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

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# Contributing to MineClone 2 # Contributing to MineClone2
So you want to contribute to MineClone 2? So you want to contribute to MineClone2?
Wow, thank you! :-) Wow, thank you! :-)
But first, some things to note: MineClone2 is maintained by Nicu and Fleckenstein. If you have any
problems or questions, contact us (See Links section below).
MineClone 2's development target is to make a free software clone of Minecraft, You can help with MineClone2's development in many different ways,
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***. whether you're a programmer or not.
MineClone 2 is maintained by three persons. Namely, kay27, EliasFleckenstein and jordan4ibanez. You can find us ## MineClone2's development target is to...
in the Minetest forums (forums.minetest.net), in IRC in the #mineclone2 - Crucially, create a stable, moddable, free/libre clone of Minecraft
channel on irc.freenode.net. And finally, you can send e-mails to based on the Minetest engine with polished features, usable in both
<eliasfleckenstein@web.de> or <kay27@bk.ru>. singleplayer and multiplayer. Currently, most of **Minecraft Java
Edition 1.12.2** features are already implemented and polishing existing
features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
By sending us patches or asking us to include your changes in this game, ## Links
you agree that they fall under the terms of the LGPLv2.1, which basically * [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
means they will become part of a free software. * [Discord](https://discord.gg/xE4z8EEpDC)
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
* [IRC](https://web.libera.chat/#mineclone2)
* [Matrix](https://app.element.io/#/room/#mc2:matrix.org)
* [Reddit](https://www.reddit.com/r/MineClone2/)
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
## The suggested workflow ## Using git
We don't **dictate** your workflow, but in order to work with us in an efficient MineClone2 is developed using the version control system
way, you can follow these suggestions: [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
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.
For small and medium changes: ## How you can help as a non-programmer
* Fork the repository 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/MineClone2/MineClone2/issues),
you can report a bug or request a feature.
### Rules about both bugs and feature requests
* Stay polite towards the developers and anyone else involved in the
discussion.
* Choose a descriptive title (e.g. not just "crash", "bug" or "question"
).
* Please write in plain, understandable English. It will be easier to
communicate.
* Please start the issue title with a capital letter.
* Always check the currently opened issues before creating a new one.
Don't report bugs that have already been reported or request features
that already have been requested.
* If you know about Minetest's inner workings, please think about
whether the bug / the feature that you are reporting / requesting is
actually an issue with Minetest itself, and if it is, head to the
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
instead.
* If you need any help regarding creating a Mesehub account or opening
an issue, feel free to ask on the Discord / Matrix server or the IRC
channel.
### Reporting bugs
* A bug is an unintended behavior or, in the worst case, a crash.
However, it is not a bug if you believe something is missing in the
game. In this case, please read "Requesting features"
* If you report a crash, always include the error message. If you play
in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you
are a server admin, you can find error messages in the log file of the
server.
* Tell us which MineClone2 and Minetest versions you are using.
* Tell us how to reproduce the problem: What you were doing to trigger
the bug, e.g. before the crash happened or what causes the faulty
behavior.
### Requesting features
* Ensure the requested feature fulfills our development targets and
goals.
* Begging or excessive attention seeking does not help us in the
slightest, and may very well disrupt MineClone2 development. It's better
to put that energy into helping or researching the feature in question.
After all, we're just volunteers working on our spare time.
* Ensure the requested feature has not been implemented in MineClone2
latest or development versions.
### Testing code
If you want to help us with speeding up MineClone2 development and
making the game more stable, a great way to do that is by testing out
new features from contributors. For most new things that get into the
game, a pull request is created. A pull request is essentially a
programmer saying "Look, I modified the game, please apply my changes
to the upstream version of the game". However, every programmer makes
mistakes sometimes, some of which are hard to spot. You can help by
downloading this modified version of the game and trying it out - then
tell us if the code works as expected without any issues. Ideally, you
would report issues will pull requests similar to when you were
reporting bugs that are the mainline (See Reporting bugs section). You
can find currently open pull requests here:
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
requests that start with a `WIP:` are not done yet, and therefore might
not work, so it's not very useful to try them out yet.
### Contributing assets
Due to license problems, MineClone2 unfortunately cannot use
Minecraft's assets, therefore we are always looking for asset
contributions. To contribute assets, it can be useful to learn git
basics and read the section for Programmers of this document, however
this is not required. It's also a good idea to join the Discord server
(or alternatively IRC or Matrix).
#### Textures
For textures we use the Pixel Perfection texture pack. This is mostly
enough; however in some cases - e.g. for newer Minecraft features, it's
useful to have texture artists around. If you want to make such
contributions, join our Discord server. Demands for textures will be
communicated there.
#### Sounds
MineClone2 currently does not have a consistent way to handle sounds.
The sounds in the game come from different sources, like the SnowZone
resource pack or minetest_game. Unfortunately, MineClone2 does not play
a sound in every situation you would get one in Minecraft. Any help with
sounds is greatly appreciated, however if you add new sounds you should
probably work together with a programmer, to write the code to actually
play these sounds in game.
#### 3D Models
Most of the 3D Models in MineClone2 come from
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
Similar to the textures, we need people that can make 3D Models with
Blender on demand. Many of the models have to be patched, some new
animations have to be added etc.
#### Crediting
Asset contributions will be credited in their own respective sections in
CREDITS.md. If you have commited the results yourself, you will also be
credited in the Contributors section.
### Contributing Translations
#### Workflow
To add/update support for your language to MineClone2, you should take
the steps documented in the section for Programmers, add/update the
translation files of the mods that you want to update. You can add
support for all mods, just some of them or only one mod; you can update
the translation file entirely or only partly; basically any effort is
valued. If your changes are small, you can also send them to developers
via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
#### Things to note
You can use the script at `tools/check_translate_files.py` to compare
the translation files for the language you are working on with the
template files, to see what is missing and what is out of date with
the template file. However, template files are often incomplete and/or
out of date, sometimes they don't match the code. You can update the
translation files if that is required, you can also modify the code in
your translation PR if it's related to translation. You can also work on
multiple languages at the same time in one PR.
#### Crediting
Translation contributions will be credited in their own in CREDITS.md.
If you have commited the results yourself, you will also be credited in
the Contributors section.
### Profiling
If you own a server, a great way to help us improve MineClone2's code
is by giving us profiler results. Profiler results give us detailed
information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster.
#### Using Minetest's profiler
Minetest has a built in profiler. Simply set `profiler.load = true` in
your configuration file and restart the server. After running the server
for some time, just run `/profiler save` in chat - then you will find a
file in the world directory containing the results. Open a new issue and
upload the file. You can name the issue "<Server name> profiler
results".
### Let us know your opinion
It is always encouraged to actively contribute to issue discussions on
MeseHub, let us know what you think about a topic and help us make
decisions. Also, note that a lot of discussion takes place on the
Discord server, so it's definitely worth checking it out.
### Crediting
If you opened or have contributed to an issue, you receive the
`Community` role on our Discord (after asking for it).
## How you can help as a programmer
(Almost) all the MineClone2 development is done using pull requests.
### Recommended workflow
* Fork the repository (in case you have not already)
* Do your change in a new branch * Do your change in a new branch
* Create a pull request to get your changes merged into master * Create a pull request to get your changes merged into master
* Keep your pull request up to date by regularly merging upstream. It is
imperative that conflicts are resolved prior to merging the pull
request.
* After the pull request got merged, you can delete the branch
For small changes, sending us a patch is also good. ### Discuss first
If you feel like a problem needs to fixed or you want to make a new
feature, you could start writing the code right away and notifying us
when you're done, but it never hurts to discuss things first. If there
is no issue on the topic, open one. If there is an issue, tell us that
you'd like to take care of it, to avoid duplicate work.
For big changes: Same as above, but consider notifying us first to avoid ### Don't hesitate to ask for help
duplicate work and possible tears of rejection. ;-) 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.
For trusted people, we might give them direct commit access to this ### Maintain your own code, even if already got merged
repository. In this case, you obviously don't need to fork, but you still Sometimes, your code may cause crashes or bugs - we try to avoid such
need to show your contributions align with the project goals. We still scenarios by testing every time before merging it, but if your merged
reserve the right to revert everything that we don't like. work causes problems, we ask you fix the issues as soon as possible.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
If your code causes bugs and crashes, it is your responsibility to fix them as soon as possible. ### Changing Gameplay
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:
We mostly use plain merging rather than rebasing or squash merging. * Minecraft code (Name the source file and line, however DONT post any
proprietary code). You can use
[MCP](https://minecraft.fandom.com/wiki/Programs_and_editors/Mod_Coder_Pack)
to decompile Minecraft or look at
[Minestorm](https://github.com/Minestom/Minestom) code.
* Testing things inside of Minecraft (Attach screenshots / video footage
of the results)
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
Your commit names should be relatively descriptive, e.g. when saying "Fix #issueid", the commit message should also contain the title of the issue. ### Stick to our guidelines
Contributors will be credited in `CREDITS.md`. #### Git Guidelines
* We use merge rather than rebase or squash merge
* We don't use git submodules.
* Your commit names should be relatively descriptive, e.g. when saying
"Fix #issueid", the commit message should also contain the title of the
issue.
* Try to keep your commits as atomic as possible (advise, but completely
optional)
## Code Style #### Code Guidelines
* Each mod must provide `mod.conf`.
* 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.
* To export functions, store them inside a global table named like the
mod, e.g.
Each mod must provide `mod.conf`.
Each mod which add API functions should store functions inside a global table named like the mod.
Public functions should not use self references but rather just access the table directly.
Functions should be defined in this way:
```lua ```lua
function mcl_xyz.stuff(param) end mcl_example = {}
```
Insteed of this way: function mcl_example.do_something()
```lua -- ...
mcl_xyz.stuff = function(param) end end
```
Indentation must be unified, more likely with tabs.
Time sensitive mods should make a local copy of most used API functions to improve performances.
```lua
local vector = vector
local get_node = minetest.get_node
``` ```
* Public functions should not use self references but rather just access
the table directly, e.g.
## Features > 1.12 ```lua
-- bad
function mcl_example:do_something()
end
If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this. -- good
function mcl_example.do_something()
end
```
## What we accept * Use modern Minetest API, e.g. no usage of `minetest.env`
* Tabs should be used for indent, spaces for alignment, e.g.
* Every MC features up to version 1.12 JE. ```lua
* Every already finished and working good features from versions above (only when making a MineClone5 PR / Contribution).
* Except features which couldn't be done easily and bugfree because of Minetest engine limitations. Eg. we CAN extend world boundaries by playing with map chunks, just teleporting player onto next layer after 31000 , but it would cost too much (time, code, bugs, performance, stability, etc).
* Some features, approved by the rest of the community, I mean maybe some voting and really missing any negative feedback.
## What we reject -- use tabs for indent
* Any features which cause critical bugs, sending them to rework/fix or trying to fix immediately. for i = 1, 10 do
* Some small portions of big entirely missing features which just definitely break gamplay balance give nothing useful if i % 3 == 0 then
* Controversial features, which some people support while others do not should be discussed well, with publishing forum announcements, at least during the week. In case if there are still doubts - send them into the mod. print(i)
end
end
## Reporting bugs -- use tabs for indent and spaces to align things
Report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues> some_table = {
{"a string", 5},
{"a very much longer string", 10},
}
```
## Direct discussion * Use double quotes for strings, e.g. `"asdf"` rather than `'asdf'`
We have an IRC channel! Join us on #mineclone2 in freenode.net. * Use snake_case rather than CamelCase, e.g. `my_function` rather than
`MyFunction`
* Don't declare functions as an assignment, e.g.
<ircs://irc.freenode.net:6697/#mineclone2> ```lua
-- bad
local some_local_func = function()
-- ...
end
## Creating releases my_mod.some_func = function()
-- ...
end
-- good
local function some_local_func()
-- ...
end
function my_mod.some_func()
-- ...
end
```
### Developer status
Active and trusted contributors are often granted write access to the
MineClone2 repository.
#### Developer responsibilities
- You should not push things directly to
MineClone2 master - rather, do your work on a branch on your private
repository, then create a pull request. This way other people can review
your changes and make sure they work before they get merged.
- Merge PRs only when they have recieved the necessary feedback and have
been tested by at least two different people (including the author of
the pull request), to avoid crashes or the introduction of new bugs.
- You may also be assigned to issues or pull
requests as a developer. In this case it is your responsibility to fix
the issue / review and merge the pull request when it is ready. You can
also unassign yourself from the issue / PR if you have no time or don't
want to take care of it for some other reason. After all, everyone is a
volunteer and we can't expect you to do work that you are not interested
in. **The important thing is that you make sure to inform us if you
won't take care of something that has been assigned to you.**
- Please assign yourself to something that you want to work on to avoid
duplicate work.
- As a developer, it should be easy to reach you about your work. You
should be in at least one of the public MineClone2 discussion rooms -
preferrably Discord, but if you really don't like Discord, Matrix
or IRC are fine too.
### Maintainer status
Maintainers carry the main responsibility for the project.
#### Maintainer responsibilities
- Making sure issues are addressed and pull requests are reviewed and
merged, by assigning either themselves or Developers to issues / PRs
- Making releases
- Making sure guidelines are kept
- Making project decisions based on community feedback
- Granting/revoking developer access
- Enforcing the code of conduct (See CODE_OF_CONDUCT.md)
- Moderating official community spaces (See Links section)
- Resolving conflicts and problems within the community
#### Current maintainers
* Fleckenstein - responsible for gameplay review, publishing releases,
technical guidelines and issue/PR delegation
* Nicu - responsible for community related issues
#### Release process
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
from `CREDITS.md` and commit the result (if anything changed)
* Launch MineClone2 to make sure it still runs * Launch MineClone2 to make sure it still runs
* Update the version number in README.md * Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the version number * Use `git tag <version number>` to tag the latest commit with the
* Push to repo (don't forget `--tags`!) version number
* Update ContentDB (https://content.minetest.net/packages/Wuzzy/mineclone2/) * Push to repository (don't forget `--tags`!)
* Update first post in forum thread (https://forum.minetest.net/viewtopic.php?f=50&t=16407) * Update ContentDB
(https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Update first post in forum thread
(https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* Post release announcement and changelog in forums * Post release announcement and changelog in forums
### Licensing
By asking us to include your changes in this game, you agree that they
fall under the terms of the GPLv3, which basically means they will
become part of a free/libre software.
### Crediting
Contributors, Developers and Maintainers will be credited in
`CREDITS.md`. If you make your first time contribution, please add
yourself to this file. There are also Discord roles for Contributors,
Developers and Maintainers.

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@ -8,8 +8,8 @@
## Maintainers ## Maintainers
* Fleckenstein * Fleckenstein
* Nicu
* kay27 * kay27
* jordan4ibanez
## Developers ## Developers
* bzoss * bzoss
@ -19,10 +19,11 @@
* iliekprogrammar * iliekprogrammar
* MysticTempest * MysticTempest
* Rootyjr * Rootyjr
* Nicu
* aligator * aligator
* Code-Sploit * Code-Sploit
* NO11 * NO11
* cora
* jordan4ibanez
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -48,8 +49,24 @@
* dBeans * dBeans
* nickolas360 * nickolas360
* yutyo * yutyo
* ztianyang * Tianyang Zhang
* j45 * j45
* Marcin Serwin
* erlehmann
* E
* Benjamin Schötz
* Doloment
* Sydney Gems
* talamh
* Emily2255
* Emojigit
* FinishedFragment
* sfan5
* Blue Blancmange
* Jared Moody
* SmallJoker
* Sven792
* aldum
## MineClone5 ## MineClone5
* kay27 * kay27
@ -74,7 +91,6 @@
* Rochambeau * Rochambeau
* rubenwardy * rubenwardy
* stu * stu
* jordan4ibanez
* 4aiman * 4aiman
* Kahrl * Kahrl
* Krock * Krock
@ -103,6 +119,7 @@
* xMrVizzy * xMrVizzy
* yutyo * yutyo
* NO11 * NO11
* kay27
## Translations ## Translations
* Wuzzy * Wuzzy
@ -110,6 +127,8 @@
* wuniversales * wuniversales
* kay27 * kay27
* pitchum * pitchum
* todoporlalibertad
* Marcin Serwin
## Special thanks ## Special thanks
* celeron55 for creating Minetest * celeron55 for creating Minetest

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@ -1,4 +1,4 @@
# MineClone 2 # MineClone2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB. Developed by many people. Not developed or endorsed by Mojang AB.
@ -69,9 +69,9 @@ an explanation.
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported. are officially supported.
There is no support for running MineClone 2 in development versions of Minetest. There is no support for running MineClone2 in development versions of Minetest.
To install MineClone 2 (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 “games” directory of your Minetest data directory. Consult the help of
Minetest to learn more. Minetest to learn more.
@ -86,20 +86,21 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Reddit: <https://www.reddit.com/r/MineClone2/> * Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407> * Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
## Project description ## Target
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software. - Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”) singleplayer and multiplayer. Currently, most of **Minecraft Java
* MineClone2 also includes Optifine features supported by the Minetest Edition 1.12.2** features are already implemented and polishing existing
* In general, Minecraft is aimed to be cloned as good as possible features are prioritized over new feature requests.
* Cloning the gameplay has highest priority - With lessened priority yet strictly, implement features targetting
* MineClone 2 will use different assets, but with a similar style **Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
* Limitations found in Minetest will be documented in the course of development by the Minetest Engine). This means features in parity with the listed
* Features of later Minecraft versions are collected in the mineclone5 branch Minecraft experiences are prioritized over those that don't fulfill this
scope.
## Using features from newer versions of Minecraft - Optionally, create a performant experience that will run relatively
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions. well on really low spec computers. Unfortunately, due to Minecraft's
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5 mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Completion status ## Completion status
This game is currently in **beta** stage. This game is currently in **beta** stage.
@ -186,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest) * Different engine (Minetest)
* Different easter eggs * Different easter eggs
… and finally, MineClone 2 is free software (“free” as in “freedom”)! … and finally, MineClone2 is free software (“free” as in “freedom”)!
## Other readme files ## Other readme files

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

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@ -290,10 +290,10 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
end end
if digger and mcl_experience.throw_experience and not silk_touch_drop then if digger and mcl_experience.throw_xp and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name,"xp") local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then if experience_amount > 0 then
mcl_experience.throw_experience(pos, experience_amount) mcl_experience.throw_xp(pos, experience_amount)
end end
end end

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@ -198,7 +198,20 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
else else
self._last_float_check = self._last_float_check + dtime self._last_float_check = self._last_float_check + dtime
end end
local pos, rou_pos, node
local pos, rou_pos, node = self.object:get_pos()
local r = 0.6
for _, node_pos in pairs({{r, 0}, {0, r}, {-r, 0}, {0, -r}}) do
if minetest.get_node(vector.offset(pos, node_pos[1], 0, node_pos[2])).name == "mcl_core:cactus" then
detach_driver(self)
for d = 1, #drop do
minetest.add_item(pos, drop[d])
end
self.object:remove()
return
end
end
-- Drop minecart if it isn't on a rail anymore -- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos() pos = self.object:get_pos()

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@ -122,7 +122,10 @@ mobs.death_logic = function(self, dtime)
if self.death_animation_timer >= 1.25 then if self.death_animation_timer >= 1.25 then
item_drop(self,false,1) item_drop(self,false,1)
mobs.death_effect(self) mobs.death_effect(self)
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) mcl_experience.throw_xp(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
if self.on_die then
self.on_die(self, self.object:get_pos())
end
self.object:remove() self.object:remove()
return return
end end

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

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@ -3,123 +3,8 @@ local S = minetest.get_translator(modname)
mcl_credits = { mcl_credits = {
players = {}, players = {},
} description = S("A faithful Open Source clone of Minecraft"),
people = dofile(minetest.get_modpath(modname) .. "/people.lua"),
mcl_credits.description = S("A faithful Open Source clone of Minecraft")
-- Sub-lists are sorted by number of commits, but the list should not be rearranged (-> new contributors are just added at the end of the list)
mcl_credits.people = {
{ S("Creator of MineClone"), 0x0A9400, {
"davedevils",
}},
{ S("Creator of MineClone2"), 0xFBF837, {
"Wuzzy",
}},
{ S("Maintainers"), 0xFF51D5, {
"Fleckenstein",
"kay27",
"oilboi",
}},
{ S("Developers"), 0xF84355, {
"bzoss",
"AFCMS",
"epCode",
"ryvnf",
"iliekprogrammar",
"MysticTempest",
"Rootyjr",
"Nicu",
"aligator",
"Code-Sploit",
"NO11",
}},
{ S("Contributors"), 0x52FF00, {
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
"Alexander Minges",
"ArTee3",
"ZeDique la Ruleta",
"pitchum",
"wuniversales",
"Bu-Gee",
"David McMackins II",
"Nicholas Niro",
"Wouters Dorian",
"Blue Blancmange",
"Jared Moody",
"Li0n",
"Midgard",
"Saku Laesvuori",
"Yukitty",
"ZedekThePD",
"aldum",
"dBeans",
"nickolas360",
"yutyo",
"ztianyang",
"j45",
}},
{"MineClone5", 0xA60014, {
"kay27",
"Debiankaios",
"epCode",
"NO11",
"j45",
}},
{ S("Original Mod Authors"), 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"oilboi",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{ S("3D Models"), 0x0019FF, {
"22i",
"tobyplowy",
"epCode",
}},
{ S("Textures"), 0xFF9705, {
"XSSheep",
"Wuzzy",
"kingoscargames",
"leorockway",
"xMrVizzy",
"yutyo",
"NO11",
}},
{ S("Translations"), 0x00FF60, {
"Wuzzy",
"Rocher Laurent",
"wuniversales",
"kay27",
"pitchum",
}},
} }
local function add_hud_element(def, huds, y) local function add_hud_element(def, huds, y)

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@ -0,0 +1,141 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
return {
{S("Creator of MineClone"), 0x0A9400, {
"davedevils",
}},
{S("Creator of MineClone2"), 0xFBF837, {
"Wuzzy",
}},
{S("Maintainers"), 0xFF51D5, {
"Fleckenstein",
"Nicu",
"kay27",
}},
{S("Developers"), 0xF84355, {
"bzoss",
"AFCMS",
"epCode",
"ryvnf",
"iliekprogrammar",
"MysticTempest",
"Rootyjr",
"aligator",
"Code-Sploit",
"NO11",
"cora",
"jordan4ibanez",
}},
{S("Contributors"), 0x52FF00, {
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
"Alexander Minges",
"ArTee3",
"ZeDique la Ruleta",
"pitchum",
"wuniversales",
"Bu-Gee",
"David McMackins II",
"Nicholas Niro",
"Wouters Dorian",
"Blue Blancmange",
"Jared Moody",
"Li0n",
"Midgard",
"Saku Laesvuori",
"Yukitty",
"ZedekThePD",
"aldum",
"dBeans",
"nickolas360",
"yutyo",
"Tianyang Zhang",
"j45",
"Marcin Serwin",
"erlehmann",
"E",
"Benjamin Schötz",
"Doloment",
"Sydney Gems",
"talamh",
"Emily2255",
"Emojigit",
"FinishedFragment",
"sfan5",
"Blue Blancmange",
"Jared Moody",
"SmallJoker",
"Sven792",
"aldum",
}},
{S("MineClone5"), 0xA60014, {
"kay27",
"Debiankaios",
"epCode",
"NO11",
"j45",
}},
{S("Original Mod Authors"), 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{S("3D Models"), 0x0019FF, {
"22i",
"tobyplowy",
"epCode",
}},
{S("Textures"), 0xFF9705, {
"XSSheep",
"Wuzzy",
"kingoscargames",
"leorockway",
"xMrVizzy",
"yutyo",
"NO11",
"kay27",
}},
{S("Translations"), 0x00FF60, {
"Wuzzy",
"Rocher Laurent",
"wuniversales",
"kay27",
"pitchum",
"todoporlalibertad",
"Marcin Serwin",
}},
{S("Special thanks"), 0x00E9FF, {
"celeron55 for creating Minetest",
"Jordach for the jukebox music compilation from Big Freaking Dig",
"The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game",
"Notch and Jeb for being the major forces behind Minecraft",
}},
}

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

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

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

View File

@ -0,0 +1,220 @@
local size_min, size_max = 20, 59
local delta_size = size_max - size_min
local size_to_xp = {
{-32768, 2}, -- 1
{ 3, 6}, -- 2
{ 7, 16}, -- 3
{ 17, 36}, -- 4
{ 37, 72}, -- 5
{ 73, 148}, -- 6
{ 149, 306}, -- 7
{ 307, 616}, -- 8
{ 617, 1236}, -- 9
{ 1237, 2476}, -- 10
{ 2477, 32767} -- 11
}
local function xp_to_size(xp)
local i, l = 1, #size_to_xp
while xp > size_to_xp[i][1] and i < l do
i = i + 1
end
return ((i - 1) / (l - 1) * delta_size + size_min) / 100
end
local max_orb_age = 300 -- seconds
local gravity = vector.new(0, -((tonumber(minetest.settings:get("movement_gravity"))) or 9.81), 0)
local collector, pos, pos2
local direction, distance, player_velocity, goal
local currentvel, acceleration, multiplier, velocity
local node, vel, def
local is_moving, is_slippery, slippery, slip_factor
local size
local function xp_step(self, dtime)
--if item set to be collected then only execute go to player
if self.collected == true then
if not self.collector then
self.collected = false
return
end
collector = minetest.get_player_by_name(self.collector)
if collector and collector:get_hp() > 0 and vector.distance(self.object:get_pos(),collector:get_pos()) < 7.25 then
self.object:set_acceleration(vector.new(0,0,0))
self.disable_physics(self)
--get the variables
pos = self.object:get_pos()
pos2 = collector:get_pos()
player_velocity = collector:get_velocity() or collector:get_player_velocity()
pos2.y = pos2.y + 0.8
direction = vector.direction(pos,pos2)
distance = vector.distance(pos2,pos)
multiplier = distance
if multiplier < 1 then
multiplier = 1
end
goal = vector.multiply(direction,multiplier)
currentvel = self.object:get_velocity()
if distance > 1 then
multiplier = 20 - distance
velocity = vector.multiply(direction,multiplier)
goal = velocity
acceleration = vector.new(goal.x-currentvel.x,goal.y-currentvel.y,goal.z-currentvel.z)
self.object:add_velocity(vector.add(acceleration,player_velocity))
elseif distance < 0.8 then
mcl_experience.add_xp(collector, self._xp)
self.object:remove()
end
return
else
self.collector = nil
self.enable_physics(self)
end
end
self.age = self.age + dtime
if self.age > max_orb_age then
self.object:remove()
return
end
pos = self.object:get_pos()
if pos then
node = minetest.get_node_or_nil({
x = pos.x,
y = pos.y -0.25,
z = pos.z
})
else
return
end
-- Remove nodes in 'ignore'
if node and node.name == "ignore" then
self.object:remove()
return
end
if not self.physical_state then
return -- Don't do anything
end
-- Slide on slippery nodes
vel = self.object:get_velocity()
def = node and minetest.registered_nodes[node.name]
is_moving = (def and not def.walkable) or
vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
is_slippery = false
if def and def.walkable then
slippery = minetest.get_item_group(node.name, "slippery")
is_slippery = slippery ~= 0
if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
-- Horizontal deceleration
slip_factor = 4.0 / (slippery + 4)
self.object:set_acceleration({
x = -vel.x * slip_factor,
y = 0,
z = -vel.z * slip_factor
})
elseif vel.y == 0 then
is_moving = false
end
end
if self.moving_state == is_moving and self.slippery_state == is_slippery then
-- Do not update anything until the moving state changes
return
end
self.moving_state = is_moving
self.slippery_state = is_slippery
if is_moving then
self.object:set_acceleration(gravity)
else
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
end
end
minetest.register_entity("mcl_experience:orb", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite",
visual_size = {x = 0.4, y = 0.4},
textures = {name="mcl_experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}},
spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,
pointable = false,
static_save = false,
},
moving_state = true,
slippery_state = false,
physical_state = true,
-- Item expiry
age = 0,
-- Pushing item out of solid nodes
force_out = nil,
force_out_start = nil,
--Collection Variables
collectable = false,
try_timer = 0,
collected = false,
delete_timer = 0,
radius = 4,
on_activate = function(self, staticdata, dtime_s)
self.object:set_velocity(vector.new(
math.random(-2,2)*math.random(),
math.random(2,5),
math.random(-2,2)*math.random()
))
self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration(gravity)
local xp = tonumber(staticdata)
self._xp = xp
size = xp_to_size(xp)
self.object:set_properties({
visual_size = {x = size, y = size},
glow = 14,
})
self.object:set_sprite({x=1,y=math.random(1,14)}, 14, 0.05, false)
end,
enable_physics = function(self)
if not self.physical_state then
self.physical_state = true
self.object:set_properties({physical = true})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration(gravity)
end
end,
disable_physics = function(self)
if self.physical_state then
self.physical_state = false
self.object:set_properties({physical = false})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
end
end,
on_step = function(self, dtime)
xp_step(self, dtime)
end,
})

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@ -417,8 +417,7 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
return return
"style["..this_tab..";border=false;bgimg=;bgimg_pressed=]".. "style["..this_tab..";border=false;bgimg=;bgimg_pressed=]"..
"item_image_button[" .. boffset[this_tab] ..";1,1;"..tab_icon[this_tab]..";"..this_tab..";]".. "item_image_button[" .. boffset[this_tab] ..";1,1;"..tab_icon[this_tab]..";"..this_tab..";]"..
"image[" .. offset[this_tab] .. ";1.5,1.44;" .. bg_img .. "]" .. "image[" .. offset[this_tab] .. ";1.5,1.44;" .. bg_img .. "]"
"image[" .. boffset[this_tab] .. ";1,1;crafting_creative_marker.png]"
end end
local caption = "" local caption = ""
if name ~= "inv" and filtername[name] then if name ~= "inv" and filtername[name] then

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

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@ -773,8 +773,7 @@ end
local grass_spread_randomizer = PseudoRandom(minetest.get_mapgen_setting("seed")) local grass_spread_randomizer = PseudoRandom(minetest.get_mapgen_setting("seed"))
-- Return appropriate grass block node for pos function mcl_core.get_grass_palette_index(pos)
function mcl_core.get_grass_block_type(pos)
local biome_data = minetest.get_biome_data(pos) local biome_data = minetest.get_biome_data(pos)
local index = 0 local index = 0
if biome_data then if biome_data then
@ -785,7 +784,12 @@ function mcl_core.get_grass_block_type(pos)
index = reg_biome._mcl_palette_index index = reg_biome._mcl_palette_index
end end
end end
return {name="mcl_core:dirt_with_grass", param2=index} return index
end
-- Return appropriate grass block node for pos
function mcl_core.get_grass_block_type(pos)
return {name = "mcl_core:dirt_with_grass", param2 = mcl_core.get_grass_palette_index(pos)}
end end
------------------------------ ------------------------------

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@ -365,7 +365,7 @@ minetest.register_node("mcl_core:dirt_with_grass", {
overlay_tiles = {"mcl_core_grass_block_top.png", "", {name="mcl_core_grass_block_side_overlay.png", tileable_vertical=false}}, overlay_tiles = {"mcl_core_grass_block_top.png", "", {name="mcl_core_grass_block_side_overlay.png", tileable_vertical=false}},
palette = "mcl_core_palette_grass.png", palette = "mcl_core_palette_grass.png",
palette_index = 0, palette_index = 0,
color = "#55aa60", color = "#8EB971",
is_ground_content = true, is_ground_content = true,
stack_max = 64, stack_max = 64,
groups = {handy=1,shovely=1,dirt=2,grass_block=1, grass_block_no_snow=1, soil=1, soil_sapling=2, soil_sugarcane=1, cultivatable=2, spreading_dirt_type=1, enderman_takable=1, building_block=1}, groups = {handy=1,shovely=1,dirt=2,grass_block=1, grass_block_no_snow=1, soil=1, soil_sapling=2, soil_sugarcane=1, cultivatable=2, spreading_dirt_type=1, enderman_takable=1, building_block=1},

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@ -53,7 +53,10 @@ minetest.register_node("mcl_core:reeds", {
_doc_items_longdesc = S("Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well."), _doc_items_longdesc = S("Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well."),
_doc_items_usagehelp = S("Sugar canes can only be placed top of other sugar canes and on top of blocks on which they would grow."), _doc_items_usagehelp = S("Sugar canes can only be placed top of other sugar canes and on top of blocks on which they would grow."),
drawtype = "plantlike", drawtype = "plantlike",
paramtype2 = "color",
tiles = {"default_papyrus.png"}, tiles = {"default_papyrus.png"},
palette = "mcl_core_palette_grass.png",
palette_index = 0,
inventory_image = "mcl_core_reeds.png", inventory_image = "mcl_core_reeds.png",
wield_image = "mcl_core_reeds.png", wield_image = "mcl_core_reeds.png",
paramtype = "light", paramtype = "light",
@ -79,6 +82,7 @@ minetest.register_node("mcl_core:reeds", {
groups = {dig_immediate=3, craftitem=1, deco_block=1, plant=1, non_mycelium_plant=1, dig_by_piston=1}, groups = {dig_immediate=3, craftitem=1, deco_block=1, plant=1, non_mycelium_plant=1, dig_by_piston=1},
sounds = mcl_sounds.node_sound_leaves_defaults(), sounds = mcl_sounds.node_sound_leaves_defaults(),
node_placement_prediction = "", node_placement_prediction = "",
drop = "mcl_core:reeds", -- to prevent color inheritation
on_place = mcl_util.generate_on_place_plant_function(function(place_pos, place_node) on_place = mcl_util.generate_on_place_plant_function(function(place_pos, place_node)
local soil_pos = {x=place_pos.x, y=place_pos.y-1, z=place_pos.z} local soil_pos = {x=place_pos.x, y=place_pos.y-1, z=place_pos.z}
local soil_node = minetest.get_node_or_nil(soil_pos) local soil_node = minetest.get_node_or_nil(soil_pos)
@ -114,6 +118,15 @@ minetest.register_node("mcl_core:reeds", {
return false return false
end), end),
on_construct = function(pos)
local node = minetest.get_node(pos)
if node.param2 == 0 then
node.param2 = mcl_core.get_grass_palette_index(pos)
if node.param2 ~= 0 then
minetest.set_node(pos, node)
end
end
end,
_mcl_blast_resistance = 0, _mcl_blast_resistance = 0,
_mcl_hardness = 0, _mcl_hardness = 0,
}) })

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@ -379,6 +379,49 @@ mcl_enchanting.enchantments.mending = {
inv_tool_tab = true, inv_tool_tab = true,
} }
mcl_experience.register_on_add_xp(function(player, xp)
local inv = player:get_inventory()
local candidates = {
{list = "main", index = player:get_wield_index()},
{list = "armor", index = 2},
{list = "armor", index = 3},
{list = "armor", index = 4},
{list = "armor", index = 5},
}
local final_candidates = {}
for _, can in ipairs(candidates) do
local stack = inv:get_stack(can.list, can.index)
local wear = stack:get_wear()
if mcl_enchanting.has_enchantment(stack, "mending") and wear > 0 then
can.stack = stack
can.wear = wear
table.insert(final_candidates, can)
end
end
if #final_candidates > 0 then
local can = final_candidates[math.random(#final_candidates)]
local stack, list, index, wear = can.stack, can.list, can.index, can.wear
local uses = mcl_util.calculate_durability(stack)
local multiplier = 2 * 65535 / uses
local repair = xp * multiplier
local new_wear = wear - repair
if new_wear < 0 then
xp = math.floor(-new_wear / multiplier + 0.5)
new_wear = 0
else
xp = 0
end
stack:set_wear(math.floor(new_wear))
inv:set_stack(list, index, stack)
end
return xp
end, 0)
mcl_enchanting.enchantments.multishot = { mcl_enchanting.enchantments.multishot = {
name = S("Multishot"), name = S("Multishot"),

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@ -499,7 +499,7 @@ function mcl_enchanting.show_enchanting_formspec(player)
.. "real_coordinates[true]" .. "real_coordinates[true]"
.. "image[3.15,0.6;7.6,4.1;mcl_enchanting_button_background.png]" .. "image[3.15,0.6;7.6,4.1;mcl_enchanting_button_background.png]"
local itemstack = inv:get_stack("enchanting_item", 1) local itemstack = inv:get_stack("enchanting_item", 1)
local player_levels = mcl_experience.get_player_xp_level(player) local player_levels = mcl_experience.get_level(player)
local y = 0.65 local y = 0.65
local any_enchantment = false local any_enchantment = false
local table_slots = mcl_enchanting.get_table_slots(player, itemstack, num_bookshelves) local table_slots = mcl_enchanting.get_table_slots(player, itemstack, num_bookshelves)
@ -549,11 +549,11 @@ function mcl_enchanting.handle_formspec_fields(player, formname, fields)
if not slot then if not slot then
return return
end end
local player_level = mcl_experience.get_player_xp_level(player) local player_level = mcl_experience.get_level(player)
if player_level < slot.level_requirement then if player_level < slot.level_requirement then
return return
end end
mcl_experience.set_player_xp_level(player, player_level - button_pressed) mcl_experience.set_level(player, player_level - button_pressed)
inv:remove_item("enchanting_lapis", cost) inv:remove_item("enchanting_lapis", cost)
mcl_enchanting.set_enchanted_itemstring(itemstack) mcl_enchanting.set_enchanted_itemstring(itemstack)
mcl_enchanting.set_enchantments(itemstack, slot.enchantments) mcl_enchanting.set_enchantments(itemstack, slot.enchantments)

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@ -0,0 +1,123 @@
# textdomain: mcl_enchanting
### enchantments.lua ###
Arrows passes through multiple objects.=Las flechas atraviesan multiples enemigos.
Arrows set target on fire.=Las flechas prenderan los enemigos.
Bane of Arthropods=Perdición de los Artrópodos
Channeling=Conductividad
Channels a bolt of lightning toward a target. Works only during thunderstorms and if target is unobstructed with opaque blocks.=Canaliza los rayos de una tormenta hacia el enemigo.
Curse of Vanishing=Maldición de Desaparición
Decreases crossbow charging time.=Disminuye el tiempo de carga de las ballestas.
Decreases time until rod catches something.=Disminuye el tiempo que tardan en picar los cebos en la pesca.
Depth Strider=Agilidad acuática
Efficiency=Eficiencia
Extends underwater breathing time.=Aumenta el tiempo de mantener la respiración.
Fire Aspect=Aspecto Ígneo
Flame=Fuego
Fortune=Fortuna
Frost Walker=Paso Helado
Impaling=Empalamiento
Increases arrow damage.=Incrementa el daño de las flechas.
Increases arrow knockback.=Incrementa el empuje de las flechas.
Increases certain block drops.=Incrementa la cantidad de objetos que sueltan los bloques.
Increases damage and applies Slowness IV to arthropod mobs (spiders, cave spiders, silverfish and endermites).=Incrementa el daño y ralentiza a los artrópodos. (arañas, lepismas, endermitas, etc)
Increases damage to undead mobs.=Incrementa el daño contra no-muertos.
Increases damage.=Incrementa el daño.
Increases item durability.=Incrementa la durabilidad de una herramienta.
Increases knockback.=Incrementa el empuje.
Increases mining speed.=Incrementa la velocidad de picado.
Increases mob loot.=Incrementa el botín de los enemigos.
Increases rate of good loot (enchanting books, etc.)=Incrementa la probabilidad de encontrar tesoros.
Increases sweeping attack damage.=Incrementa el daño de efecto area.
Increases underwater movement speed.=Incrementa la velocidad de nado bajo el agua.
Increases walking speed on soul sand.=Incrementa la velocidad al caminar sobre arena de Almas.
Infinity=Infinidad
Item destroyed on death.=El objeto se destruye tras tu muerte.
Knockback=Empuje
Looting=Botín
Loyalty=Lealtad
Luck of the Sea=Suerte Marina
Lure=Atracción
Mending=Reparación
Mined blocks drop themselves.=Los bloques se minarán enteros.
Multishot=Multidisparo
Piercing=Perforación
Power=Poder
Punch=Retroceso
Quick Charge=Carga Rápida
Repair the item while gaining XP orbs.=Repara los objetos portados al recibir orbes de experiencia.
Respiration=Respiración
Riptide=Propulsión acuática
Sets target on fire.=Incencia al enemigo.
Sharpness=Filo
Shoot 3 arrows at the cost of one.=Dispara 3 flechas al precio de una.
Shooting consumes no regular arrows.=No se consumiran las flechas lanzadas.
Silk Touch=Toque de Seda
Smite=Golpeo
Soul Speed=Velocidad de Almas
Sweeping Edge=Filo Arrasador
Trident deals additional damage to ocean mobs.=Incrementa el daño del tridente sobre criaturas acuáticas.
Trident launches player with itself when thrown. Works only in water or rain.=El tridente impulsa al portador dentro del agua o bajo la lluvia.
Trident returns after being thrown. Higher levels reduce return time.=El tridente regresa al portador tras lanzarlo.
Turns water beneath the player into frosted ice and prevents the damage from magma blocks.=Congela el agua bajo tus pies y evita el daño de los bloques de magma.
Unbreaking=Irrompibilidad
### engine.lua ###
@1 Enchantment Levels=Nivel de encantamiento: @1
@1 Lapis Lazuli=@1 Lapis Lázuli
Inventory=Inventario
Level requirement: @1=Nivel requerido: @1
### init.lua ###
'@1' is not a valid number='@1' no es un número válido
'@1' is not a valid number.='@1' no es un número válido
<player> <enchantment> [<level>]=<jugador> <encantamiento> [<nivel>]
@1 can't be combined with @2.=@1 no se puede combinar con @2
After finally selecting your enchantment; left-click on the selection, and you will see both the lapis lazuli and your experience levels consumed. And, an enchanted item left in its place.=Despues elige tu encantamiento, los niveles de experiencia y el lapis lázuli seran consumidos y el encantamiento aplicado al objeto.
After placing your items in the slots, the enchanting options will be shown. Hover over the options to read what is available to you.=Coloca el objeto en su ranura yse mostraran los encantamientos a elegir.
Enchant=Encantamiento
Enchant an item=Encantar objeto
Enchanted Book=Libro Encantado
Enchanting Table=Mesa de Encantamientos
Enchanting Tables will let you enchant armors, tools, weapons, and books with various abilities. But, at the cost of some experience, and lapis lazuli.=La mesa de Encantamientos dara a tus herramientas, armas o armadura algunas habilidades magicas. Pero a coste de algo de experiencia y lapis lázuli.
Enchanting succeded.=Encantado correctamente.
Forcefully enchant an item=Encantar objeto a la fuerza.
Place a tool, armor, weapon or book into the top left slot, and then place 1-3 Lapis Lazuli in the slot to the right.=Coloca una herramienta, arma, armadura o libro sobre la ranura izquierda, coloca de 1 a 3 Lapis lázulis en la ranura derecha.
Player '@1' cannot be found.=Jugador @1 no encontrado.
Rightclick the Enchanting Table to open the enchanting menu.=Clic derecho sobre la mesa de encantamientos para abrir la interfaz.
Spend experience, and lapis to enchant various items.=Experiencia y Lapis para encantar varios objetos.
The number you have entered (@1) is too big, it must be at most @2.=@1 es muy grande, debe ser menor que @2
The number you have entered (@1) is too small, it must be at least @2.=@1 es muy pequeño, debe ser mayor a @2
The selected enchantment can't be added to the target item.=El encantamiento seleccionado no puede añadirse a ese objeto.
The target doesn't hold an item.=El jugador no sujeta un objeto.
The target item is not enchantable.=El objeto del jugador no se puede encantar.
There is no such enchantment '@1'.=@1 no es un encantamiento.
These options are randomized, and dependent on experience level; but the enchantment strength can be increased.=Las opciones seran aleatorias dependiendo del nivel de experiencia, los niveles de encantamiento pueden ser aumentados.
To increase the enchantment strength, place bookshelves around the enchanting table. However, you will need to keep 1 air node between the table, & the bookshelves to empower the enchanting table.=Para aumentar los niveles de encantamientos, coloca librerias alrededor y cerca de la mesa de encantamientos.
Usage: /enchant <player> <enchantment> [<level>]=Usa: /enchant <jugador> <encantamiento> [<nivel>]
Usage: /forceenchant <player> <enchantment> [<level>]=Usa /forceenchant <jugador> <encantamiento> [<nivel>]

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@ -1,100 +1,129 @@
# textdomain: mcl_enchanting # textdomain: mcl_enchanting
Aqua Affinity=
Increases underwater mining speed.=
Bane of Arthropods= ### enchantments.lua ###
Increases damage and applies Slowness IV to arthropod mobs (spiders, cave spiders, silverfish and endermites).=
Blast Protection=
Reduces explosion damage and knockback.=
Channeling=
Channels a bolt of lightning toward a target. Works only during thunderstorms and if target is unobstructed with opaque blocks.=
Curse of Binding=
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=
Curse of Vanishing=
Item destroyed on death.=
Depth Strider=
Increases underwater movement speed.=
Efficiency=
Increases mining speed.=
Feather Falling=
Reduces fall damage.=
Fire Aspect=
Sets target on fire.=
Fire Protection=
Reduces fire damage.=
Flame=
Arrows set target on fire.=
Fortune=
Increases certain block drops.=
Frost Walker=
Turns water beneath the player into frosted ice and prevents the damage from magma blocks.=
Impaling=
Trident deals additional damage to ocean mobs.=
Infinity=
Shooting consumes no regular arrows.=
Knockback=
Increases knockback.=
Looting=
Increases mob loot.=
Loyalty=
Trident returns after being thrown. Higher levels reduce return time.=
Luck of the Sea=
Increases rate of good loot (enchanting books, etc.)=
Lure=
Decreases time until rod catches something.=
Mending=
Repair the item while gaining XP orbs.=
Multishot=
Shoot 3 arrows at the cost of one.=
Piercing=
Arrows passes through multiple objects.= Arrows passes through multiple objects.=
Power= Arrows set target on fire.=
Increases arrow damage.= Bane of Arthropods=
Projectile Protection= Channeling=
Reduces projectile damage.=
Protection= Channels a bolt of lightning toward a target. Works only during thunderstorms and if target is unobstructed with opaque blocks.=
Reduces most types of damage by 4% for each level.=
Punch= Curse of Vanishing=
Increases arrow knockback.=
Quick Charge=
Decreases crossbow charging time.= Decreases crossbow charging time.=
Respiration= Decreases time until rod catches something.=
Depth Strider=
Efficiency=
Extends underwater breathing time.= Extends underwater breathing time.=
Riptide= Fire Aspect=
Trident launches player with itself when thrown. Works only in water or rain.= Flame=
Sharpness= Fortune=
Increases damage.= Frost Walker=
Silk Touch= Impaling=
Mined blocks drop themselves.= Increases arrow damage.=
Smite= Increases arrow knockback.=
Increases certain block drops.=
Increases damage and applies Slowness IV to arthropod mobs (spiders, cave spiders, silverfish and endermites).=
Increases damage to undead mobs.= Increases damage to undead mobs.=
Soul Speed= Increases damage.=
Increases walking speed on soul sand.=
Sweeping Edge=
Increases sweeping attack damage.=
Thorns=
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=
Unbreaking=
Increases item durability.= Increases item durability.=
Inventory= Increases knockback.=
@1 Lapis Lazuli= Increases mining speed.=
Increases mob loot.=
Increases rate of good loot (enchanting books, etc.)=
Increases sweeping attack damage.=
Increases underwater movement speed.=
Increases walking speed on soul sand.=
Infinity=
Item destroyed on death.=
Knockback=
Looting=
Loyalty=
Luck of the Sea=
Lure=
Mending=
Mined blocks drop themselves.=
Multishot=
Piercing=
Power=
Punch=
Quick Charge=
Repair the item while gaining XP orbs.=
Respiration=
Riptide=
Sets target on fire.=
Sharpness=
Shoot 3 arrows at the cost of one.=
Shooting consumes no regular arrows.=
Silk Touch=
Smite=
Soul Speed=
Sweeping Edge=
Trident deals additional damage to ocean mobs.=
Trident launches player with itself when thrown. Works only in water or rain.=
Trident returns after being thrown. Higher levels reduce return time.=
Turns water beneath the player into frosted ice and prevents the damage from magma blocks.=
Unbreaking=
### engine.lua ###
@1 Enchantment Levels= @1 Enchantment Levels=
@1 Lapis Lazuli=
Inventory=
Level requirement: @1= Level requirement: @1=
Enchant an item=
<player> <enchantment> [<level>]= ### init.lua ###
Usage: /enchant <player> <enchantment> [<level>]=
Player '@1' cannot be found.=
There is no such enchantment '@1'.=
The target doesn't hold an item.=
The selected enchantment can't be added to the target item.=
'@1' is not a valid number= '@1' is not a valid number=
The number you have entered (@1) is too big, it must be at most @2.=
The number you have entered (@1) is too small, it must be at least @2.=
@1 can't be combined with @2.=
Enchanting succeded.=
Forcefully enchant an item=
Usage: /forceenchant <player> <enchantment> [<level>]=
The target item is not enchantable.=
'@1' is not a valid number.= '@1' is not a valid number.=
<player> <enchantment> [<level>]=
@1 can't be combined with @2.=
After finally selecting your enchantment; left-click on the selection, and you will see both the lapis lazuli and your experience levels consumed. And, an enchanted item left in its place.=
After placing your items in the slots, the enchanting options will be shown. Hover over the options to read what is available to you.=
Enchant=
Enchant an item=
Enchanted Book= Enchanted Book=
Enchanting Table= Enchanting Table=
Enchant=
Enchanting Tables will let you enchant armors, tools, weapons, and books with various abilities. But, at the cost of some experience, and lapis lazuli.=
Enchanting succeded.=
Forcefully enchant an item=
Place a tool, armor, weapon or book into the top left slot, and then place 1-3 Lapis Lazuli in the slot to the right.=
Player '@1' cannot be found.=
Rightclick the Enchanting Table to open the enchanting menu.=
Spend experience, and lapis to enchant various items.=
The number you have entered (@1) is too big, it must be at most @2.=
The number you have entered (@1) is too small, it must be at least @2.=
The selected enchantment can't be added to the target item.=
The target doesn't hold an item.=
The target item is not enchantable.=
There is no such enchantment '@1'.=
These options are randomized, and dependent on experience level; but the enchantment strength can be increased.=
To increase the enchantment strength, place bookshelves around the enchanting table. However, you will need to keep 1 air node between the table, & the bookshelves to empower the enchanting table.=
Usage: /enchant <player> <enchantment> [<level>]=
Usage: /forceenchant <player> <enchantment> [<level>]=
##### not used anymore #####
# textdomain: mcl_enchanting
Aqua Affinity=

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@ -117,8 +117,8 @@ local fish = function(itemstack, player, pointed_thing)
else else
minetest.add_item(pos, item) minetest.add_item(pos, item)
end end
if mcl_experience.throw_experience then if mcl_experience.throw_xp then
mcl_experience.throw_experience(pos, math.random(1,6)) mcl_experience.throw_xp(pos, math.random(1,6))
end end
if not minetest.is_creative_enabled(player:get_player_name()) then if not minetest.is_creative_enabled(player:get_player_name()) then

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@ -75,9 +75,9 @@ local function give_xp(pos, player)
local xp = meta:get_int("xp") local xp = meta:get_int("xp")
if xp > 0 then if xp > 0 then
if player then if player then
mcl_experience.add_experience(player, xp) mcl_experience.add_xp(player, xp)
else else
mcl_experience.throw_experience(vector.add(pos, dir), xp) mcl_experience.throw_xp(vector.add(pos, dir), xp)
end end
meta:set_int("xp", 0) meta:set_int("xp", 0)
end end

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@ -317,7 +317,7 @@ minetest.register_node("mcl_mobspawners:spawner", {
if obj then if obj then
obj:remove() obj:remove()
end end
mcl_experience.throw_experience(pos, math.random(15, 43)) mcl_experience.throw_xp(pos, math.random(15, 43))
end, end,
on_punch = function(pos) on_punch = function(pos)

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@ -4,6 +4,8 @@ minetest.register_on_leaveplayer(function(player)
hud_totem[player] = nil hud_totem[player] = nil
end) end)
local particle_colors = {"98BF22", "C49E09", "337D0B", "B0B021", "1E9200"} -- TODO: real MC colors
-- Save the player from death when holding totem of undying in hand -- Save the player from death when holding totem of undying in hand
mcl_damage.register_modifier(function(obj, damage, reason) mcl_damage.register_modifier(function(obj, damage, reason)
if obj:is_player() then if obj:is_player() then
@ -14,7 +16,7 @@ mcl_damage.register_modifier(function(obj, damage, reason)
local ppos = obj:get_pos() local ppos = obj:get_pos()
local pnname = minetest.get_node(ppos).name local pnname = minetest.get_node(ppos).name
-- Some exceptions when _not_ to save the player -- Some exceptions when _not_ to save the player
for n=1, #mobs_mc.misc.totem_fail_nodes do for n = 1, #mobs_mc.misc.totem_fail_nodes do
if pnname == mobs_mc.misc.totem_fail_nodes[n] then if pnname == mobs_mc.misc.totem_fail_nodes[n] then
return return
end end
@ -30,16 +32,41 @@ mcl_damage.register_modifier(function(obj, damage, reason)
end end
-- Effects -- Effects
minetest.sound_play({name = "mcl_totems_totem", gain=1}, {pos=ppos, max_hear_distance=16}, true) minetest.sound_play({name = "mcl_totems_totem", gain = 1}, {pos=ppos, max_hear_distance = 16}, true)
for i = 1, 4 do
for c = 1, #particle_colors do
minetest.add_particlespawner({
amount = math.floor(100 / (4 * #particle_colors)),
time = 1,
minpos = vector.offset(ppos, 0, -1, 0),
maxpos = vector.offset(ppos, 0, 1, 0),
minvel = vector.new(-1.5, 0, -1.5),
maxvel = vector.new(1.5, 1.5, 1.5),
minacc = vector.new(0, -0.1, 0),
maxacc = vector.new(0, -1, 0),
minexptime = 1,
maxexptime = 3,
minsize = 1,
maxsize = 2,
collisiondetection = true,
collision_removal = true,
object_collision = false,
vertical = false,
texture = "mcl_particles_totem" .. i .. ".png^[colorize:#" .. particle_colors[c],
glow = 10,
})
end
end
-- Big totem overlay -- Big totem overlay
if not hud_totem[obj] then if not hud_totem[obj] then
hud_totem[obj] = obj:hud_add({ hud_totem[obj] = obj:hud_add({
hud_elem_type = "image", hud_elem_type = "image",
text = "mcl_totems_totem.png", text = "mcl_totems_totem.png",
position = { x=0.5, y=1 }, position = {x = 0.5, y = 1},
scale = { x=17, y=17 }, scale = {x = 17, y = 17},
offset = { x=0, y=-178 }, offset = {x = 0, y = -178},
z_index = 100, z_index = 100,
}) })
minetest.after(3, function() minetest.after(3, function()

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@ -1496,7 +1496,7 @@ local function register_dimension_biomes()
heat_point = 100, heat_point = 100,
humidity_point = 0, humidity_point = 0,
_mcl_biome_type = "hot", _mcl_biome_type = "hot",
_mcl_palette_index = 19, _mcl_palette_index = 17,
}) })
--[[ THE END ]] --[[ THE END ]]

View File

@ -118,17 +118,6 @@ def colorize_alpha(colormap, source, colormap_pixel, texture_size, destination):
colorize(colormap, source, colormap_pixel, texture_size, tempfile2.name) colorize(colormap, source, colormap_pixel, texture_size, tempfile2.name)
os.system("composite -compose Dst_In "+source+" "+tempfile2.name+" -alpha Set "+destination) os.system("composite -compose Dst_In "+source+" "+tempfile2.name+" -alpha Set "+destination)
# This function is unused atm.
# TODO: Implemnt colormap extraction
def extract_colormap(colormap, colormap_pixel, positions):
os.system("convert -size 16x16 canvas:black "+tempfile1.name)
x=0
y=0
for p in positions:
os.system("convert "+colormap+" -crop 1x1+"+colormap_pixel+" -depth 8 "+tempfile2.name)
os.system("composite -geometry 16x16+"+x+"+"+y+" "+tempfile2.name)
x = x+1
def target_dir(directory): def target_dir(directory):
if make_texture_pack: if make_texture_pack:
return output_dir + "/" + output_dir_name return output_dir + "/" + output_dir_name
@ -397,20 +386,60 @@ def convert_textures():
colorize_alpha(FOLIAG, tex_dir+"/blocks/vine.png", "16+39", str(PXSIZE), target_dir("/mods/ITEMS/mcl_core/textures")+"/mcl_core_vine.png") colorize_alpha(FOLIAG, tex_dir+"/blocks/vine.png", "16+39", str(PXSIZE), target_dir("/mods/ITEMS/mcl_core/textures")+"/mcl_core_vine.png")
# Tall grass, fern (inventory images) # Tall grass, fern (inventory images)
pcol = "49+172" # Plains grass color pcol = "50+173" # Plains grass color
colorize_alpha(GRASS, tex_dir+"/blocks/tallgrass.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_tallgrass_inv.png") colorize_alpha(GRASS, tex_dir+"/blocks/tallgrass.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_tallgrass_inv.png")
colorize_alpha(GRASS, tex_dir+"/blocks/fern.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_fern_inv.png") colorize_alpha(GRASS, tex_dir+"/blocks/fern.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_fern_inv.png")
colorize_alpha(GRASS, tex_dir+"/blocks/double_plant_fern_top.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_double_plant_fern_inv.png") colorize_alpha(GRASS, tex_dir+"/blocks/double_plant_fern_top.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_double_plant_fern_inv.png")
colorize_alpha(GRASS, tex_dir+"/blocks/double_plant_grass_top.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_double_plant_grass_inv.png") colorize_alpha(GRASS, tex_dir+"/blocks/double_plant_grass_top.png", pcol, str(PXSIZE), target_dir("/mods/ITEMS/mcl_flowers/textures")+"/mcl_flowers_double_plant_grass_inv.png")
# TODO: Convert grass palette # Convert grass palette: https://minecraft.fandom.com/wiki/Tint
grass_colors = [
offset = [ # [Coords or #Color, AdditionalTint], # Index - Minecraft biome name (MineClone2 biome names)
[ pcol, "", "grass" ], # Default grass: Plains ["50+173"], # 0 - Plains (flat, Plains, Plains_beach, Plains_ocean, End)
["0+255"], # 1 - Savanna (Savanna, Savanna_beach, Savanna_ocean)
["255+255"], # 2 - Ice Spikes (IcePlainsSpikes, IcePlainsSpikes_ocean)
["255+255"], # 3 - Snowy Taiga (ColdTaiga, ColdTaiga_beach, ColdTaiga_beach_water, ColdTaiga_ocean)
["178+193"], # 4 - Giant Tree Taiga (MegaTaiga, MegaTaiga_ocean)
["178+193"], # 5 - Giant Tree Taiga (MegaSpruceTaiga, MegaSpruceTaiga_ocean)
["203+239"], # 6 - Montains (ExtremeHills, ExtremeHills_beach, ExtremeHills_ocean)
["203+239"], # 7 - Montains (ExtremeHillsM, ExtremeHillsM_ocean)
["203+239"], # 8 - Montains (ExtremeHills+, ExtremeHills+_snowtop, ExtremeHills+_ocean)
["50+173"], # 9 - Beach (StoneBeach, StoneBeach_ocean)
["255+255"], # 10 - Snowy Tundra (IcePlains, IcePlains_ocean)
["50+173"], # 11 - Sunflower Plains (SunflowerPlains, SunflowerPlains_ocean)
["191+203"], # 12 - Taiga (Taiga, Taiga_beach, Taiga_ocean)
["76+112"], # 13 - Forest (Forest, Forest_beach, Forest_ocean)
["76+112"], # 14 - Flower Forest (FlowerForest, FlowerForest_beach, FlowerForest_ocean)
["101+163"], # 15 - Birch Forest (BirchForest, BirchForest_ocean)
["101+163"], # 16 - Birch Forest Hills (BirchForestM, BirchForestM_ocean)
["0+255"], # 17 - Desert and Nether (Desert, Desert_ocean, Nether)
["76+112", "#28340A"], # 18 - Dark Forest (RoofedForest, RoofedForest_ocean)
["#90814d"], # 19 - Mesa (Mesa, Mesa_sandlevel, Mesa_ocean, )
["#90814d"], # 20 - Mesa (MesaBryce, MesaBryce_sandlevel, MesaBryce_ocean)
["#90814d"], # 21 - Mesa (MesaPlateauF, MesaPlateauF_grasstop, MesaPlateauF_sandlevel, MesaPlateauF_ocean)
["#90814d"], # 22 - Mesa (MesaPlateauFM, MesaPlateauFM_grasstop, MesaPlateauFM_sandlevel, MesaPlateauFM_ocean)
["0+255"], # 23 - Shattered Savanna (or Savanna Plateau ?) (SavannaM, SavannaM_ocean)
["12+36"], # 24 - Jungle (Jungle, Jungle_shore, Jungle_ocean)
["12+36"], # 25 - Modified Jungle (JungleM, JungleM_shore, JungleM_ocean)
["12+61"], # 26 - Jungle Edge (JungleEdge, JungleEdge_ocean)
["12+61"], # 27 - Modified Jungle Edge (JungleEdgeM, JungleEdgeM_ocean)
["#6A7039"], # 28 - Swamp (Swampland, Swampland_shore, Swampland_ocean)
["25+25"], # 29 - Mushroom Fields and Mushroom Field Shore (MushroomIsland, MushroomIslandShore, MushroomIsland_ocean)
] ]
for o in offset:
colorize(GRASS, tex_dir+"/blocks/grass_top.png", o[0], str(PXSIZE), target_dir("/mods/ITEMS/mcl_core/textures")+"/default_"+o[2]+".png") grass_palette_file = target_dir("/mods/ITEMS/mcl_core/textures") + "/mcl_core_palette_grass.png"
colorize_alpha(GRASS, tex_dir+"/blocks/grass_side_overlay.png", o[0], str(PXSIZE), target_dir("/mods/ITEMS/mcl_core/textures")+"/default_"+o[2]+"_side.png") os.system("convert -size 16x16 canvas:transparent " + grass_palette_file)
for i, color in enumerate(grass_colors):
if color[0][0] == "#":
os.system("convert -size 1x1 xc:\"" + color[0] + "\" " + tempfile1.name + ".png")
else:
os.system("convert " + GRASS + " -crop 1x1+" + color[0] + " " + tempfile1.name + ".png")
if len(color) > 1:
os.system("convert " + tempfile1.name + ".png \\( -size 1x1 xc:\"" + color[1] + "\" \\) -compose blend -define compose:args=50,50 -composite " + tempfile1.name + ".png")
os.system("convert " + grass_palette_file + " \\( " + tempfile1.name + ".png -geometry +" + str(i % 16) + "+" + str(int(i / 16)) + " \\) -composite " + grass_palette_file)
# Metadata # Metadata
if make_texture_pack: if make_texture_pack:

60
tools/analyze-packet-spam Executable file
View File

@ -0,0 +1,60 @@
#!/bin/sh -eu
# analyze-packet-spam show minetest client packet count per second
# Copyright © 2021 Nils Dagsson Moskopp (erlehmann)
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
# Dieses Programm hat das Ziel, die Medienkompetenz der Leser zu
# steigern. Gelegentlich packe ich sogar einen handfesten Buffer
# Overflow oder eine Format String Vulnerability zwischen die anderen
# Codezeilen und schreibe das auch nicht dran.
# This script takes a minetest log with at least INFO log level and
# outputs the MINETEST network protocol packet count per second.
# To collect such a log file of minetest running for 10 minutes, run:
# timeout 600 minetest --info >log.txt 2>&1 >/dev/null
# To get packet counts from that file, run:
# ./analyze-packet-spam <log.txt
TEMPFILE=$(mktemp /tmp/minetest.analyze-packet-spam.XXXXXXXX)
grep -F 'INFO[Main]: cmd' \
|while read DATE TIME _ _ PACKET_ID PACKET_NAME _ PACKET_COUNT; do
TIMESTAMP=$(date +%s --date "${DATE} ${TIME%:}")
PACKET_NAME=${PACKET_NAME#(}
PACKET_NAME=${PACKET_NAME%)}
VARIABLE=PACKET_COUNT_"${PACKET_NAME}"
eval "$( echo $VARIABLE=\$\(\( \${$VARIABLE:-0} + ${PACKET_COUNT} \)\) )"
printf '%s ' \
"${TIMESTAMP}" \
"${VARIABLE}"
eval echo \$${VARIABLE}
done >"${TEMPFILE}"
TIMESTAMP_START=$( <"${TEMPFILE}" head -n1 |cut -d' ' -f1 )
TIMESTAMP_END=$( <"${TEMPFILE}" tail -n1 |cut -d' ' -f1 )
DURATION=$(( 30 + ${TIMESTAMP_END} - ${TIMESTAMP_START} ))
PACKET_NAME_SEEN=''
<"${TEMPFILE}" tac \
|while read _ PACKET_NAME PACKET_COUNT; do
case "${PACKET_NAME_SEEN}" in
*"${PACKET_NAME}"*)
;;
*)
PACKET_COUNT_PER_SECOND=$(
printf '1k %s %s /p' "${PACKET_COUNT}" "${DURATION}" \
|dc
)
printf '%s\t%s\n' "${PACKET_COUNT_PER_SECOND}" "${PACKET_NAME}"
PACKET_NAME_SEEN="${PACKET_NAME_SEEN} ${PACKET_NAME}"
;;
esac
done
unlink "${TEMPFILE}"

View File

@ -0,0 +1,49 @@
#! /usr/bin/env lua
-- Script to automatically generate mods/HUD/mcl_credits/people.lua from CREDITS.md
-- Run from MCL2 root folder
local colors = {
["Creator of MineClone"] = "0x0A9400",
["Creator of MineClone2"] = "0xFBF837",
["Maintainers"] = "0xFF51D5",
["Developers"] = "0xF84355",
["Contributors"] = "0x52FF00",
["MineClone5"] = "0xA60014",
["Original Mod Authors"] = "0x343434",
["3D Models"] = "0x0019FF",
["Textures"] = "0xFF9705",
["Translations"] = "0x00FF60",
["Special thanks"] = "0x00E9FF",
}
local from = io.open("CREDITS.md", "r")
local to = io.open("mods/HUD/mcl_credits/people.lua", "w")
to:write([[
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
]])
to:write("return {\n")
local started_block = false
for line in from:lines() do
if line:find("## ") == 1 then
if started_block then
to:write("\t}},\n")
end
local title = line:sub(4, #line)
to:write("\t{S(\"" .. title .. "\"), " .. (colors[title] or "0xFFFFFF") .. ", {\n")
started_block = true
elseif line:find("*") == 1 then
to:write("\t\t\"" .. line:sub(3, #line) .. "\",\n")
end
end
if started_block then
to:write("\t}},\n")
end
to:write("}\n")