapgen v6
* Entièrement moddable (grâce la puissante API lua de Minetest)
* Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche
* Plus de dalles et d'escaliers
@ -153,24 +149,22 @@ Fonctionnalités bonus (absentes de Minecraft) :
* Avant-poste du Nether (Forteresse)
Différences techniques avec Minecraft :
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
* Toujours assez incomplet et buggé
* Des blocs, objets, ennemis et fonctionnalités manquent
* Des blocs, objets, ennemis et fonctionalités manquent
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
* Des musiques différentes pour le juke-boxe
* Des textures différentes (Pixel Perfection)
* Des sons différents (sources diverses)
* Un moteur de jeu différent (Minetest)
* Des bonus cachés différents
...et enfin VoxeLibre est un logiciel libre !
...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme
* `LICENSE.txt` : Le texte de la licence GPLv3
* `LICENSE.txt`: Le texte de la license GPLv3
* `CONTRIBUTING.md`: Information pour ceux qui veulent contribuer
* `API.md`: Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md`: Information légale
* `CREDITS.md` : Liste de toutes les personnes qui ont contribué
* `CREDITS.md`: Liste des contributeurs

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@ -1,193 +0,0 @@
# VoxeLibre
Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils.
Разработана многими людьми. Не разработана и не одобрена Mojang AB.
### Игровой процесс
Вы начинаете в случайно сгенерированном мире созданном целиком из кубов. Вы можете
исследовать мир, выкопать и поставить почти каждый блок в мире, чтобы создавать новые
структуры. Вы можете играть в “режиме выживания” в котором вам придется бороться с
монстрами и голодом за выживание и медленно проходить через различные аспекты игры,
такие как копание, фермерство, постройка механизмов и так далее. Или вы можете играть
в “творческом режиме” в котором вы сразу можете строить что угодно.
#### Итоги геймплея
* Геймплей в стиле песочницы, без целей
* Выживайте: сражайтесь с враждебными монстрами и голодом
* Добывайте руды и прочие ценные предметы
* Магия: получайте опыт и зачаруйте ваше снаряжение
* Создавайте из собранных блоков величественные постройки ограниченные только воображением
* Собирайте цветы и другие красители, чтобы раскрасить ваш мир
* Найдите семена и заведите ферму
* Найдите или создайте один из сотен предметов
* Проложите рельсы и повеселитесь с вагонетками
* Постройте сложные механизмы со схемами из редстоуна
* В творческом режиме вы можете свободно строить всё без лимитов
## Как играть (быстрый старт)
### Начнем
* **Бейте по стволу дерева** пока оно не сломается и соберите древесину
* Поставьте **древесину в сетку 2×2** (“сетка крафта” в вашем инвентаре) и скрафтите 4 доски
* Разложите 4 доски в форме 2×2 в сетке крафта, чтобы **сделать верстак**
* **Правым кликом по верстаку**, чтобы открыть сетку крафта 3×3 для более сложных предметов
* Используйте **книгу рецептов** (иконка книги), чтобы узнать все возможные рецепты крафтов
* **Скрафтите деревянную кирку**, чтобы вы могли копать камень
* Разные инструменты добывают разные виды блоков. Опробуйте их все!
* Продолжайте играть как пожелаете. Повеселитесь!
### Фермерство
* Найдите семена
* Скрафтите мотыгу
* Правой кнопкой мотыгой по земле или похожему блоку, чтобы создать грядку
* Посадите семена на грядку и ждите пока они вырастут
* Соберите растение когда оно полностью созреет
* Рядом с водой грядка становится влажной и растения растут быстрее
### Переплавка
* Скрафтите печь
* Печь позволит вам получить больше предметов
* Верхний слот должен содержать переплавляемый предмет (например: железную руду)
* Нижний слот должен содержать топливо (например: уголь)
* Смотрите книгу рецептов, чтобы узнать о других переплавляемых предметах и топливе
### Дополнительная помощь
Больше информации о геймплее, блоках, предметах и многое другое можно найти во
внутриигровой справке. Вы можете перейти в неё через ваш инвентарь.
### Особые предметы
Следующие предметы интересны для творческого режима и для строителей приключенческих
карт. Их нельзя получить в игре или через творческий инвентарь.
* Барьер: `mcl_core:barrier`
Используйте чат-команду `/giveme`, чтобы получить их.
Смотрите справку для дальнейшей информации.
## Установка
Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или
выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются
официально. Не поддерживается запуск VoxeLibre на разрабатываемых версиях Minetest.
Чтобы установить VoxeLibre (если вы этого еще не сделали), переместите эту папку в
“games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше.
## Полезные ссылки
Репозиторий VoxeLibre хранится на Mesehub. Зайдите туда, чтобы оставить запрос или
поучаствовать в разработке.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Форум Minetest: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (едва используется): <https://web.libera.chat/#mineclone2>
## Цели
- Создать стабильную, модифицируемую, бесплатную и свободную игру основанную на
Minecraft на движке Minetest с проработанными возможностями для одиночной игры и
для мультиплеера. На данный момент множество возможностей **Minecraft Java
Edition** уже реализовано и доработка имеющегося контента в приоритете над
добавлением нового.
- Реализовать возможности на уровне **текущей версии Minecraft + OptiFine** (OptiFine
настолько, насколько это поддерживается движком Minetest).
- Добиться производительности для запуска на действительно слабых компьютерах.
## Готовность
Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей.
Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь
за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию
VoxeLibre, то ветка master обычно относительно стабильна.
Следущие возможности уже доступны:
* Инструменты, оружие, броня
* Система крафта: сетка 2×2, верстак (сетка 3×3) и книга рецептов
* Сундуки, большие сундуки, эндер-сундуки, ящики шалкера
* Печи и воронки
* Система голода
* Большинство монстров и животных
* Все руды из Minecraft
* Большинство блоков из Верхнего мира
* Вода и лава
* Погода
* 28 биомов + 5 биомов в Незере
* Незер, пылающий подземный мир в другом измерении
* Схемы из редстоуна (частично)
* Вагонетки (частично)
* Статусные эффекты (частично)
* Опыт
* Зачарование
* Зельеварение, зелья, смоченные стрелы (частично)
* Лодки
* Огонь
* Строительные блоки: ступени, плиты, двери, люки, заборы, калитки, стены
* Часы
* Компас
* Губки
* Блоки слизи
* Растения и саженцы
* Красители
* Флаги
* Декоративные блоки: стекло, окрашенное стекло, стеклянные панели, железные решетки, цветная керамика, головы и многое другое
* Рамки для предметов
* Прогрыватели
* Кровати
* Меню инвентаря
* Творческий инвентарь
* Фермерство
* Книги с пером
* Команды
* Деревни
* Измерение Края
* И многое другое!
Следующие возможности еще не завершены:
* Некоторые монстры и животные
* Предметы связанные с редстоуном
* Некоторые вагонетки (с сундуком и с воронкой уже работают)
* Пара нетривиальных блоков и предметов
Бонусные возможности (нет в Minecraft-е):
* Встроенный гайд для крафта покажет вам рецепты крафта и переплавки
* Внутриигровая справка содержит всестороннюю информацию об основах игры, блоках, предметах и прочее
* Временные рецепты крафта. Они существуют, чтобы получить доступ к ранее недоступным предметам вне творческого режима. Они будут удалены как только разработка позволит им стать доступными
* Саженцы в сундуках в [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Полностью модифицируема (благодаря мощному Lua API в Minetest)
* Новые блоки и предметы:
* Инструмент просмотра покажет справку о том чего коснется
* Больше ступеней и плит
* Калитки и заборы из адских кирпичей
* Замены структур - малые верии структур из Minecraft пока большие структуры не будут сделаны:
* Лесная хижина (Особняк)
* Форт Незера (Крепости)
Технические отличия от Minecraft:
* Лимит высоты - 31000 блоков (намного больше чем в Minecraft)
* Горизонтальный размер мира - 62000×62000 блоков (намного меньше чем в Minecraft, но всё еще очень большой)
* Всё еще не завершен и содержит много багов
* Недостающие блоки, предметы, мобы
* Некоторые предметы с другими названиями, чтобы лучше их различать
* Другая музыка для проигрывателей
* Другие текстуры (Pixel Perfection)
* Другие звуки (разные источники)
* Другой движок (Minetest)
* Другие пасхалки
… и наконец, VoxeLibre это свободное программное обеспечение!
## Другие readme файлы
* `LICENSE.txt`: текст лицензии GPLv3
* `CONTRIBUTING.md`: информация для тех кто хочет поучаствовать в разработке
* `API.md`: для моддеров Minetest кто хочет изменить эту игру
* `LEGAL.md`: юридическая информация
* `CREDITS.md`: список участников проекта

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@ -1,6 +1,4 @@
This file is severely out of date. If you can help updating this translation, please reach out to us (contact in README.md - the English version).
# VoxeLibre
# MineClone 2
一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
@ -85,11 +83,11 @@ Minetest to learn more.
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **開發目標:我的世界, Java版, 版本 1.12**
* VoxeLibre還包括Minetest支持的Optifine功能。
* MineClone2還包括Minetest支持的Optifine功能。
* 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。
* 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。
* 克隆Minecraft是最優先的。
* VoxeLibre將使用不同的圖形和聲音,但風格相似。
* MineClone2將使用不同的圖形和聲音,但風格相似。
* 克隆界面沒有優先權。只會被粗略地模仿。
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
@ -175,7 +173,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* 不同的聲音(各種來源)
* 不同的引擎Minetest
...最後,VoxeLibre是自由軟件!
...最後,MineClone2是自由軟件!
## 錯誤報告
請在此處報告所有錯誤和缺少的功能:
@ -192,7 +190,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* `LICENSE.txt`GPLv3許可文本
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
* `MISSING_ENGINE_FEATURES.md`: VoxeLibre需要改进Minetest中缺失的功能列表。
* `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进Minetest中缺失的功能列表。
* `API.md`: 關於MineClone2的API
## 參與者
@ -237,7 +235,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
* yutyo <tanakinci2002@gmail.com>VoxeLibre標志
* yutyo <tanakinci2002@gmail.com>MineClone2標志
* 其他GUI圖片
### 翻譯
@ -256,7 +254,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
### 特殊感謝
* Wuzzy感謝他啟動和維護VoxeLibre多年。
* Wuzzy感謝他啟動和維護MineClone2多年。
* celeron55創建Minetest。
* Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。
* Jordach為《Big Freaking Dig》的唱片機音樂合輯而來

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@ -1,167 +1,19 @@
## Standard Release
#File to document release steps with a view to evolving into a script
### Before releasing
#Update CREDITS.md
#Update version in README.md (soon to be game.conf from of 0.82.0)
Make sure all PRs in the release milestone are merged and you are working on a clean branch based on the master branch, up-to-date with the one on the repo.
### Release process
1. Update CREDITS.md
2. Update version in game.conf
3. Run the script:
```
lua tools/generate_ingame_credits.lua
```
4. Make a commit for the above:
```
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add game.conf
git commit -m "Updated release credits and set version for v0.87"
```
5. Add release notes to the `releasenotes` folder, named like
```
0_87-the_prismatic_release.md
```
6. Make a commit for the release notes:
```
git add releasenotes/0_87-the_prismatic_release.md
git commit -m "Add release notes for v0.87"
```
7. **Tag and push to the tag:**
```
git tag 0.87.0
git push origin 0.87.0
```
8. Update version in game.conf to the next version with -SNAPSHOT suffix:
```
git commit -m "Post-release set version 0.88.0-SNAPSHOT"
```
9. Push the above to a new branch, and make the release PR. Merge to finalize release process.
### Release via ContentDB
git add README.md
# To uncomment when applicable
#git add game.conf
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
2. Click [+Release] button
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.0"
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank
5. Click save. Release is now live.
git commit -m "Pre-release update credits and set version 0.81.1"
### After releasing
git tag 0.81.1
...inform people.
* Open a release meta issue on the tracker, unpin and close the issue for the previous release, pin the new one.
* Upload video to YouTube.
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link.
* Add a Discord announcement post and @everyone with link to the release issue, release notes and other content, like video and forum post.
* Add a Matrix announcement post and @room with links like above.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/VoxeLibre
* r/MineClone2 (*for now*)
## Hotfix Release
### Before releasing
First, determine if the current state of the master branch is fine for the Hotfix.
In general, Hotfixes shouldn't contain new features to minimize the risk of regressions.
* If it hasn't been long since the release, and the only PRs merged so far are bugfixes and/or documentation changes,
it is certainly fine to use it as a base for the release.
* If there are some features merged, but they are aimed at fixing/alleviating important issues with the last released version, it may still be fine.
* If there are some simple QoL features merged that are irrelevant to the last release, it may still be fine to use it as a base for the Hotfix.
* If there are major features or large overhauls merged, it *most probably* is **not** fine to use as a base for the Hotfix.
If you decided that the current state of the master branch can be used as the Hotfix version, make sure that all the PRs merged since the last release
are in the Hotfix milestone and you are working on a clean branch based on the master branch, up-to-date with the one on the repo.
In this case, **skip** the following section.
### Prepare release branch
If you decided that the current state of the master branch shouldn't be used as the Hotfix version, you must prepare a release branch.
1. Create release branch from the last release tag, push it:
```
git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1
```
2. Cherry-pick the relevant commits from the master branch, or merge them from other (PR) branches.
3. Make sure your local copy of the branch contains all the relevant changes, **do not rebase**.
### Release process
1. Update CREDITS.md if it is needed
2. Update version in game.conf
3. If you've changed CREDITS.md, run the script:
```
lua tools/generate_ingame_credits.lua
```
4. Make a commit for the above:
```
git add game.conf
git commit -m "Set version for hotfix v0.87.1"
```
or, if credits got updated:
```
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add game.conf
git commit -m "Updated release credits and set version for hotfix v0.87.1"
```
5. Add a section in the last releasnotes, like this:
```
## 0.87.1 hotfix
```
and describe the changes there
6. Make a commit for the releasenotes changes:
```
git add releasenotes/0_87-the_prismatic_release.md
git commit -m "Update release notes for hotfix v0.87.1"
```
7. **Tag and push to the tag:**
```
git tag 0.87.1
git push origin 0.87.1
```
8. If you are skipping some changes from the master branch (and thus are using a prepared master branch from the previous section),
push to the remote and skip the next two steps:
```
git push origin release/0.82.1
```
9. If you're releasing master branch, update version in game.conf to the next version with -SNAPSHOT suffix:
```
git commit -m "Post-hotfix reset version 0.88.0-SNAPSHOT"
```
10. If you're releasing master branch, push the above to a new branch, and make the release PR. Merge to finalize release process.
### Release via ContentDB
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
2. Click [+Release] button
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.1"
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank
5. Click save. Hotfix is now live.
### After releasing
...inform people.
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link.
* Add a Discord announcement post and @everyone with link to the release issue and release notes, and describe briefly what the hotfix does.
* Add a Matrix announcement post and @room with content like above.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/VoxeLibre
* r/MineClone2 (*for now*)
git push origin 0.81.1

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@ -1,57 +0,0 @@
# Making Textures In VoxeLibre
Textures are a crucial asset for all items, nodes, and models in VoxeLibre. This document is for artist who would like to make and modify textures for VoxeLibre. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/VoxeLibre, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
## Recommended Software
### GIMP
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
Download GIMP [here](http://gimp.org/)
# Getting Started
## Creating a new file
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
## Zoom In
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
## Configure Grid
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
## Pencil Tool & Color Picking
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
## How to export optimally
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
### Further optimization with OptiPNG
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
```
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
```
This will further optimize all the textures in the directory.
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB

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@ -1 +1 @@
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs!

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@ -1,4 +1,4 @@
title = VoxeLibre
title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.88.0-SNAPSHOT
version=MCL2-0.82-indev

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@ -16,7 +16,7 @@ information.
How the mod is used
===================
In VoxeLibre, all diggable nodes have the hardness set in the custom field
In MineClone 2, all diggable nodes have the hardness set in the custom field
"_mcl_hardness" (0 by default). These values are used together with digging
groups by this mod to create the correct digging times for nodes. Digging
groups are registered using the following code:
@ -117,6 +117,10 @@ end
-- Array of unique hardness values for each group which affects dig time.
local hardness_values = get_hardness_values_for_groups()
-- Map indexed by hardness values which return the index of that value in
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
--[[local function compute_creativetimes(group)
local creativetimes = {}
@ -182,7 +186,6 @@ local function add_groupcaps(toolname, groupcaps, groupcaps_def, efficiency)
local mult = capsdef.speed or 1
local uses = capsdef.uses
local def = mcl_autogroup.registered_diggroups[g]
assert(def, toolname .. " has unknown diggroup '" .. dump(g) .. "'")
local max_level = def.levels and #def.levels or 1
assert(capsdef.level, toolname .. ' is missing level for ' .. g)
@ -201,7 +204,7 @@ end
-- Checks if the given node would drop its useful drop if dug by a given tool.
-- Returns true if it will yield its useful drop, false otherwise.
function mcl_autogroup.can_harvest(nodename, toolname, player)
function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename]
if not ndef then
@ -212,10 +215,6 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
return true
end
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
return true
end
-- Check if it can be dug by tool
local tdef = minetest.registered_tools[toolname]
if tdef and tdef._mcl_diggroups then
@ -229,9 +228,7 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
end
-- Check if it can be dug by hand
if not player or not player:is_player() then return false end
local name = player:get_inventory():get_stack("hand", 1):get_name()
local tdef = minetest.registered_items[name]
local tdef = minetest.registered_tools[""]
if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then
@ -263,7 +260,7 @@ local function get_tool_capabilities(tdef)
-- If the damage group and punch interval from hand is not included,
-- then the user will not be able to attack with the tool.
local hand_toolcaps = mcl_meshhand.survival_hand_tool_caps
local hand_toolcaps = minetest.registered_tools[""].tool_capabilities
return {
full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups
@ -283,7 +280,7 @@ end
-- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order.
function mcl_autogroup.get_groupcaps(toolname, efficiency)
local tdef = minetest.registered_items[toolname]
local tdef = minetest.registered_tools[toolname]
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps
@ -301,22 +298,11 @@ end
-- loading order.
function mcl_autogroup.get_wear(toolname, diggroup)
local tdef = minetest.registered_tools[toolname]
if not tdef then
minetest.log("warning", "Adding wear for tool: " .. tostring(toolname) .. " failed with diggroup: " .. tostring(diggroup))
return nil
end
local uses = tdef._mcl_diggroups[diggroup].uses
return math.ceil(65535 / uses)
end
local function overwrite()
-- Refresh, now that all groups are known.
hardness_values = get_hardness_values_for_groups()
-- Map indexed by hardness values which return the index of that value in
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
for nname, ndef in pairs(minetest.registered_nodes) do
local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then
@ -364,7 +350,7 @@ local function overwrite()
end
end
for tname, tdef in pairs(minetest.registered_items) do
for tname, tdef in pairs(minetest.registered_tools) do
-- Assign groupcaps for digging the registered digging groups
-- depending on the _mcl_diggroups in the tool definition
if tdef._mcl_diggroups then
@ -378,5 +364,4 @@ local function overwrite()
end
end
-- Make sure all tools and groups are registered
minetest.register_on_mods_loaded(overwrite)
overwrite()

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@ -1,4 +1,3 @@
name = _mcl_autogroup
depends = mcl_autogroup
author = ryvnf
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times.
description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

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@ -31,7 +31,6 @@ local known_controls = {
aux1 = true,
down = true,
up = true,
zoom = true,
}
minetest.register_on_joinplayer(function(player)

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@ -2,33 +2,33 @@
Simple flow functions.
## flowlib.is_touching(realpos, nodepos, radius)
Return true if a sphere of `radius` at `realpos` collide with node at `nodepos`.
Return true if a sphere of <radius> at <realpos> collide with node at <nodepos>.
* realpos: position
* nodepos: position
* radius: number
## flowlib.is_water(pos)
Return true if node at `pos` is water, false otherwise.
Return true if node at <pos> is water, false overwise.
* pos: position
## flowlib.node_is_water(node)
Return true if `node` is water, false otherwise.
Return true if <node> is water, false overwise.
* node: node
## flowlib.is_lava(pos)
Return true if node at `pos` is lava, false otherwise.
Return true if node at <pos> is lava, false overwise.
* pos: position
## flowlib.node_is_lava(node)
Return true if `node` is lava, false otherwise.
Return true if <node> is lava, false overwise.
* node: node
## flowlib.is_liquid(pos)
Return true if node at `pos` is liquid, false otherwise.
Return true if node at <pos> is liquid, false overwise.
* pos: position
## flowlib.node_is_liquid(node)
Return true if `node` is liquid, false otherwise.
Return true if <node> is liquid, false overwise.
* node: node
## flowlib.quick_flow(pos, node)
@ -37,8 +37,8 @@ Return direction where the water is flowing (to be use to push mobs, items...).
* node: node
## flowlib.move_centre(pos, realpos, node, radius)
Return the pos of the nearest not water block near from `pos` in a sphere of `radius` at `realpos`.
WARNING: This function is never used in VL, use at your own risk. The informations described here may be wrong.
Return the pos of the nearest not water block near from <pos> in a sphere of <radius> at <realpos>.
WARNING: This function is never used in mcl2, use at your own risk. The informations described here may be wrong.
* pos: position
* realpos: position, position of the entity
* node: node

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@ -1,5 +1,5 @@
-- Overrides the builtin minetest.check_single_for_falling.
-- We need to do this in order to handle nodes in VoxeLibre specific groups
-- We need to do this in order to handle nodes in mineclone specific groups
-- "supported_node" and "attached_node_facedir".
--
-- Nodes in group "supported_node" can be placed on any node that does not
@ -94,16 +94,5 @@ function minetest.check_single_for_falling(pos)
end
end
if get_item_group(node.name, "supported_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if dir then
local def = registered_nodes[get_node(vector.add(pos, dir)).name]
if def and def.drawtype == "airlike" then
drop_attached_node(pos)
return true
end
end
end
return false
end

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@ -1,11 +1,10 @@
# mcl_autogroup
This mod emulates digging times from MC.
This mod emulate digging times from mc.
## mcl_autogroup.can_harvest(nodename, toolname, player)
Return true if `nodename` can be dig with `toolname` by <player>.
## mcl_autogroup.can_harvest(nodename, toolname)
Return true if <nodename> can be dig with <toolname>.
* nodename: string, valid nodename
* toolname: (optional) string, valid toolname
* player: (optinal) ObjectRef, valid player
## mcl_autogroup.get_groupcaps(toolname, efficiency)
This function is used to calculate diggroups for tools.
@ -14,7 +13,7 @@ WARNING: This function can only be called after mod initialization.
* efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0)
## mcl_autogroup.get_wear(toolname, diggroup)
Return the max wear of `toolname` with `diggroup`
Return the max wear of <toolname> with <diggroup>
WARNING: This function can only be called after mod initialization.
* toolname: string, name of the tool used
* diggroup: string, the name of the diggroup the tool is used on

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@ -1,3 +1,3 @@
name = mcl_autogroup
author = ryvnf
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times.
description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

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@ -1,5 +1,5 @@
# mcl_colors
Mod providing global table containing legacy Minecraft colors to be used in mods.
Mod providing global table containing legacity minecraft colors to be used in mods.
## mcl_colors.*
Colors by upper name, in hex value.

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@ -6,7 +6,7 @@ WARNING: Not using it inside your mods may cause strange bugs (using the native
## Callbacks
To modify the amount of damage dealt by something:
To modify the amount of damage made by something:
```lua
--obj: an ObjectRef

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@ -96,8 +96,8 @@ function mcl_damage.finish_reason(mcl_reason)
end
function mcl_damage.from_mt(mt_reason)
if mt_reason._mcl_cached_reason then
return mt_reason._mcl_cached_reason
if mt_reason._mcl_chached_reason then
return mt_reason._mcl_chached_reason
end
local mcl_reason
@ -155,6 +155,7 @@ end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end
if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
@ -162,7 +163,9 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false)
minetest.register_on_dieplayer(function(player, mt_reason)
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
end)

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@ -1,12 +1,8 @@
# mcl_events
## mcl_events
### Registering Events
`mlc_events.register_event("name",def)`
## Registering Events
`mcl_events.register_event("name", def)`
### Event Definition
```
#### Event Definition
{
stage = 0,
max_stage = 1,
@ -26,8 +22,6 @@
cond_complete = function(event) end,
--return true if event finished successfully
}
```
## Debugging
* /event_start `event` -- starts the given event at the current player coordinates
### Debugging
* /event_start <event> -- starts the given event at the current player coordinates

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@ -3,13 +3,13 @@ This mod provide helper functions to create explosions.
## mcl_explosions.explode(pos, strength, info, puncher)
* pos: position, initial position of the explosion
* strength: number, radius of the explosion
* strenght: number, radius of the explosion
* info: table, explosion informations:
* drop_chance: number, if specified becomes the drop chance of all nodes in the explosion (default: 1.0 / strength)
* max_blast_resistance: int, if specified the explosion will treat all non-indestructible nodes as having a blast resistance of no more than this value
* sound: bool, if true, the explosion will play a sound (default: true)
* particles: bool, if true, the explosion will create particles (default: true)
* fire: bool, if true, 1/3 of nodes become fire (default: false)
* fire: bool, if true, 1/3 nodes become fire (default: false)
* griefing: bool, if true, the explosion will destroy nodes (default: true)
* grief_protected: bool, if true, the explosion will also destroy nodes which have been protected (default: false)
* puncher: (optional) entity, will be used as source for damage done by the explosion

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@ -1,8 +1,8 @@
--[[
Explosion API mod for Minetest (adapted to VoxeLibre)
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 VoxeLibre
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.
@ -13,7 +13,6 @@ under the LGPLv2.1 license.
mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire")
local explosions_griefing = minetest.settings:get_bool("mcl_explosions_griefing", true)
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local math = math
@ -192,7 +191,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local grief_protected = info.grief_protected
-- Trace rays for environment destruction
if info.griefing and explosions_griefing then
if info.griefing then
for i = 1, #raydirs do
local rpos_x = pos.x
local rpos_y = pos.y
@ -352,23 +351,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end
end
end
-- Punch End Crystals to make them explode
if ent and ent.name == "mcl_end:crystal" then
if direct then
local puncher = direct:get_luaentity()
if puncher and puncher.name == "mcl_end:crystal" then
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
full_punch_interval = 1.0,
damage_groups = {fleshy = 1},
}, nil, nil)
else
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
end
else
ent.object:remove() -- Node exploded the end crystal, remove it.
end
end
end
local airs, fires = {}, {}

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 est mort dans une explosion

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 z-es mòrt dins una explosion

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 foi pego(a) em uma explosão.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 попал(а) под взрыв.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=

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@ -1,30 +1,28 @@
-- Some global variables (don't overwrite them!)
mcl_vars = {}
minetest.log("action", "World seed = " .. minetest.get_mapgen_setting("seed"))
mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings
--- 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 = table.concat({
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]",
})
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 = ""
-- Tool wield size
mcl_vars.tool_wield_scale = vector.new(1.8, 1.8, 1)
mcl_vars.tool_wield_scale = { x = 1.8, y = 1.8, z = 1 }
-- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name")
@ -37,69 +35,53 @@ mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.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, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
-- Central chunk is offset from 0,0,0 coordinates by 32 nodes (2 blocks)
-- See more in https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/World-structure%3A-positions%2C-boundaries%2C-blocks%2C-chunks%2C-dimensions%2C-barriers-and-the-void
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
mcl_vars.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 + mcl_vars.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_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) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes
---@param x integer
---@return integer
local function coordinate_to_block(x)
return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
end
---@param x integer
---@return integer
local function coordinate_to_chunk(x)
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_block(pos)
return vector.new(
coordinate_to_block(pos.x),
coordinate_to_block(pos.y),
coordinate_to_block(pos.z)
)
return {
x = coordinate_to_block(pos.x),
y = coordinate_to_block(pos.y),
z = coordinate_to_block(pos.z)
}
end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_chunk(pos)
return vector.new(
coordinate_to_chunk(pos.x),
coordinate_to_chunk(pos.y),
coordinate_to_chunk(pos.z)
)
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 / mcl_vars.chunk_size_in_nodes)
local k_positive_z = k_positive * 2
local k_positive_y = k_positive_z * k_positive_z
---@param pos Vector
---@return integer
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 +
return
(c.y + k_positive) * k_positive_y +
(c.z + k_positive) * k_positive_z +
c.x + k_positive
end
@ -135,8 +117,11 @@ elseif singlenode then
mcl_vars.mg_bedrock_is_rough = false
else
-- Classic superflat
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8
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
@ -185,7 +170,7 @@ mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
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 VoxeLibre-style dungeons
-- Use MineClone 2-style dungeons
mcl_vars.mg_dungeons = true
-- Set default stack sizes
@ -196,8 +181,6 @@ minetest.craftitemdef_default.stack_max = 64
math.randomseed(os.time())
local chunks = {} -- intervals of chunks generated
---@param pos Vector
function mcl_vars.add_chunk(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
local prev
@ -224,9 +207,6 @@ function mcl_vars.add_chunk(pos)
end
chunks[#chunks+1] = {n, n}
end
---@param pos Vector
---@return boolean
function mcl_vars.is_generated(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
for i, d in pairs(chunks) do
@ -237,46 +217,47 @@ function mcl_vars.is_generated(pos)
return false
end
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return.
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout.
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`.
---@nodiscard
function mcl_vars.get_node(pos, force, us_timeout)
-- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
-- p: Position, if it's wrong, {name="error"} node will return.
-- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
-- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
--
-- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(p, force, us_timeout)
-- check initial circumstances
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end
if not p or not p.x or not p.y or not p.z then return {name="error"} end
-- try common way
local node = minetest.get_node(pos)
local node = minetest.get_node(p)
if node.name ~= "ignore" then
return node
end
-- copy vector to get sure it won't changed by other threads
local pos_copy = vector.copy(pos)
-- copy table to get sure it won't changed by other threads
local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy)
node = minetest.get_node(pos_copy)
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then
return node
end
-- all ways failed - need to emerge (or forceload if generated)
if mcl_vars.is_generated(pos_copy) then
local us_timeout = us_timeout or 244
if mcl_vars.is_generated(pos) then
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
minetest.forceload_block(pos_copy)
minetest.forceload_block(pos)
else
minetest.emerge_area(pos_copy, pos_copy)
minetest.emerge_area(pos, pos)
end
local t = minetest.get_us_time()
node = minetest.get_node(pos_copy)
node = minetest.get_node(pos)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do
node = minetest.get_node(pos_copy)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos)
end
return node

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@ -1,3 +1,3 @@
name = mcl_init
author = Wuzzy
description = Initialization mod of VoxeLibre. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.
description = Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.

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@ -1,14 +0,0 @@
# Oxidization API for VoxeLibre
This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
## API
To take advantage of the actual oxidization, put `oxidizable = 1` into the list of groups for the oxidizable node.
You would also need to put `_mcl_oxidized_variant = itemstring of node this node will oxidize into` into the node definition.
For example, a copper block oxidizes into exposed copper, so the defintion would be `_mcl_oxidized_variant = "mcl_copper:block_exposed"`.
To utilize the ability to wax the block for protection from oxidization, put `mcl_waxed_variant = item string of waxed variant of node` into the node definition table.
For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant = "mcl_copper:waxed_block"`.
For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node.
Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table.
Waxed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.

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@ -1,12 +0,0 @@
minetest.register_abm({
label = "Oxidatize Nodes",
nodenames = { "group:oxidizable" },
interval = 500,
chance = 3,
action = function(pos, node)
local def = minetest.registered_nodes[node.name]
if def and def._mcl_oxidized_variant then
minetest.set_node(pos, { name = def._mcl_oxidized_variant, param2 = node.param2 })
end
end,
})

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@ -1,4 +0,0 @@
name = mcl_oxidation
title = Oxidation API for VoxeLibre
author = PrairieWind, N011, Michael
description = API to allow oxidizing different nodes.

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@ -1,2 +1,3 @@
name = mcl_particles
author = Wuzzy
description = Contains particle images of MineClone 2. No code.

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@ -39,8 +39,8 @@ Metal sounds:
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/
original by anonymous (CC0 1.0), mastering by iliekprogrammar (CC0 1.0):
https://freesound.org/people/deleted_user_2104797/sounds/166313/
default_water_footstep.*.ogg
blukotek (CC0 1.0):

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@ -166,7 +166,7 @@ end
function mcl_sounds.node_sound_water_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_water_footstep", gain = 0.2}
{name = "default_water_footstep", gain = 0.05}
table.place = table.place or
{name = "mcl_sounds_place_node_water", gain = 1.0}
table.dug = table.dug or

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@ -1,3 +1,3 @@
name = mcl_sounds
author = Wuzzy
description = This mod contains the core sounds of VoxeLibre as well as helper function for mods to access them.
description = This mod contains the core sounds of MineClone 2 as well as helper function for mods to access them.

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@ -1,7 +1,5 @@
mcl_util = {}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/roman_numerals.lua")
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs{...} do
@ -24,44 +22,6 @@ function table.update_nil(t, ...)
return t
end
---Works the same as `pairs`, but order returned by keys
---
---Taken from https://www.lua.org/pil/19.3.html
---@generic T: table, K, V, C
---@param t T
---@param f? fun(a: C, b: C):boolean
---@return fun():K, V
function table.pairs_by_keys(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local function iter() -- iterator function
i = i + 1
if a[i] == nil then
return nil
else
return a[i], t[a[i]]
end
end
return iter
end
-- Removes one element randomly selected from the array section of the table and
-- returns it, or nil if there are no elements in the array section of the table
function table.remove_random_element(table)
local count = #table
if count == 0 then return nil end
local idx = math.random(count)
local res = table[idx]
table[idx] = table[count]
table[count] = nil
count = count - 1
return res
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default",false)
local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log (message, module, bypass_default_logger)
@ -74,75 +34,6 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end
end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
-- dtime - The time since last run of on_step, should be passed in to function
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
if not self or not threshold or not dtime then return end
if not timer_name or timer_name == "" then return end
if type(self) == "string" then
local player_name = self
if not player_timers[player_name] then
player_timers[player_name] = {}
end
self = player_timers[player_name]
end
if not self._timers then
self._timers = {}
end
if not self._timers[timer_name] then
self._timers[timer_name] = 0
else
self._timers[timer_name] = self._timers[timer_name] + dtime
--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
end
if self._timers[timer_name] > threshold then
--minetest.log("Over threshold")
self._timers[timer_name] = 0
return true
--else
--minetest.log("Not over threshold")
end
return false
end
-- While we should always favour the new minetest vector functions such as vector.new or vector.offset which validate on
-- creation. There may be cases where state gets corrupted and we may have to check the vector is valid if created the
-- old way. This allows us to do this as a tactical solution until old style vectors are completely removed.
function mcl_util.validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See:
-- https://git.minetest.land/VoxeLibre/VoxeLibre/issues/1392
function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then
return retVal
else
minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time))
if (pos) then
local node = minetest.get_node(pos)
minetest.log("warning", "Node at pos: " .. dump(node.name))
end
end
return 0
end
function mcl_util.file_exists(name)
if type(name) ~= "string" then return end
@ -176,7 +67,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
return
end
local undef = minetest.registered_nodes[unode.name]
if undef and undef.on_rightclick and not invert_wall then
if undef and undef.on_rightclick then
undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing)
return
@ -214,12 +105,26 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local p2
if is_y then
p2 = 0
elseif is_x then
if invert_wall then
if fdir == 3 or fdir == 1 then
p2 = 12
elseif is_z then
else
p2 = 6
end
end
elseif is_x then
if invert_wall then
p2 = 0
else
p2 = 12
end
elseif is_z then
if invert_wall then
p2 = 0
else
p2 = 6
end
end
minetest.set_node(pos, {name = wield_name, param2 = p2})
if not infinitestacks then
@ -267,34 +172,34 @@ function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
end
end
--- Selects item stack to transfer from
---@param src_inventory InvRef Source innentory to pull from
---@param src_list string Name of source inventory list to pull from
---@param dst_inventory InvRef Destination inventory to push to
---@param dst_list string Name of destination inventory list to push to
---@param condition? fun(stack: ItemStack) Condition which items are allowed to be transfered.
---@param count? integer Number of items to try to transfer at once
---@return integer Item stack number to be transfered
function mcl_util.select_stack(src_inventory, src_list, dst_inventory, dst_list, condition, count)
local src_size = src_inventory:get_size(src_list)
-- Iterates through all items in the given inventory and
-- returns the slot of the first item which matches a condition.
-- Returns nil if no item was found.
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
--- destination_inventory: Put item into this inventory
--- destination_list: List name of the destination inventory to which to put the item into
--- condition: Function which takes an itemstack and returns true if it matches the desired item condition.
--- If set to nil, the slot of the first item stack will be taken unconditionally.
-- dst_inventory and dst_list can also be nil if condition is nil.
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list)
local stack
for i = 1, src_size do
for i=1, size do
stack = src_inventory:get_stack(src_list, i)
-- Allow for partial stack movement
if count and stack:get_count() >= count then
local new_stack = ItemStack(stack)
new_stack:set_count(count)
stack = new_stack
end
if not stack:is_empty() and dst_inventory:room_for_item(dst_list, stack) and ((condition == nil or condition(stack))) then
if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then
return i
end
end
return nil
end
-- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
-- Moves a single item from one inventory to another.
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
@ -305,13 +210,16 @@ end
-- Returns true on success and false on failure
-- Possible failures: No item in source slot, destination inventory full
function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list)
-- Can't move items we don't have
if source_inventory:is_empty(source_list) then return false end
if source_stack_id == -1 then
source_stack_id = mcl_util.get_first_occupied_inventory_slot(source_inventory, source_list)
if source_stack_id == nil then
return false
end
end
-- Can't move from an empty stack
if not source_inventory:is_empty(source_list) then
local stack = source_inventory:get_stack(source_list, source_stack_id)
if stack:is_empty() then return false end
if not stack:is_empty() then
local new_stack = ItemStack(stack)
new_stack:set_count(1)
if not destination_inventory:room_for_item(destination_list, new_stack) then
@ -322,74 +230,154 @@ function mcl_util.move_item(source_inventory, source_list, source_stack_id, dest
destination_inventory:add_item(destination_list, new_stack)
return true
end
--- Try pushing item from hopper inventory to destination inventory
---@param pos Vector
---@param dst_pos Vector
function mcl_util.hopper_push(pos, dst_pos)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
-- Get node pos' for item transfer
local dst = minetest.get_node(dst_pos)
if not minetest.registered_nodes[dst.name] then return end
local dst_type = minetest.get_item_group(dst.name, "container")
if dst_type ~= 2 then return end
local dst_def = minetest.registered_nodes[dst.name]
local dst_list = 'main'
local dst_inv, stack_id
-- Find a inventory stack in the destination
if dst_def._mcl_hoppers_on_try_push then
dst_inv, dst_list, stack_id = dst_def._mcl_hoppers_on_try_push(dst_pos, pos, hop_inv, hop_list)
else
local dst_meta = minetest.get_meta(dst_pos)
dst_inv = dst_meta:get_inventory()
stack_id = mcl_util.select_stack(hop_inv, hop_list, dst_inv, dst_list, nil, 1)
end
if not stack_id then return false end
return false
end
-- Move the item
local ok = mcl_util.move_item(hop_inv, hop_list, stack_id, dst_inv, dst_list)
if dst_def._mcl_hoppers_on_after_push then
dst_def._mcl_hoppers_on_after_push(dst_pos)
-- Moves a single item from one container node into another. Performs a variety of high-level
-- checks to prevent invalid transfers such as shulker boxes into shulker boxes
--- source_pos: Position ({x,y,z}) of the node to take the item from
--- destination_pos: Position ({x,y,z}) of the node to put the item into
--- source_list (optional): List name of the source inventory from which to take the item. Default is normally "main"; "dst" for furnace
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure.
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
local dpos = table.copy(destination_pos)
local spos = table.copy(source_pos)
local snode = minetest.get_node(spos)
local dnode = minetest.get_node(dpos)
local dctype = minetest.get_item_group(dnode.name, "container")
local sctype = minetest.get_item_group(snode.name, "container")
-- Container type 7 does not allow any movement
if sctype == 7 then
return false
end
-- Normalize double container by forcing to always use the left segment first
local function normalize_double_container(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
return false
end
node = minetest.get_node(pos)
ctype = minetest.get_item_group(node.name, "container")
-- The left segment seems incorrect? We better bail out!
if ctype ~= 5 then
return false
end
end
return pos, node, ctype
end
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
local sinv = smeta:get_inventory()
local dinv = dmeta:get_inventory()
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
else
return false
end
end
-- Automatically select stack slot ID if set to automatic
if not source_stack_id then
source_stack_id = -1
end
if source_stack_id == -1 then
local cond = nil
-- Prevent shulker box inception
if dctype == 3 then
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
-- Try again if source is a double container
if sctype == 5 then
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
smeta = minetest.get_meta(spos)
sinv = smeta:get_inventory()
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
return false
end
else
return false
end
end
end
-- Abort transfer if shulker box wants to go into shulker box
if dctype == 3 then
local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end
-- If it's a container, put it into the container
if dctype ~= 0 then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
end
if destination_list then
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
end
-- Try pulling from source inventory to hopper inventory
---@param pos Vector
---@param src_pos Vector
function mcl_util.hopper_pull(pos, src_pos)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
-- Get node pos' for item transfer
local src = minetest.get_node(src_pos)
if not minetest.registered_nodes[src.name] then return end
local src_type = minetest.get_item_group(src.name, "container")
if src_type ~= 2 then return end
local src_def = minetest.registered_nodes[src.name]
local src_list = 'main'
local src_inv, stack_id
if src_def._mcl_hoppers_on_try_pull then
src_inv, src_list, stack_id = src_def._mcl_hoppers_on_try_pull(src_pos, pos, hop_inv, hop_list)
else
local src_meta = minetest.get_meta(src_pos)
src_inv = src_meta:get_inventory()
stack_id = mcl_util.select_stack(src_inv, src_list, hop_inv, hop_list, nil, 1)
end
return false
end
if stack_id ~= nil then
local ok = mcl_util.move_item(src_inv, src_list, stack_id, hop_inv, hop_list)
if src_def._mcl_hoppers_on_after_pull then
src_def._mcl_hoppers_on_after_pull(src_pos)
end
end
-- Returns the ID of the first non-empty slot in the given inventory list
-- or nil, if inventory is empty.
function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
end
local function drop_item_stack(pos, stack)
@ -452,11 +440,10 @@ function mcl_util.generate_on_place_plant_function(condition)
if not def_under or not def_above then
return itemstack
end
if def_under.buildable_to and def_under.name ~= itemstack:get_name() then
if def_under.buildable_to then
place_pos = pointed_thing.under
elseif def_above.buildable_to and def_above.name ~= itemstack:get_name() then
elseif def_above.buildable_to then
place_pos = pointed_thing.above
pointed_thing.under = pointed_thing.above
else
return itemstack
end
@ -551,7 +538,6 @@ end
function mcl_util.use_item_durability(itemstack, n)
local uses = mcl_util.calculate_durability(itemstack)
itemstack:add_wear(65535 / uses * n)
tt.reload_itemstack_description(itemstack) -- update tooltip
end
function mcl_util.deal_damage(target, damage, mcl_reason)
@ -569,11 +555,6 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
end
return
end
elseif not target:is_player() then return end
local is_immortal = target:get_armor_groups().immortal or 0
if is_immortal>0 then
return
end
local hp = target:get_hp()
@ -723,10 +704,8 @@ assert(not close_enough(test_eh, test_eh_diff))
assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
--tests for properties_changed
local test_properties_set1 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 0.65,
nametag_color = {r = 225, b = 225, a = 225, g = 225}}
local test_properties_set2 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 1.35,
nametag_color = {r = 225, b = 225, a = 225, g = 225}}
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
@ -749,385 +728,3 @@ function mcl_util.set_bone_position(obj, bone, pos, rot)
obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
end
end
---Return a function to use in `on_place`.
---
---Allow to bypass the `buildable_to` node field in a `on_place` callback.
---
---You have to make sure that the nodes you return true for have `buildable_to = true`.
---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name`
---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
function mcl_util.bypass_buildable_to(func)
--------------------------
-- MINETEST CODE: UTILS --
--------------------------
local function copy_pointed_thing(pointed_thing)
return {
type = pointed_thing.type,
above = pointed_thing.above and vector.copy(pointed_thing.above),
under = pointed_thing.under and vector.copy(pointed_thing.under),
ref = pointed_thing.ref,
}
end
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
local function check_attached_node(p, n, group_rating)
local def = core.registered_nodes[n.name]
local d = vector.zero()
if group_rating == 3 then
-- always attach to floor
d.y = -1
elseif group_rating == 4 then
-- always attach to ceiling
d.y = 1
elseif group_rating == 2 then
-- attach to facedir or 4dir direction
if (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir") then
-- Attach to whatever facedir is "mounted to".
-- For facedir, this is where tile no. 5 point at.
-- The fallback vector here is in case 'facedir to dir' is nil due
-- to voxelmanip placing a wallmounted node without resetting a
-- pre-existing param2 value that is out-of-range for facedir.
-- The fallback vector corresponds to param2 = 0.
d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
elseif (def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") then
-- Similar to facedir handling
d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
end
elseif def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted" then
-- Attach to whatever this node is "mounted to".
-- This where tile no. 2 points at.
-- The fallback vector here is used for the same reason as
-- for facedir nodes.
d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
else
d.y = -1
end
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
return function(itemstack, placer, pointed_thing, param2)
-------------------
-- MINETEST CODE --
-------------------
local def = itemstack:get_definition()
if def.type ~= "node" or pointed_thing.type ~= "node" then
return itemstack
end
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.get_node_or_nil(above)
local playername = user_name(placer)
local log = make_log(playername)
if not oldnode_under or not oldnode_above then
log("info", playername .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack
end
local olddef_under = minetest.registered_nodes[oldnode_under.name]
olddef_under = olddef_under or minetest.nodedef_default
local olddef_above = minetest.registered_nodes[oldnode_above.name]
olddef_above = olddef_above or minetest.nodedef_default
if not olddef_above.buildable_to and not olddef_under.buildable_to then
log("info", playername .. " tried to place"
.. " node in invalid position " .. minetest.pos_to_string(above)
.. ", replacing " .. oldnode_above.name)
return itemstack
end
---------------------
-- CUSTOMIZED CODE --
---------------------
-- Place above pointed node
local place_to = vector.copy(above)
-- If node under is buildable_to, check for callback result and place into it instead
if olddef_under.buildable_to and not func(oldnode_under.name) then
log("info", "node under is buildable to")
place_to = vector.copy(under)
end
-------------------
-- MINETEST CODE --
-------------------
if minetest.is_protected(place_to, playername) then
log("action", playername
.. " tried to place " .. def.name
.. " at protected position "
.. minetest.pos_to_string(place_to))
minetest.record_protection_violation(place_to, playername)
return itemstack
end
local oldnode = minetest.get_node(place_to)
local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
newnode.param2 = def.place_param2
elseif (def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted") and not param2 then
local dir = vector.subtract(under, above)
newnode.param2 = minetest.dir_to_wallmounted(dir)
-- Calculate the direction for furnaces and chests and stuff
elseif (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir" or
def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") and not param2 then
local placer_pos = placer and placer:get_pos()
if placer_pos then
local dir = vector.subtract(above, placer_pos)
newnode.param2 = minetest.dir_to_facedir(dir)
log("info", "facedir: " .. newnode.param2)
end
end
local metatable = itemstack:get_meta():to_table().fields
-- Transfer color information
if metatable.palette_index and not def.place_param2 then
local color_divisor = nil
if def.paramtype2 == "color" then
color_divisor = 1
elseif def.paramtype2 == "colorwallmounted" then
color_divisor = 8
elseif def.paramtype2 == "colorfacedir" then
color_divisor = 32
elseif def.paramtype2 == "color4dir" then
color_divisor = 4
elseif def.paramtype2 == "colordegrotate" then
color_divisor = 32
end
if color_divisor then
local color = math.floor(metatable.palette_index / color_divisor)
local other = newnode.param2 % color_divisor
newnode.param2 = color * color_divisor + other
end
end
-- Check if the node is attached and if it can be placed there
local an = minetest.get_item_group(def.name, "attached_node")
if an ~= 0 and
not check_attached_node(place_to, newnode, an) then
log("action", "attached node " .. def.name ..
" cannot be placed at " .. minetest.pos_to_string(place_to))
return itemstack
end
log("action", playername .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
-- Add node and update
minetest.add_node(place_to, newnode)
-- Play sound if it was done by a player
if playername ~= "" and def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {
pos = place_to,
exclude_player = playername,
}, true)
end
local take_item = true
-- Run callback
if def.after_place_node then
-- Deepcopy place_to and pointed_thing because callback can modify it
local place_to_copy = vector.copy(place_to)
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if def.after_place_node(place_to_copy, placer, itemstack,
pointed_thing_copy) then
take_item = false
end
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = vector.copy(place_to)
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then
take_item = false
end
end
if take_item then
itemstack:take_item()
end
return itemstack
end
end
--[[Check for a protection violation in a given area.
--
-- Applies is_protected() to a 3D lattice of points in the defined volume. The points are spaced
-- evenly throughout the volume and have a spacing similar to, but no larger than, "interval".
--
-- @param pos1 A position table of the area volume's first edge.
-- @param pos2 A position table of the area volume's second edge.
-- @param player The player performing the action.
-- @param interval Optional. Max spacing between checked points at the volume.
-- Default: Same as minetest.is_area_protected.
--
-- @return true on protection violation detection. false otherwise.
--
-- @notes *All corners and edges of the defined volume are checked.
]]
function mcl_util.check_area_protection(pos1, pos2, player, interval)
local name = player and player:get_player_name() or ""
local protected_pos = minetest.is_area_protected(pos1, pos2, name, interval)
if protected_pos then
minetest.record_protection_violation(protected_pos, name)
return true
end
return false
end
--[[Check for a protection violation on a single position.
--
-- @param position A position table to check for protection violation.
-- @param player The player performing the action.
--
-- @return true on protection violation detection. false otherwise.
]]
function mcl_util.check_position_protection(position, player)
local name = player and player:get_player_name() or ""
if minetest.is_protected(position, name) then
minetest.record_protection_violation(position, name)
return true
end
return false
end
local palette_indexes = {grass_palette_index = 0, foliage_palette_index = 0, water_palette_index = 0}
function mcl_util.get_palette_indexes_from_pos(pos)
local biome_data = minetest.get_biome_data(pos)
local biome = biome_data.biome
local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index and reg_biome._mcl_water_palette_index then
local gpi = reg_biome._mcl_grass_palette_index
local fpi = reg_biome._mcl_foliage_palette_index
local wpi = reg_biome._mcl_water_palette_index
local palette_indexes = {grass_palette_index = gpi, foliage_palette_index = fpi, water_palette_index = wpi}
return palette_indexes
else
return palette_indexes
end
end
function mcl_util.get_colorwallmounted_rotation(pos)
local colorwallmounted_node = minetest.get_node(pos)
for i = 0, 32, 1 do
local colorwallmounted_rotation = colorwallmounted_node.param2 - (i * 8)
if colorwallmounted_rotation < 6 then
return colorwallmounted_rotation
end
end
end
---Move items from one inventory list to another, drop items that do not fit in provided pos and direction.
---@param src_inv mt.InvRef
---@param src_listname string
---@param out_inv mt.InvRef
---@param out_listname string
---@param pos mt.Vector Position to throw items at
---@param dir? mt.Vector Direction to throw items in
---@param insta_collect? boolean Enable instant collection, let players collect dropped items instantly. Default `false`
function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, dir, insta_collect)
local src_list = src_inv:get_list(src_listname)
if not src_list then return end
for i, stack in ipairs(src_list) do
if out_inv:room_for_item(out_listname, stack) then
out_inv:add_item(out_listname, stack)
else
local p = vector.copy(pos)
p.x = p.x + (math.random(1, 3) * 0.2)
p.z = p.z + (math.random(1, 3) * 0.2)
local obj = minetest.add_item(p, stack)
if obj then
if dir then
local v = vector.copy(dir)
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
obj:set_velocity(v)
mcl_util.mcl_log("item velocity calculated "..vector.to_string(v), "[mcl_util]")
end
if not insta_collect then
obj:get_luaentity()._insta_collect = false
end
end
end
stack:clear()
src_inv:set_stack(src_listname, i, stack)
end
end
---Move items from a player's inventory list to its main inventory list, drop items that do not fit in front of him.
---@param player mt.PlayerObjectRef
---@param src_listname string
function mcl_util.move_player_list(player, src_listname)
mcl_util.move_list(player:get_inventory(), src_listname, player:get_inventory(), "main",
vector.offset(player:get_pos(), 0, 1.2, 0),
player:get_look_dir(), false)
end
function mcl_util.is_it_christmas()
local date = os.date("*t")
if date.month == 12 and date.day >= 24 or date.month == 1 and date.day <= 7 then
return true
else
return false
end
end
function mcl_util.to_bool(val)
if not val then return false end
return true
end
if not vector.in_area then
-- backport from minetest 5.8, can be removed when the minimum version is 5.8
vector.in_area = function(pos, min, max)
return (pos.x >= min.x) and (pos.x <= max.x) and
(pos.y >= min.y) and (pos.y <= max.y) and
(pos.z >= min.z) and (pos.z <= max.z)
end
end

View File

@ -1,4 +1,4 @@
name = mcl_util
author = Wuzzy
description = Helper functions for VoxeLibre.
description = Helper functions for MineClone 2.
depends = mcl_init

View File

@ -1,30 +0,0 @@
local converter = {
{1000, "M"},
{900, "CM"},
{500, "D"},
{400, "CD"},
{100, "C"},
{90, "XC"},
{50, "L"},
{40, "XL"},
{10, "X"},
{9, "IX"},
{5, "V"},
{4, "IV"},
{1, "I"}
}
mcl_util.to_roman = function(number)
local r = ""
local a = number
local i = 1
while a > 0 do
if a >= converter[i][1] then
a = a - converter[i][1]
r = r.. converter[i][2]
else
i = i + 1
end
end
return r
end

View File

@ -5,21 +5,20 @@ This mod provides utility functions about positions and dimensions.
This function returns:
* true, true: if pos is in deep void (deadly)
* true, false: if the pos is in void (non-deadly)
* false, false: otherwise
* true, false: if the pos is in void (non deadly)
* false, false: owerwise
Params:
* pos: position
## mcl_worlds.y_to_layer(y)
This function is used to calculate the Minetest y layer and dimension of the given y Minecraft layer.
This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
Mainly used for ore generation.
Takes a Y coordinate as input and returns:
* The corresponding Minecraft layer (can be `nil` if void)
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if y is in the void
Takes an Y coordinate as input and returns:
* The corresponding Minecraft layer (can be nil if void)
* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if <y> is in the void
If the Y coordinate is not located in any dimension, it will return: nil, "void"
Params:
@ -27,44 +26,43 @@ Params:
* y: int
## mcl_worlds.pos_to_dimension(pos)
This function return the Minecraft dimension of pos ("overworld", "nether" or "end") or "void" if y is in the void.
This function return the Minecraft dimension of <pos> ("overworld", "nether" or "end") or "void" if <y> is in the void.
* pos: position
## mcl_worlds.layer_to_y(layer, mc_dimension)
Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for VoxeLibre.
Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for MineClone 2.
mc_dimension can be "overworld", "nether", "end" (default: "overworld").
* layer: int
* mc_dimension: string
## mcl_worlds.has_weather(pos)
Returns true if pos can have weather, false otherwise.
Returns true if <pos> can have weather, false owerwise.
Weather can be only in the overworld.
* pos: position
## mcl_worlds.has_dust(pos)
Returns true if pos can have nether dust, false otherwise.
Returns true if <pos> can have nether dust, false owerwise.
Nether dust can be only in the nether.
* pos: position
## mcl_worlds.compass_works(pos)
Returns true if compasses are working at pos, false otherwise.
In MC, you cant use compass in the nether and the end.
Returns true if compasses are working at <pos>, false owerwise.
In mc, you cant use compass in the nether and the end.
* pos: position
## mcl_worlds.compass_works(pos)
Returns true if clock are working at pos, false otherwise.
In MC, you cant use clock in the nether and the end.
Returns true if clock are working at <pos>, false owerwise.
In mc, you cant use clock in the nether and the end.
* pos: position
## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
Register a callback function func(player, dimension).
It will be called whenever a player changes between dimensions.
The void counts as dimension.
@ -77,7 +75,7 @@ The void counts as dimension.
Table containing all function registered with mcl_worlds.register_on_dimension_change()
## mcl_worlds.dimension_change(player, dimension)
Notify this mod of a dimension change of player to dimension
Notify this mod of a dimension change of <player> to <dimension>
* player: player, player who changed the dimension
* dimension: string, new dimension ("overworld", "nether", "end", "void")

View File

@ -58,7 +58,7 @@ local pos_to_dimension = mcl_worlds.pos_to_dimension
-- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for
-- VoxeLibre
-- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_worlds.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then

View File

@ -1,674 +0,0 @@
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Notwithstanding any other provision of this License, you have
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If the Program specifies that a proxy can decide which future
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SUCH DAMAGES.
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If the disclaimer of warranty and limitation of liability provided
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Program, unless a warranty or assumption of liability accompanies a
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state 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 program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program 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 for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -1,87 +1,4 @@
# tga_encoder
A TGA Encoder written in Lua without the use of external Libraries.
Created by fleckenstein for VoxeLibre, then improved by erlehmann.
May be used as a Minetest mod.
See `examples.lua` for example code and usage hints.
## Use Cases for `tga_encoder`
### Encoding Textures for Editing
TGA images of types 1/2/3 consist of header data followed by a pixel array.
This makes it trivial to parse TGA files and even edit pixels in-place.
No checksums need to be updated on any kind of in-place texture editing.
**Tip**: When storing an editable image in item meta, use zlib compression.
### Legacy Minetest Texture Encoding
Minetest 5.4 did not include `minetest.encode_png()` (or any equvivalent).
Since `tga_encoder` is written in pure Lua, it does not need engine support.
**Tip:** Look at `examples.lua` and the Minetest mod `mcl_maps` for guidance.
### Advanced Texture Format Control
The function `minetest.encode_png()` always encodes images as 32bpp RGBA.
`tga_encoder` allows saving images as grayscale, 16bpp RGBA and 24bpp RGB.
For generating maps from terrain, color-mapped formats can be more useful.
### Encoding Very Small Textures
Images of size 8×8 or below are often smaller than an equivalent PNG file.
Note that on many filesystems files use at least 4096 bytes (i.e. 64×64).
Therefore, saving bytes on files up to a few 100 bytes is often useless.
### Encoding Reference Textures
TGA is a simple format, which makes it easy to create reference textures.
Using a hex editor, one can trivially see how all the pixels are stored.
## Supported Image Types
For all types, images are encoded in a fast single pass (i.e. append-only).
### Color-Mapped Images (Type 1)
These images contain a palette, followed by pixel data.
* `A1R5G5B5` (8bpp RGB)
* `B8G8R8` (8bpp RGB)
* `B8G8R8A8` (8bpp RGBA)
### True-Color Images (Type 2)
These images contain uncompressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
### Grayscale Images (Type 3)
* `Y8` (8bpp grayscale)
### Run-Length Encoded (RLE), True-Color Images (Type 10)
These images contain compressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
## TODO
* Actually support `R8G8B8A8` input for `A1R5G5B5` output
* Add both zoomable and explorable maps to `mcl_maps`.

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@ -1,32 +0,0 @@
dofile("init.lua")
-- This generates images necessary to colorize 16 Minetest nodes in 4096 colors.
-- It serves as a demonstration of what you can achieve using colormapped nodes.
-- It is be useful for grass or beam or glass nodes that need to blend smoothly.
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 4) - 1
local max_sample_out = math.pow(2, 8) - 1
for r = 0,15 do
local pixels = {}
for g = 0,15 do
if nil == pixels[g + 1] then
pixels[g + 1] = {}
end
for b = 0,15 do
local color = {
math.floor((r * max_sample_out / max_sample_in) + 0.5),
math.floor((g * max_sample_out / max_sample_in) + 0.5),
math.floor((b * max_sample_out / max_sample_in) + 0.5),
}
pixels[g + 1][b + 1] = color
end
end
local filename = "colormap_" .. tostring(r) .. ".tga"
tga_encoder.image(pixels):save(
filename,
{ color_format="A1R5G5B5" } -- waste less bits
)
end

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@ -1,105 +0,0 @@
#!/usr/bin/env lua5.1
-- -*- coding: utf-8 -*-
-- 3D “donut” shape rendering using floating-point math
-- see <https://www.a1k0n.net/2011/07/20/donut-math.html>
-- cargo-culted by erle 2023-09-18
local theta_spacing = 0.01 -- 0.07
local phi_spacing = 0.002 -- 0.02
local R1 = 1
local R2 = 2
local K2 = 5
local screen_height = 256
local screen_width = 256
local K1 = screen_width * K2 * 3 / ( 8 * ( R1 + R2 ) )
local output = {}
local zbuffer = {}
local grey = { 120, 120, 120 }
local gray = { 136, 136, 136 }
for y = 1,screen_height,1 do
output[y] = {}
zbuffer[y] = {}
for x = 1,screen_width,1 do
local hori = math.floor( ( (y - 1) / 32 ) % 2 )
local vert = math.floor( ( (x - 1) / 32 ) % 2 )
output[y][x] = hori ~= vert and grey or gray
zbuffer[y][x] = 0
end
end
function render_frame(A, B)
-- precompute sines and cosines of A and B
local cosA = math.cos(A)
local sinA = math.sin(A)
local cosB = math.cos(B)
local sinB = math.sin(B)
-- theta goas around the cross-sectional circle of a torus
local theta = 0
while theta <= 2*math.pi do
if ( theta < 2*math.pi * 1/8 ) or ( theta > 2*math.pi * 7/8 ) then
theta = theta + (theta_spacing * 16)
else
theta = theta + theta_spacing
end
-- precompute sines and cosines of theta
local costheta = math.cos(theta)
local sintheta = math.sin(theta)
-- phi goes around the center of revolution of a torus
local phi = 0
while phi <= 2*math.pi do
if ( phi > 2*math.pi * 3/8 ) and ( phi < 2*math.pi * 5/8 ) then
phi = phi + (phi_spacing * 128)
else
phi = phi + phi_spacing
end
-- precompute sines and cosines of phi
local cosphi = math.cos(phi)
local sinphi = math.sin(phi)
-- 2D (x, y) coordinates of the circle, before revolving
local circlex = R2 + R1*costheta
local circley = R1*sintheta
-- 3D (x, y, z) coordinates after rotation
local x = circlex*(cosB*cosphi + sinA*sinB*sinphi) - circley*cosA*sinB
local y = circlex*(sinB*cosphi - sinA*cosB*sinphi) + circley*cosA*cosB
local z = K2 + cosA*circlex*sinphi + circley*sinA
local ooz = 1/z
-- x and y projection
local xp = math.floor(screen_width/2 + K1*ooz*x)
local yp = math.floor(screen_height/2 + K1*ooz*y)
-- calculate luminance
local L = cosphi*costheta*sinB - cosA*costheta*sinphi - sinA*sintheta + cosB*( cosA*sintheta - costheta*sinA*sinphi )
-- if (L > 0) then
if (true) then
if (ooz > zbuffer[yp][xp]) then
zbuffer[yp][xp] = ooz
local luminance = math.max( math.ceil( L * 180 ), 0 )
-- luminance is now in the range 0 to 255
r = math.ceil( (luminance + xp) / 2 )
g = math.ceil( (luminance + yp) / 2 )
b = math.ceil( (luminance + xp + yp) / 3 )
output[yp][xp] = { r, g, b }
end
end
end
end
end
dofile('init.lua')
render_frame(-0.7, 0.7)
tga_encoder.image(output):save("donut.tga")

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