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root = true
[*]
end_of_line = lf
[*.lua]
charset = utf8
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true
keep_one_space_between_table_and_bracket = false
spaces_around_operators = true

6
.gitignore vendored
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# Text Editor TMP Files
*.swp
*.blend1
*.blend2
*.blend3
/.idea/

2
API.md
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@ -42,7 +42,7 @@ A lot of things are possible by using one of the APIs in the mods. Note that not
* Buckets: `ITEMS/mcl_buckets`
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
### Mobs
## Mobs
* Mobs: `ENTITIES/mcl_mobs`
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.

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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 MineClone2
So you want to contribute to MineClone2?
# Contributing to MineClone 2
So you want to contribute to MineClone 2?
Wow, thank you! :-)
MineClone2 is maintained by Nicu and Cora. If you have any
problems or questions, contact us (See Links section below).
But first, some things to note:
You can help with MineClone2's development in many different ways,
whether you're a programmer or not.
MineClone 2's development target is to make a free software clone of Minecraft,
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
## MineClone2's development target is to...
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of Minecraft features
are already implemented.
Polishing existing features is always welcome.
MineClone 2 is maintained by three persons. Namely, kay27, EliasFleckenstein and jordan4ibanez. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #mineclone2
channel on irc.freenode.net. And finally, you can send e-mails to
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
## Links
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
* [Discord](https://discord.gg/xE4z8EEpDC)
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
* [IRC](https://web.libera.chat/#mineclone2)
* [Matrix](https://app.element.io/#/room/#mc2:matrix.org)
* [Reddit](https://www.reddit.com/r/MineClone2/)
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
* [OpenCollective](https://opencollective.com/mineclone2)
By sending us patches or asking us to include your changes in this game,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
## Using git
MineClone2 is developed using the version control system
[git](https://git-scm.com/). If you want to contribute code to the
project, it is **highly recommended** that you learn the git basics.
For non-programmers and people who do not plan to contribute code to
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.
## The suggested workflow
We don't **dictate** your workflow, but in order to work with us in an efficient
way, you can follow these suggestions:
Look at our wiki for some concrete guides:
https://git.minetest.land/MineClone2/MineClone2/wiki/
For small and medium changes:
## How you can help as a non-programmer
As someone who does not know how to write programs in Lua or does not
know how to use the Minetest API, you can still help us out a lot. For
example, by opening an issue in the
[Issue tracker](https://git.minetest.land/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"
).
* Always check the currently opened issues before creating a new one.
Try not to report bugs that have already been reported or request features
that already have been requested. This can often be ambiguous though.
If in doubt open an issue!
* 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.
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
(It appears to sometimes get lost on the page itsself)
### 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 could
still undergo substantial change. Testing these is still helpful however
because that is the reason developers put them up as WIP so other people
can have a look at the PR.
### Contributing assets
Due to license problems, MineClone2 cannot use Minecraft's assets,
therefore we are always looking for asset contributions.
To contribute assets, it can be useful to learn git basics and read
the section for Programmers of this document, however this is not required.
It's also a good idea to join the Discord server
(or alternatively IRC or Matrix).
#### Textures
For textures we use the Pixel Perfection texture pack. For older Minecraft
features that is mostly enough but a lot of the newer textures in it are
copies or slight modifications of the original MC textures so great caution
needs to be taken when using any textures coming from Minecraft texture
packs.
If you want to make such contributions, join our Discord server. Demands
for textures will be communicated there.
#### Sounds
MineClone2 currently does not have a consistent way to handle sounds.
The sounds in the game come from different sources, like the SnowZone
resource pack or minetest_game. Unfortunately, MineClone2 does not play
a sound in every situation you would get one in Minecraft. Any help with
sounds is greatly appreciated, however if you add new sounds you should
probably work together with a programmer, to write the code to actually
play these sounds in game.
#### 3D Models
Most of the 3D Models in MineClone2 come from
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
Similar to the textures, we need people that can make 3D Models with
Blender on demand. Many of the models have to be patched, some new
animations have to be added etc.
#### Crediting
Asset contributions will be credited in their own respective sections in
CREDITS.md. If you have commited the results yourself, you will also be
credited in the Contributors section.
### Contributing Translations
#### Workflow
To add/update support for your language to MineClone2, you should take
the steps documented in the section for Programmers, add/update the
translation files of the mods that you want to update. You can add
support for all mods, just some of them or only one mod; you can update
the translation file entirely or only partly; basically any effort is
valued. If your changes are small, you can also send them to developers
via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
#### Things to note
You can use the script at `tools/check_translate_files.py` to compare
the translation files for the language you are working on with the
template files, to see what is missing and what is out of date with
the template file. However, template files are often incomplete and/or
out of date, sometimes they don't match the code. You can update the
translation files if that is required, you can also modify the code in
your translation PR if it's related to translation. You can also work on
multiple languages at the same time in one PR.
#### Crediting
Translation contributions will be credited in their own in CREDITS.md.
If you have commited the results yourself, you will also be credited in
the Contributors section.
### Profiling
If you own a server, a great way to help us improve MineClone2's code
is by giving us profiler results. Profiler results give us detailed
information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster.
#### Using Minetest's profiler
Minetest has a built in profiler. Simply set `profiler.load = true` in
your configuration file and restart the server. After running the server
for some time, just run `/profiler save` in chat - then you will find a
file in the world directory containing the results. Open a new issue and
upload the file. You can name the issue "<Server name> profiler
results".
### Let us know your opinion
It is always encouraged to actively contribute to issue discussions on
MeseHub, let us know what you think about a topic and help us make
decisions. Also, note that a lot of discussion takes place on the
Discord server, so it's definitely worth checking it out.
### Funding
You can help pay for our infrastructure (Mesehub) by donating to our
OpenCollective link (See Links section).
### Crediting
If you opened or have contributed to an issue, you receive the
`Community` role on our Discord (after asking for it).
OpenCollective Funders are credited in their own section in
`CREDITS.md` and receive a special role "Funder" on our discord (unless
they have made their donation Incognito).
## How you can help as a programmer
(Almost) all the MineClone2 development is done using pull requests.
### Recommended workflow
* Fork the repository (in case you have not already)
* Fork the repository
* Do your change in a new branch
* 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
### 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 small changes, sending us a patch is also good.
### Don't hesitate to ask for help
We appreciate any contributing effort to MineClone2. If you are a
relatively new programmer, you can reach us on Discord, Matrix or IRC
for questions about git, Lua, Minetest API, MineClone2 codebase or
anything related to MineClone2. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with MineClone2
better, or assist you use development tools.
For big changes: Same as above, but consider notifying us first to avoid
duplicate work and possible tears of rejection. ;-)
### Maintain your own code, even if already got merged
Sometimes, your code may cause crashes or bugs - we try to avoid such
scenarios by testing every time before merging it, but if your merged
work causes problems, we ask you fix the issues as soon as possible.
For trusted people, we might give them direct commit access to this
repository. In this case, you obviously don't need to fork, but you still
need to show your contributions align with the project goals. We still
reserve the right to revert everything that we don't like.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
### Changing Gameplay
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:
If your code causes bugs and crashes, it is your responsibility to fix them as soon as possible.
* Testing things inside of Minecraft (Attach screenshots / video footage
of the results)
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
We mostly use plain merging rather than rebasing or squash merging.
### Guidelines
Your commit names should be relatively descriptive, e.g. when saying "Fix #issueid", the commit message should also contain the title of the issue.
#### Git Guidelines
* Pushing to master is disabled - don't even try it.
* Every change is tracked as a PR.
* All but the tiniest changes require at least one approval from a Developer
* To update branches we use rebase not merge (so we don't end up with
excessive git bureaucracy commits in master)
* We use merge to add the commits from a PR/branch to master
* Submodules should only be used if a) upstream is highly reliable and
b) it is 100% certain that no mcl2 specific changes to the code will be
needed (this has never been the case before, hence mcl2 is submodule free so far)
* Commit messages should be descriptive and never contain mcl2 specific
issueids - there are other projects who might use commits from mcl2 and
it will confuse their issue trackers.
* Try to group your submissions best as you can:
* Try to keep your PRs small: In some cases things reasonably be can't
split up but in general multiple small PRs are better than a big one.
* Similarly multiple small commits are better than a giant one. (use git commit -p)
Contributors will be credited in `CREDITS.md`.
#### 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.
## Code Style
```lua
mcl_example = {}
function mcl_example.do_something()
-- ...
end
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:
```
function mcl_xyz.stuff(param) end
```
Insteed of this way:
```
mcl_xyz.stuff = function(param) 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.
```
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.
```lua
-- bad
function mcl_example:do_something()
end
## Features > 1.12
-- good
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.
* Use modern Minetest API, e.g. no usage of `minetest.env`
* Tabs should be used for indent, spaces for alignment, e.g.
## What we accept
```lua
* Every MC features up to version 1.12 JE.
* 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.
-- use tabs for indent
## What we reject
for i = 1, 10 do
if i % 3 == 0 then
print(i)
end
end
* Any features which cause critical bugs, sending them to rework/fix or trying to fix immediately.
* Some small portions of big entirely missing features which just definitely break gamplay balance give nothing useful
* 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.
-- use tabs for indent and spaces to align things
## Reporting bugs
Report all bugs and missing Minecraft features here:
some_table = {
{"a string", 5},
{"a very much longer string", 10},
}
```
<https://git.minetest.land/MineClone2/MineClone2/issues>
* Use double quotes for strings, e.g. `"asdf"` rather than `'asdf'`
* Use snake_case rather than CamelCase, e.g. `my_function` rather than
`MyFunction`
* Don't declare functions as an assignment, e.g.
## Direct discussion
We have an IRC channel! Join us on #mineclone2 in freenode.net.
```lua
-- bad
local some_local_func = function()
-- ...
end
<ircs://irc.freenode.net:6697/#mineclone2>
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
- If you have developer privileges you can just open a new branch in the
mcl2 repository (which is preferred). From that you create a pull request.
This way other people can review your changes and make sure they work
before they get merged.
- If you do not (yet) have developer privs you do your work on a branch
on your private repository e.g. using the "fork" function on mesehub.
- Any developer is welcome to review, test and merge PRs. A PR needs
at least one approval (by someone else than the author) but the maintainers
are usually relatively quick to react to new submissions.
### Maintainer status
Maintainers carry the main responsibility for the project.
#### Maintainer responsibilities
- Making sure issues are addressed and pull requests are reviewed and
merged.
- Making releases
- 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
* Cora - responsible for gameplay review, publishing releases,
technical guidelines
* Nicu - responsible for community related issues
#### Release process
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
from `CREDITS.md` and commit the result (if anything changed)
## Creating releases
* Launch MineClone2 to make sure it still runs
* Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the
version number
* Push to repository (don't forget `--tags`!)
* 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)
* Use `git tag <version number>` to tag the latest commit with the version number
* Push to repo (don't forget `--tags`!)
* 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
### 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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@ -6,15 +6,10 @@
## Creator of MineClone2
* Wuzzy
## Maintainers
* AncientMariner
* Nicu
## Previous Maintainers
* Fleckenstein
* kay27
* jordan4ibanez
* cora
## Developers
* bzoss
@ -24,18 +19,10 @@
* iliekprogrammar
* MysticTempest
* Rootyjr
* Nicu
* aligator
* Code-Sploit
* NO11
* kabou
* rudzik8
* chmodsayshello
* PrairieWind
* RandomLegoBrick
* SumianVoice
* MrRar
* talamh
* Faerraven
## Contributors
* Laurent Rocher
@ -61,40 +48,8 @@
* dBeans
* nickolas360
* yutyo
* Tianyang Zhang
* ztianyang
* j45
* Marcin Serwin
* erlehmann
* E
* Benjamin Schötz
* Doloment
* Sydney Gems
* Emily2255
* Emojigit
* FinishedFragment
* sfan5
* Blue Blancmange
* Jared Moody
* SmallJoker
* Sven792
* aldum
* Dieter44
* Pepebotella
* MrRar
* Lazerbeak12345
* mrminer
* Thunder1035
* opfromthestart
* snowyu
* FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West
* GuyLiner
* 3raven
* anarquimico
* TheOnlyJoeEnderman
* Ranko Saotome
## MineClone5
* kay27
@ -102,18 +57,6 @@
* epCode
* NO11
* j45
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* CableGuy67
* MrRar
## Mineclonia
* erlehmann
* Li0n
* E
* n_to
## Original Mod Authors
* Wuzzy
@ -131,6 +74,7 @@
* Rochambeau
* rubenwardy
* stu
* jordan4ibanez
* 4aiman
* Kahrl
* Krock
@ -145,7 +89,6 @@
* 4Evergreen4
* jordan4ibanez
* paramat
* cora
## 3D Models
* 22i
@ -160,11 +103,6 @@
* xMrVizzy
* yutyo
* NO11
* kay27
* MysticTempest
* RandomLegoBrick
* cora
* Faerraven / Michieal
## Translations
* Wuzzy
@ -172,19 +110,9 @@
* wuniversales
* kay27
* pitchum
* todoporlalibertad
* Marcin Serwin
* Pepebotella
* Emojigit
* snowyu
* 3raven
## Funders
* 40W
## Special thanks
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft

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@ -41,7 +41,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `flammable=-1` Does not get destroyed by fire
* `fire_encouragement`: How quickly this block catches fire
* `fire_flammability`: How fast the block will burn away
* `path_creation_possible=1`: Node can be turned into grass path by using a shovel on it
* `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
* `dirtifier=1`: This node turns nodes the above group into dirt when placed above
@ -57,7 +56,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
* `supported_node=1`: Like `attached_node`, but can be placed on any nodes that do not have the `drawtype="airlike"` attribute.
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
* `no_rename=1`: Item cannot be renamed by anvil
@ -73,9 +71,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `coral_block=X`: Coral block (1 = alive, 2 = dead)
* `coral_species=X`: Specifies the species of a coral; equal X means equal species
* `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching
* `compostability=X`: Item can be used on a composter block; X (1-100) is the % chance of adding a level of compost
* `leaves=X`: Node will spotaneously decay if no tree trunk nodes remain within 6 blocks distance.
* `leaves_orphan`: See above, these nodes are in the process of decayed.
#### Footnotes
@ -104,8 +99,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `water_bucket=1`: Bucket containing a liquid of group “water”
* `enchantability=X`: How good the enchantments are the item gets (1 equals book)
* `enchanted=1`: The item is already enchanted, meaning that it can't be enchanted using an enchanting table
* `cobble=1`: Cobblestone of any kind
* `soul_block`: Fire burning on these blocks turns to soul fire, can be used to craft soul torch
### Material groups
@ -156,7 +149,7 @@ These groups are used mostly for informational purposes
* `trapdoor=2`: Open trapdoor
* `glass=1`: Glass (full cubes only)
* `rail=1`: Rail
* `music_record`: Item is Music Disc
* `music_record`: Music Disc (rating is track ID)
* `tnt=1`: Block is TNT
* `boat=1`: Boat
* `minecart=1`: Minecart
@ -207,9 +200,6 @@ These groups are used mostly for informational purposes
* `building_block=1`: Block is a building block
* `deco_block=1`: Block is a decorational block
* `blast_furnace_smeltable=1` : Item or node is smeltable by a blast furnace
* `smoker_cookable=1` : Food is cookable by a smoker.
## Fake item groups
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.

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@ -1,8 +1,10 @@
# MineClone2
# (Currently in feature freeze)
# MineClone 2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.82 (in development)
Version: 0.72.0 (in development)
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -66,49 +68,46 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone2 in development versions of Minetest.
There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone2 (if you haven't already), move this directory into the
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Useful links
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
## Reporting bugs
Please report all bugs and missing Minecraft features here:
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Target
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Edition** features are already implemented and polishing existing
features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Chatting with the community
Join our discord server at:
<https://discord.gg/xE4z8EEpDC>
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
* MineClone2 also includes Optifine features supported by the Minetest
* In general, Minecraft is aimed to be cloned as good as possible
* Cloning the gameplay has highest priority
* MineClone 2 will use different assets, but with a similar style
* Limitations found in Minetest will be documented in the course of development
* Features of later Minecraft versions are collected in the mineclone5 branch
## Using features from newer versions of Minecraft
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions.
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5
## Completion status
This game is currently in **beta** stage.
It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable.
If you want to use the git version of MineClone2 in production, consider using the production branch.
It is updated weekly and contains relatively stable code for servers.
The following main features are available:
@ -123,7 +122,7 @@ The following main features are available:
* Most blocks in the overworld
* Water and lava
* Weather
* 28 biomes + 5 Nether Biomes
* 28 biomes
* The Nether, a fiery underworld in another dimension
* Redstone circuits (partially)
* Minecarts (partial)
@ -161,7 +160,7 @@ The following features are incomplete:
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft):
Bonus features (not found in Minecraft 1.12):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
@ -174,9 +173,6 @@ Bonus features (not found in Minecraft):
* Nether Brick Fence Gate
* Red Nether Brick Fence
* Red Nether Brick Fence Gate
* Structure replacements - these small variants of Minecraft structures serve as replacements until we can get large structures working:
* Woodland Cabin (Mansions)
* Nether Outpost (Fortress)
Technical differences from Minecraft:
@ -191,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest)
* Different easter eggs
… and finally, MineClone2 is free software (“free” as in “freedom”)!
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Other readme files

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@ -1,170 +0,0 @@
# MineClone2
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB.
Version: 0.79 (en dévelopment)
### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay
* Jeu de type bac-à-sable, sans objetifs
* Survie : combattre des monstres hostiles et la faim
* Creuser pour du minerai et d'autres trésors
* Magie : gagner de l'expérience et enchanter les outils
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite
* Ramasser des fleurs (et d'autres sources de teinture) et colorez votre monde
* Trouvez des graines et commencez à cultiver
* Trouvez ou fabriquez des centaines d'objets
* Construisez un réseau ferroviaire complexe et amusez vous avec les wagonnets
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
## Comment jouer (démarrer rapidement)
### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat**
* **Cliquez droit la table d'artisanat** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez les !
* Continuez à jouer comme vous voulez. Amusez vous !
### Agriculture
* Trouvez des graines
* Fabriquez une houe
* Cliquez droit la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four
* Fabriquer un Four
* Le four permet d'obtenir plus d'objets
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon)
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
### Aide supplémentaire
Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire.
### Objets spéciaux
Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif.
* Barrière : `mcl_core:barrier`
Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au jeu pour une explication.
## Installation
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller là-bas.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
## Objectif
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités présentes dans les versions listées sont priorisées.
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basse performances, les optimisations sont difficiles à explorer.
## Statut de complétion
Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionalités suivantes sont disponibles :
* Outils, armes
* Armure
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boite de shulker
* Fours, entonnoirs
* Faim
* La plupart des monstres et animaux
* Tout les minerais de Minecraft
* La plupart des blocs de l'overworld
* Eau et lave
* Météo
* 28 biomes + 5 biomes du nether
* Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel)
* Effets de Statut (partiel)
* Expérience
* Enchantement
* Brassage, potions, flèches trempées (partiel)
* Bâteaux
* Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret
* Horloge
* Boussole
* Eponge
* Bloc de slime
* Petites plantes et pousses
* Teintures
* Bannières
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets
* Juke-boxes
* Livres pour écrire
* Commandes
* Villages
* L'End
* et plus !
Les fonctionalités suivantes sont incomplètes :
* certains monstres et animaux
* certains composants de Redstone
* Wagonnets spéciaux
* quelques blocs et objets non-triviaux
Fonctionalités bonus (absentes de Minecraft) :
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionalités.
* Pousses dans les coffres en mapgen v6
* Entièrement moddable (grâce la puissante API lua de Minetest)
* Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche
* Plus de dalles et d'escaliers
* Portillon en briques du Nether
* Barrière en briques du Nether rouges
* Portillon en briques du Nether rouges
* Structures de remplacement - ces petites variantes de structures de Minecraft servent de remplacement en attendant qu'on arrive à en faire fonctionner de plus grandes :
* Cabine dans les bois (Manoir des bois)
* Avant-poste du Nether (Forteresse)
Différences techniques avec Minecraft :
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
* Toujours assez incomplet et buggé
* Des blocs, objets, ennemis et fonctionalités manquent
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
* Des musiques différentes pour le juke-boxe
* Des textures différentes (Pixel Perfection)
* Des sons différents (sources diverses)
* Un moteur de jeu différent (Minetest)
* Des bonus cachés différents
...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme
* `LICENSE.txt`: Le texte de la license GPLv3
* `CONTRIBUTING.md`: Information pour ceux qui veulent contribuer
* `API.md`: Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md`: Information légale
* `CREDITS.md`: Liste des contributeurs

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@ -1,324 +0,0 @@
# MineClone 2
一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
版本0.71.0
### 遊玩
你開始在一個完全由方塊隨機生成的世界裡。你可以探索這個世界,挖掘和建造世界上幾乎所有的方塊,以創造新的結構。你可以選擇在「生存模式」中進行遊戲,在這個模式中,你必須與怪物戰鬥,飢餓求生,並在遊戲的其他各個環節中慢慢進步,如採礦、養殖、建造機器等等。
或者你也可以在「創造模式」中玩,在這個模式中,你可以瞬間建造大部分東西。
#### Gameplay summary
* 沙盒式遊戲,沒有明確目標
* 生存:與怪物和飢餓搏鬥
* 挖礦來獲得礦物和寶物
* 附魔:獲得經驗值並以附魔強化你的工具
* 使用收集的方塊來創造偉大的建築
* 收集鮮花(和其他染料來源),令世界多姿多彩
* 找些種子並開始耕種
* 尋找或合成數百個物品之一
* 建立一個鐵路系統,並從礦車中得到樂趣
* 用紅石電路建造複雜的機器
* 在創造模式下,你幾乎可以免費建造任何東西,而且沒有限制。
## 如何開始
### 開始生存
* **挖樹幹**直到其破裂並收集木材
* 將木頭**放入2×2的格子中**你的物品欄中的「合成格子」然後製作4塊木材。
* 將4塊木材按2×2的形狀擺放在合成格子裡製作成合成臺。
* **右鍵單擊製作臺**以獲得3×3製作網格製作更複雜的東西
* 使用**合成指南**(書形圖標)了解所有可能的合成方式
* **製作一個木鎬**,這樣你就可以挖石頭了。
* 不同的工具可以打破不同種類的方塊。試試吧!
* 繼續玩你想玩的。盡情享受吧!
### 耕種
* 找到種子
* 合成鋤頭
* 用鋤頭右鍵點擊泥土或類似的方塊,創建農田
* 將種子放在農田上,看著它們長出來
* Collect plant when fully grown
* If near water, farmland becomes wet and speeds up growth
### Furnace
* Craft furnace
* Furnace allows you to obtain more items
* Upper slot must contain a smeltable item (example: iron ore)
* Lower slot must contain a fuel item (example: coal)
* See tooltips in crafting guide to learn about fuels and smeltable items
### Additional help
More help about the gameplay, blocks items and much more can be found from inside
the game. You can access the help from your inventory menu.
### Special items
The following items are interesting for Creative Mode and for adventure
map builders. They can not be obtained in-game or in the creative inventory.
* Barrier: `mcl_core:barrier`
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **開發目標:我的世界, Java版, 版本 1.12**
* MineClone2還包括Minetest支持的Optifine功能。
* 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。
* 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。
* 克隆Minecraft是最優先的。
* MineClone2將使用不同的圖形和聲音但風格相似。
* 克隆界面沒有優先權。只會被粗略地模仿。
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
## 完成程度
該遊戲目前處於**alpha**階段。
它是可玩的,但尚未完成,預計會出現許多錯誤。
向後兼容性是**不能保證的**更新你的世界可能會造成大大小小的bug比如「缺少節點」的錯誤甚至崩潰
已經實現以下功能:
* 工具,武器
* 盔甲
* 合成和熔煉系統2×2 合成格, 合成臺 (3×3 合成格), 熔爐, 合成教學
* 儲物箱,大型儲物箱,終界箱和界伏盒
* 熔爐, 漏斗
* 飢餓和飽食
* 大多數怪物和動物
* Minecraft 1.12中的所有礦物<!-- Minecraft 1.17 added copper, so here must mark the version is 1.12, then main README should also add this -->
* 主世界的大部分方塊
* 水和岩漿
* 天氣
* 28個生態域
* 地獄,熾熱的維度
* 紅石電路(部分)
* 礦車(部分)
* 狀態效果(部分)
* 經驗系統
* 附魔
* 釀造,藥水,藥水箭(部分)
* 船
* 火
* 建築方塊:樓梯、半磚、門、地板門、柵欄、柵欄門、牆。
* 時鐘
* 指南針
* 海綿
* 史萊姆方塊(不與紅石互動)
* 小植物和樹苗
* 染料
* 旗幟
* 裝飾方塊:玻璃、染色玻璃、玻璃片、鐵柵欄、陶土(和染色版本)、頭顱等
* 物品展示框
* 唱片機
* 床
* 物品欄
* 創造模式物品欄
* 生產
* 書和羽毛筆
* 一些服務器命令
* 還有更多!
以下是不完整的特性:
* 生成結構(特別是村莊)
* 一些怪物和動物
* 紅石系統
* 終界
* 特殊的礦車
* 一些不簡單的方塊和物品。
額外功能在Minecraft 1.11中沒有)。
* 內置合成指南,向你展示製作和熔煉的配方
* 遊戲中的幫助系統包含了大量關於遊戲基礎知識、方塊、物品等方面的幫助。
* 臨時製作配方。它們的存在只是為了在你不在創造模式下時,提供一些其他無法獲得的物品。這些配方將隨著開發的進行和更多功能的出現而被移除。
* v6地圖生成器中箱子裡的樹苗。
* 完全可修改得益於Minetest強大的Lua API
* 新的方塊和物品:
* 查找工具,顯示觸及事物的幫助
* 更多的半磚和樓梯
* 地獄磚柵欄門
* 紅地獄磚柵欄
* 紅地獄磚柵欄門
與Minecraft的技性術差異
* 高度限制為31000格(遠高於Minecraft)
* 水平世界大小約為62000×62000格比Minecraft中的小得多但仍然非常大
* 仍然非常不完整和有問題
* 塊、物品、敵人和其他功能缺失。
* 一些項目的名稱略有不同,以便於區分。
* 唱片機的音樂不同
* 不同的材質(像素完美)
* 不同的聲音(各種來源)
* 不同的引擎Minetest
...最後MineClone2是自由軟件
## 錯誤報告
請在此處報告所有錯誤和缺少的功能:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
我們有Discord交流羣
<https://discord.gg/84GKcxczG3>
## Other readme files
* `LICENSE.txt`GPLv3許可文本
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
* `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进Minetest中缺失的功能列表。
* `API.md`: 關於MineClone2的API
## 參與者
有這麼多人要列出抱歉。詳情請查看各mod目錄。本節只是粗略地介紹了本遊戲的核心作者。
### 程式碼
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082)大多數mod的主要程序員已退休
* davedevilsMineClone 2的原型——「MineClone」的創造者
* [ex-bart](https://github.com/ex-bart):紅石比較器
* [Rootyjr](https://github.com/Rootyjr):釣竿和錯誤修復
* [aligator](https://github.com/aligator):改進門
* [ryvnf](https://github.com/ryvnf):爆炸物理
* MysticTempest錯誤修復
* [bzoss](https://github.com/bzoss):狀態效果,釀造,藥水
* kay27 <kay27@bk.ru>:經驗系統,錯誤修復和優化(當前維護者)
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03):終界水晶,附魔,燃燒的怪物/玩家,箱子的動畫和錯誤修復(當前維護者)
* epCode更好的玩家動畫新徽標
* 2mac修復動力鐵軌的錯誤
* 更多:待篇寫 (請查看各mod目錄)
#### Mod概括
* `controls`: Arcelmi
* `flowlib`: Qwertymine13
* `walkover`: lordfingle
* `drippingwater`: kddekadenz
* `mobs_mc`: maikerumine, 22i and others
* `awards`: rubenwardy
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
* `xpanes`: Minetest contributors
* `mesecons` mods: Jeija and contributors
* `wieldview`: Stuart Jones
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
* 大多其他的Mod: Wuzzy
每个mod的详细參與者可以在各个mod目录中找到。
### 圖形
* [XSSheep](http://www.minecraftforum.net/members/XSSheep)主要作者Minecraft 1.11的Pixel Perfection资源包的制作者
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082):主菜單圖像和各種編輯和添加的材質包
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
* yutyo <tanakinci2002@gmail.com>MineClone2標志
* 其他GUI圖片
### 翻譯
* Wuzzy德語
* Rocher Laurent <rocherl@club-internet.fr>:法語
* wuniversales西班牙語
* kay27 <kay27@bk.ru>:俄語
* [Emoji](https://toyshost2.ddns.net):繁體中文<!-- Hi, after the translate finish, this name should add to the main README too! -->
### 模型
* [22i](https://github.com/22i):所有模型的作者
* [tobyplowy](https://github.com/tobyplowy)對上述模型進行UV映射修復
### 聲音和音樂
多種來源。 有關詳細信息請參見相應的mod目錄。
### 特殊感謝
* Wuzzy感謝他啟動和維護MineClone2多年。
* celeron55創建Minetest。
* Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。
* Jordach為《Big Freaking Dig》的唱片機音樂合輯而來
* 花了太多時間為Minecraft Wiki寫作的工作狂。它是創建這個遊戲的寶貴資源。
* Notch和Jeb是Minecraft背后的主要力量
* XSSheep用於創建Pixel Perfection資源包。
* [22i](https://github.com/22i) 提供出色的模型和支持
* [maikerumine](http://github.com/maikerumine) 揭開生物和生物群落的序幕
## 給程序員的信息
你可以在「API.md」中找到有趣和有用的信息。
## 法律信息
這是一款粉絲開發的遊戲並非由Mojang AB開發或認可。
複製是一種愛的行為。請複制和分享! <3
下面是詳細的法律條文,有需要的朋友可以參考。
### License of source code
```
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
```
### License of media (textures and sounds)
```
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.
```

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@ -1,19 +0,0 @@
#File to document release steps with a view to evolving into a script
#Update CREDITS.md
#Update version in README.md (soon to be game.conf from of 0.82.0)
lua tools/generate_ingame_credits.lua
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add README.md
# To uncomment when applicable
#git add game.conf
git commit -m "Pre-release update credits and set version 0.81.1"
git tag 0.81.1
git push origin 0.81.1

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

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@ -207,10 +207,6 @@ end
function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename]
if not ndef then
return false
end
if minetest.get_item_group(nodename, "dig_immediate") >= 2 then
return true
end

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@ -1,98 +1,29 @@
-- Overrides the builtin minetest.check_single_for_falling.
-- We need to do this in order to handle nodes in mineclone specific groups
-- "supported_node" and "attached_node_facedir".
--
-- Nodes in group "supported_node" can be placed on any node that does not
-- have the "airlike" drawtype. Carpets are an example of this type.
local pairs = pairs
local math = math
local vector = vector
local facedir_to_dir = minetest.facedir_to_dir
local get_item_group = minetest.get_item_group
local remove_node = minetest.remove_node
local get_node = minetest.get_node
local get_meta = minetest.get_meta
local registered_nodes = minetest.registered_nodes
local get_node_drops = minetest.get_node_drops
local add_item = minetest.add_item
-- drop_attached_node(p)
--
-- This function is copied verbatim from minetest/builtin/game/falling.lua
-- We need this to do the exact same dropping node handling in our override
-- minetest.check_single_for_falling() function as in the builtin function.
--
---@param p Vector
local function drop_attached_node(p)
local n = get_node(p)
local drops = get_node_drops(n, "")
local def = registered_nodes[n.name]
if def and def.preserve_metadata then
local oldmeta = get_meta(p):to_table().fields
-- Copy pos and node because the callback can modify them.
local pos_copy = vector.copy(p)
local node_copy = { name = n.name, param1 = n.param1, param2 = n.param2 }
local drop_stacks = {}
for k, v in pairs(drops) do
drop_stacks[k] = ItemStack(v)
end
drops = drop_stacks
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
end
if def and def.sounds and def.sounds.fall then
minetest.sound_play(def.sounds.fall, { pos = p }, true)
end
remove_node(p)
for _, item in pairs(drops) do
local pos = vector.offset(p,
math.random() / 2 - 0.25,
math.random() / 2 - 0.25,
math.random() / 2 - 0.25
)
add_item(pos, item)
end
end
-- minetest.check_single_for_falling(pos)
--
-- * causes an unsupported `group:falling_node` node to fall and causes an
-- unattached `group:attached_node` or `group:attached_node_facedir` node
-- or unsupported `group:supported_node` node to drop.
-- * does not spread these updates to neighbours.
--
-- Returns true if the node at <pos> has spawned a falling node or has been
-- dropped as item(s).
--
local original_function = minetest.check_single_for_falling
function minetest.check_single_for_falling(pos)
if original_function(pos) then
return true
end
local node = get_node(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if dir then
if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
drop_attached_node(pos)
return true
remove_node(pos)
local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
end
ret = true
end
end
end
if get_item_group(node.name, "supported_node") ~= 0 then
local def = registered_nodes[get_node(vector.offset(pos, 0, -1, 0)).name]
if def and def.drawtype == "airlike" then
drop_attached_node(pos)
return true
end
end
return false
return ret_o or ret
end

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@ -1,15 +0,0 @@
# mcl_damage
This mod is intended to overall minetest's native damage system, to provide a better integration between features that deals with entities' health.
WARNING: Not using it inside your mods may cause strange bugs (using the native damage system may cause conflicts with this system).
## Callbacks
To modify the amount of damage made by something:
```lua
--obj: an ObjectRef
mcl_damage.register_modifier(function(obj, damage, reason)
end, 0)
```

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@ -12,10 +12,9 @@ mcl_damage = {
drown = {bypasses_armor = true},
starve = {bypasses_armor = true, bypasses_magic = true},
cactus = {},
sweet_berry = {},
fall = {bypasses_armor = true},
fly_into_wall = {bypasses_armor = true}, -- unused
out_of_world = {bypasses_armor = true, bypasses_magic = true, bypasses_invulnerability = true, bypasses_totem = true},
out_of_world = {bypasses_armor = true, bypasses_magic = true, bypasses_invulnerability = true},
generic = {bypasses_armor = true},
magic = {is_magic = true, bypasses_armor = true},
dragon_breath = {is_magic = true, bypasses_armor = true}, -- this is only used for dragon fireball; dragon fireball does not actually deal impact damage tho, so this is unreachable
@ -34,8 +33,6 @@ mcl_damage = {
}
}
local damage_enabled = minetest.settings:get_bool("enabled_damage",true)
function mcl_damage.register_modifier(func, priority)
table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0})
end
@ -81,7 +78,7 @@ function mcl_damage.from_punch(mcl_reason, object)
mcl_reason.type = "arrow"
elseif luaentity._is_fireball then
mcl_reason.type = "fireball"
elseif luaentity.is_mob then
elseif luaentity._cmi_is_mob then
mcl_reason.type = "mob"
end
mcl_reason.source = mcl_reason.source or luaentity._source_object
@ -142,7 +139,6 @@ function mcl_damage.register_type(name, def)
end
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end
if hp_change < 0 then
if player:get_hp() <= 0 then
return 0
@ -153,7 +149,6 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end
if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then
@ -166,9 +161,9 @@ minetest.register_on_dieplayer(function(player, mt_reason)
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
end)
minetest.register_on_mods_loaded(function()
table.sort(mcl_damage.modifiers, function(a, b) return a.priority < b.priority end)
end)

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@ -1,27 +0,0 @@
## mcl_events
### Registering Events
`mlc_events.register_event("name",def)`
#### Event Definition
{
stage = 0,
max_stage = 1,
percent = 100,
bars = {},
completed = false,
cond_start = function() end,
--return table of paramtables e.g. { { player = playername, pos = position, ... } }, custom parameters will be passed to the event object/table
on_step = function(event) end,
--this function is run every game step when the event is active
on_start = function(event) end,
-- this function is run when the event starts
on_stage_begin = function(event) end,
-- this function runs when a new stage of the event starts
cond_progress = function(event) end, --return false or next stage id
--this function checks if the event should progress to the next (or any other) stage
cond_complete = function(event) end,
--return true if event finished successfully
}
### Debugging
* /event_start <event> -- starts the given event at the current player coordinates

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@ -1,155 +0,0 @@
mcl_events = {}
mcl_events.registered_events = {}
local disabled_events = minetest.settings:get("mcl_disabled_events")
if disabled_events then disabled_events = disabled_events:split(",")
else disabled_events = {} end
local DBG = minetest.settings:get_bool("mcl_logging_event_api",false)
local active_events = {}
local event_tpl = {
stage = 0,
max_stage = 1,
percent = 100,
bars = {},
completed = false,
cond_start = function(event) end, --return table of positions
on_step = function(event) end,
on_start = function(event) end,
on_stage_begin = function(event) end,
cond_progress = function(event) end, --return next stage
cond_complete = function(event) end, --return success
}
local function mcl_log(m,l)
if DBG then
if not l then l = "action" end
minetest.log(l,"[mcl_events] "..m)
end
end
function mcl_events.register_event(name,def)
if table.indexof(disabled_events,name) ~= -1 then return end
mcl_events.registered_events[name] = def
mcl_events.registered_events[name].name = name
end
local function addbars(self)
if not self.enable_bossbar then return end
for _,player in pairs(minetest.get_connected_players()) do
if vector.distance(self.pos,player:get_pos()) < 64 then
local bar = mcl_bossbars.add_bar(player, {color = "red", text = self.readable_name .. ": Wave "..self.stage.." / "..self.max_stage, percentage = self.percent }, true,1)
table.insert(self.bars,bar)
end
end
end
local function start_event(p,e)
mcl_log("[mcl_events] Event started: "..e.readable_name.." at "..minetest.pos_to_string(vector.round(p.pos)))
local idx = #active_events + 1
active_events[idx] = table.copy(e)
setmetatable(active_events[idx],{__index = event_tpl})
for k,v in pairs(p) do active_events[idx][k] = v end
active_events[idx].stage = 0
active_events[idx].percent = 100
active_events[idx].bars = {}
active_events[idx].time_start = os.time()
if active_events[idx].on_start then
active_events[idx]:on_start(p.pos)
end
addbars(active_events[idx])
end
local function finish_event(self,idx)
mcl_log("[mcl_events] Finished: "..self.readable_name.." at "..minetest.pos_to_string(vector.round(self.pos)))
if self.on_complete then self:on_complete() end
for _,b in pairs(self.bars) do
mcl_bossbars.remove_bar(b)
end
table.remove(active_events,idx)
end
local etime = 0
function check_events(dtime)
--process active events
for idx,ae in pairs(active_events) do
if ae.cond_complete and ae:cond_complete() then
ae.finished = true
finish_event(ae,idx)
elseif not ae.cond_complete and ae.max_stage and ae.max_stage <= ae.stage then
ae.finished = true
finish_event(ae,idx)
elseif not ae.finished and ae.cond_progress then
local p = ae:cond_progress()
if p == true then
ae.stage = ae.stage + 1
if ae:on_stage_begin() == true then
mcl_log("[mcl_events] Event "..ae.readable_name.." at "..minetest.pos_to_string(vector.round(ae.pos)).." failed at stage_begin of stage "..ae.stage )
active_events[idx] = nil
end
elseif tonumber(p) then
ae.stage = tonumber(p) or ae.stage + 1
ae:on_stage_begin()
end
elseif not ae.finished and ae.on_step then
ae:on_step(dtime)
end
addbars(ae)
end
-- check if a new event should be started
etime = etime - dtime
if etime > 0 then return end
etime = 10
for _,e in pairs(mcl_events.registered_events) do
local pp = e.cond_start()
if pp then
--minetest.log("It's gonna start the raid maybe")
for _,p in pairs(pp) do
local start = true
if e.exclusive_to_area then
for _,ae in pairs(active_events) do
if e.name == ae.name and vector.distance(p.pos,ae.pos) < e.exclusive_to_area then start = false end
end
end
if start then
--minetest.log("It's gonna start the raid definitely")
start_event(p,e)
elseif DBG then
mcl_log("[mcl_events] Event "..e.readable_name.." already active at "..minetest.pos_to_string(vector.round(p.pos)))
end
end
else
--minetest.log("Do not start this raid")
end
end
for idx,ae in pairs(active_events) do
local player_near = false
for _,pl in pairs(minetest.get_connected_players()) do
if ae.pos and vector.distance(pl:get_pos(),ae.pos) < 64 then player_near = true end
end
if ae.pos and not player_near then
mcl_log("[mcl_events] Event "..ae.readable_name.." at "..minetest.pos_to_string(vector.round(ae.pos)).." aborted - no players near." )
active_events[idx] = nil
end
end
end
minetest.register_globalstep(check_events)
mcl_info.register_debug_field("Active Events",{
level = 4,
func = function(pl,pos)
return tostring(#active_events)
end
})
minetest.register_chatcommand("event_start",{
privs = {debug = true},
description = "Debug command to start events",
func = function(pname,param)
local p = minetest.get_player_by_name(pname)
local evdef = mcl_events.registered_events[param]
if not evdef then return false,"Event "..param.." doesn't exist.'" end
start_event({pos=p:get_pos(),player=pname,factor=1},evdef)
return true,"Started event "..param
end,
})

View File

@ -1,3 +0,0 @@
name = mcl_events
author = cora
depends = mcl_mobs,mcl_bossbars, mcl_info

View File

@ -130,10 +130,10 @@ local function add_particles(pos, radius)
time = 0.125,
minpos = pos,
maxpos = pos,
minvel = vector.new(-radius, -radius, -radius),
maxvel = vector.new(radius, radius, radius),
minacc = vector.zero(),
maxacc = vector.zero(),
minvel = {x = -radius, y = -radius, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 0.5,
maxexptime = 1.0,
minsize = radius * 0.5,
@ -207,7 +207,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local npos_z = math.floor(rpos_z + 0.5)
local npos = { x = npos_x, y = npos_y, z = npos_z }
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
npos_x - emin_x + 1
npos_x - emin_x + 1
local cid = data[idx]
local br = node_blastres[cid] or INDESTRUCT_BLASTRES
@ -288,7 +288,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
rdir_y = rdir_y / rdir_len
rdir_z = rdir_z / rdir_len
for i = 0, rdir_len / STEP_LENGTH do
for i=0, rdir_len / STEP_LENGTH do
rpos_x = rpos_x + rdir_x * STEP_LENGTH
rpos_y = rpos_y + rdir_y * STEP_LENGTH
rpos_z = rpos_z + rdir_z * STEP_LENGTH
@ -296,7 +296,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local npos_y = math.floor(rpos_y + 0.5)
local npos_z = math.floor(rpos_z + 0.5)
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
npos_x - emin_x + 1
npos_x - emin_x + 1
local cid = data[idx]
@ -333,17 +333,17 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end
if sleep_formspec_doesnt_close_mt53 then
minetest.after(0.3,
function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
if not obj:is_player() then
return
end
mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source })
minetest.after(0.3, function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
if not obj:is_player() then
return
end
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end)
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end)
else
mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source })
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
if obj:is_player() or ent.tnt_knockback then
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
@ -389,24 +389,23 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
-- We use bulk_set_node instead of LVM because we want to have on_destruct and
-- on_construct being called
if #airs > 0 then
bulk_set_node(airs, { name = "air" })
bulk_set_node(airs, {name="air"})
end
if #fires > 0 then
bulk_set_node(fires, { name = "mcl_fire:fire" })
bulk_set_node(fires, {name="mcl_fire:fire"})
end
-- Update falling nodes
for a = 1, #airs do
for a=1, #airs do
local p = airs[a]
check_for_falling(vector.offset(p, 0, 1, 0))
check_for_falling({x=p.x, y=p.y+1, z=p.z})
end
for f = 1, #fires do
for f=1, #fires do
local p = fires[f]
check_for_falling(vector.offset(p, 0, 1, 0))
check_for_falling({x=p.x, y=p.y+1, z=p.z})
end
-- Log explosion
minetest.log("action", "Explosion at " .. pos_to_string(pos) .. " with strength " .. strength .. " and radius " ..
radius)
minetest.log("action", "Explosion at "..pos_to_string(pos).." with strength "..strength.." and radius "..radius)
end
-- Create an explosion with strength at pos.
@ -430,11 +429,6 @@ end
-- griefing - If true, the explosion will destroy nodes (default: true)
-- grief_protected - If true, the explosion will also destroy nodes which have
-- been protected (default: false)
---@param pos Vector
---@param strength number
---@param info {drop_chance: number, max_blast_resistance: number, sound: boolean, particles: boolean, fire: boolean, griefing: boolean, grief_protected: boolean}
---@param direct? ObjectRef
---@param source? ObjectRef
function mcl_explosions.explode(pos, strength, info, direct, source)
if info == nil then
info = {}

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1は爆発に巻き込まれた。

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

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@ -32,9 +32,9 @@ local singlenode = mg_name == "singlenode"
-- Calculate mapgen_edge_min/mapgen_edge_max
mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5)
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16)
mcl_vars.MAP_BLOCKSIZE = math.max(1, core.MAP_BLOCKSIZE or 16)
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, core.MAX_MAP_GENERATION_LIMIT or 31000)
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
@ -138,7 +138,6 @@ mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
mcl_vars.mg_nether_deco_max = mcl_vars.mg_nether_max -11 -- this is so ceiling decorations don't spill into other biomes as bedrock generation calls minetest.generate_decorations to put netherrack under the bedrock
if not superflat then
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
@ -163,8 +162,7 @@ end
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 64, z = 0 }
mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
-- Realm barrier used to safely separate the End from the void below the Overworld
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max

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@ -58,27 +58,26 @@ function mcl_loot.get_loot(loot_definitions, pr)
end
if item then
local itemstring = item.itemstring
local itemstack = item.itemstack
if itemstring then
local stack = ItemStack(itemstring)
if item.amount_min and item.amount_max then
stack:set_count(pr:next(item.amount_min, item.amount_max))
itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
end
if item.wear_min and item.wear_max then
-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
local wear_min = math.floor(item.wear_min / 10)
local wear_max = math.floor(item.wear_max / 10)
local wear = pr:next(wear_min, wear_max) * 10
stack:set_wear(pr:next(wear_min, wear_max) * 10)
if not item.amount_min and not item.amount_max then
itemstring = itemstring .. " 1"
end
itemstring = itemstring .. " " .. tostring(wear)
end
if item.func then
item.func(stack, pr)
end
table.insert(items, stack)
table.insert(items, itemstring)
elseif itemstack then
table.insert(items, itemstack)
else
minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
end

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@ -1,50 +1,5 @@
mcl_util = {}
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
t[k] = v
end
end
return t
end
-- Updates nil values in t using values from to*.
function table.update_nil(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
if t[k] == nil then
t[k] = v
end
end
end
return t
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default",false)
local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log (message, module, bypass_default_logger)
local selected_module = LOG_MODULE
if module then
selected_module = module
end
if (bypass_default_logger or LOGGING_ON) and message then
minetest.log(selected_module .. " " .. message)
end
end
function mcl_util.file_exists(name)
if type(name) ~= "string" then return end
local f = io.open(name)
if not f then
return false
end
f:close()
return true
end
-- Based on minetest.rotate_and_place
--[[
@ -380,32 +335,6 @@ function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
end
local function drop_item_stack(pos, stack)
if not stack or stack:is_empty() then return end
local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
minetest.add_item(vector.add(pos, drop_offset), stack)
end
function mcl_util.drop_items_from_meta_container(listname)
return function(pos, oldnode, oldmetadata)
if oldmetadata and oldmetadata.inventory then
-- process in after_dig_node callback
local main = oldmetadata.inventory.main
if not main then return end
for _, stack in pairs(main) do
drop_item_stack(pos, stack)
end
else
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, inv:get_size("main") do
drop_item_stack(pos, inv:get_stack("main", i))
end
meta:from_table()
end
end
end
-- Returns true if item (itemstring or ItemStack) can be used as a furnace fuel.
-- Returns false otherwise
function mcl_util.is_fuel(item)
@ -527,9 +456,7 @@ function mcl_util.calculate_durability(itemstack)
end
end
end
local _, groupcap = next(itemstack:get_tool_capabilities().groupcaps)
uses = uses or (groupcap or {}).uses
uses = uses or (next(itemstack:get_tool_capabilities().groupcaps) or {}).uses
end
return uses or 0
@ -547,7 +474,7 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
if luaentity.deal_damage then
luaentity:deal_damage(damage, mcl_reason or {type = "generic"})
return
elseif luaentity.is_mob then
elseif luaentity._cmi_is_mob then
-- local puncher = mcl_reason and mcl_reason.direct or target
-- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage)
if luaentity.health > 0 then
@ -567,7 +494,7 @@ end
function mcl_util.get_hp(obj)
local luaentity = obj:get_luaentity()
if luaentity and luaentity.is_mob then
if luaentity and luaentity._cmi_is_mob then
return luaentity.health
else
return obj:get_hp()
@ -611,120 +538,3 @@ function mcl_util.get_object_name(object)
return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name
end
end
function mcl_util.replace_mob(obj, mob)
if not obj then return end
local rot = obj:get_yaw()
local pos = obj:get_pos()
obj:remove()
obj = minetest.add_entity(pos, mob)
if not obj then return end
obj:set_yaw(rot)
return obj
end
function mcl_util.get_pointed_thing(player, liquid)
local pos = vector.offset(player:get_pos(), 0, player:get_properties().eye_height, 0)
local look_dir = vector.multiply(player:get_look_dir(), 5)
local pos2 = vector.add(pos, look_dir)
local ray = minetest.raycast(pos, pos2, false, liquid)
if ray then
for pointed_thing in ray do
return pointed_thing
end
end
end
-- This following part is 2 wrapper functions + helpers for
-- object:set_bones
-- and player:set_properties preventing them from being resent on
-- every globalstep when they have not changed.
local function roundN(n, d)
if type(n) ~= "number" then return n end
local m = 10^d
return math.floor(n * m + 0.5) / m
end
local function close_enough(a,b)
local rt=true
if type(a) == "table" and type(b) == "table" then
for k,v in pairs(a) do
if roundN(v,2) ~= roundN(b[k],2) then
rt=false
break
end
end
else
rt = roundN(a,2) == roundN(b,2)
end
return rt
end
local function props_changed(props,oldprops)
local changed=false
local p={}
for k,v in pairs(props) do
if not close_enough(v,oldprops[k]) then
p[k]=v
changed=true
end
end
return changed,p
end
--tests for roundN
local test_round1=15
local test_round2=15.00199999999
local test_round3=15.00111111
local test_round4=15.00999999
assert(roundN(test_round1,2)==roundN(test_round1,2))
assert(roundN(test_round1,2)==roundN(test_round2,2))
assert(roundN(test_round1,2)==roundN(test_round3,2))
assert(roundN(test_round1,2)~=roundN(test_round4,2))
-- tests for close_enough
local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
local test_eh = 1.65 --eye height
local test_eh_close = 1.65123123
local test_eh_diff = 1.35
local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
assert(close_enough(test_cb,test_cb_close))
assert(not close_enough(test_cb,test_cb_diff))
assert(close_enough(test_eh,test_eh_close))
assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
--tests for properties_changed
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
assert(not test_p1)
assert(test_p2)
function mcl_util.set_properties(obj,props)
local changed,p=props_changed(props,obj:get_properties())
if changed then
obj:set_properties(p)
end
end
function mcl_util.set_bone_position(obj, bone, pos, rot)
local current_pos, current_rot = obj:get_bone_position(bone)
local pos_equal = not pos or vector.equals(vector.round(current_pos), vector.round(pos))
local rot_equal = not rot or vector.equals(vector.round(current_rot), vector.round(rot))
if not pos_equal or not rot_equal then
obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
end
end

View File

@ -12,7 +12,7 @@ Params:
* pos: position
## mcl_worlds.y_to_layer(y)
## mcl_worlds.y_to_layer(y)
This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
Mainly used for ore generation.
Takes an Y coordinate as input and returns:
@ -78,4 +78,4 @@ Table containing all function registered with mcl_worlds.register_on_dimension_c
Notify this mod of a dimension change of <player> to <dimension>
* player: player, player who changed the dimension
* dimension: string, new dimension ("overworld", "nether", "end", "void")
* dimension: string, new dimension ("overworld", "nether", "end", "void")

View File

@ -153,22 +153,3 @@ minetest.register_globalstep(function(dtime)
end
end)
function mcl_worlds.get_cloud_parameters()
if minetest.get_mapgen_setting("mg_name") == "valleys" then
return {
height = 384, --valleys has a much higher average elevation thus often "normal" landscape ends up in the clouds
speed = {x=-2, z=0},
thickness=5,
color="#FFF0FEF",
ambient = "#201060",
}
else
-- MC-style clouds: Layer 127, thickness 4, fly to the “West”
return {
height = mcl_worlds.layer_to_y(127),
speed = {x=-2, z=0},
thickness = 4,
color = "#FFF0FEF",
}
end
end

View File

@ -38,32 +38,18 @@ function image:encode_header()
self.data = self.data
.. string.char(0) -- image id
.. string.char(0) -- color map type
.. string.char(10) -- image type (RLE RGB = 10)
.. string.char(2) -- image type (uncompressed true-color image = 2)
self:encode_colormap_spec() -- color map specification
self:encode_image_spec() -- image specification
end
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 _, pixel in ipairs(row) do
current_pixel = 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
self.data = self.data
.. string.char(pixel[3], pixel[2], pixel[1])
end
end
packets[#packets +1] = rle_packet
self.data = self.data .. table.concat(packets)
end
function image:encode_footer()
@ -84,7 +70,7 @@ function image:encode()
end
function image:save(filename)
local f = assert(io.open(filename, "wb"))
local f = assert(io.open(filename, "w"))
f:write(self.data)
f:close()
end

View File

@ -2,44 +2,47 @@
local get_connected_players = minetest.get_connected_players
local get_node = minetest.get_node
local vector = vector
local vector_add = vector.add
local ceil = math.ceil
local pairs = pairs
walkover = {}
walkover.registered_globals = {}
function walkover.register_global(func)
table.insert(walkover.registered_globals, func)
end
local on_walk = {}
local registered_globals = {}
walkover.registered_globals = registered_globals
function walkover.register_global(func)
table.insert(registered_globals, func)
end
minetest.register_on_mods_loaded(function()
for name,def in pairs(minetest.registered_nodes) do
if def.on_walk_over then
on_walk[name] = def.on_walk_over
end
end
for _,func in ipairs(walkover.registered_globals) do --cache registered globals
table.insert(registered_globals, func)
end
end)
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 0.6 then
for _, player in pairs(get_connected_players()) do
local ppos = player:get_pos()
local npos = vector.add(ppos, vector.new(0, -0.1, 0))
if npos then
local node = get_node(npos)
if node then
if on_walk[node.name] then
on_walk[node.name](npos, node, player)
timer = timer + dtime;
if timer >= 0.3 then
for _,player in pairs(get_connected_players()) do
local pp = player:get_pos()
pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc then
local nodeiamon = get_node(loc)
if nodeiamon then
if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player)
end
for i = 1, #registered_globals do
registered_globals[i](npos, node, player)
registered_globals[i](loc, nodeiamon, player)
end
end
end

View File

@ -0,0 +1,114 @@
--Dripping Water Mod
--by kddekadenz
local math = math
-- License of code, textures & sounds: CC0
--Drop entities
--water
local water_tex = "default_water_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_water", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.025,-0.05,-0.025,0.025,-0.01,0.025},
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {water_tex, water_tex, water_tex, water_tex, water_tex, water_tex},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
--lava
local lava_tex = "default_lava_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_lava", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.025,-0.05,-0.025,0.025,-0.01,0.025},
glow = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {lava_tex, lava_tex, lava_tex, lava_tex, lava_tex, lava_tex},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k == 1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
--Create drop
minetest.register_abm({
label = "Create water drops",
nodenames = {"group:opaque", "group:leaves"},
neighbors = {"group:water"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
end
end,
})
--Create lava drop
minetest.register_abm({
label = "Create lava drops",
nodenames = {"group:opaque"},
neighbors = {"group:lava"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
end
end,
})

View File

@ -1,4 +1,4 @@
name = mcl_dripping
name = drippingwater
author = kddekadenz
description = Drops are generated rarely under solid nodes
depends = mcl_core

View File

@ -0,0 +1,29 @@
Dripping Water Mod
by kddekadenz
modified for MineClone 2 by Wuzzy
Installing instructions:
1. Copy the drippingwater mod folder into games/gamemode/mods
2. Start game and enjoy :)
Manual:
-> drops are generated rarely under solid nodes
-> they will stay some time at the generated block and than they fall down
-> when they collide with the ground, a sound is played and they are destroyed
License:
code & sounds: CC0
Changelog:
16.04.2012 - first release
28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)

View File

@ -13,21 +13,11 @@ local function is_group(pos, group)
end
local is_water = flowlib.is_water
local function is_river_water(p)
local n = minetest.get_node(p).name
if n == "mclx_core:river_water_source" or n == "mclx_core:river_water_flowing" then
return true
end
end
local function is_ice(pos)
return is_group(pos, "ice")
end
local function is_fire(pos)
return is_group(pos, "set_on_fire")
end
local function get_sign(i)
if i == 0 then
return 0
@ -56,7 +46,7 @@ end
local function set_attach(boat)
boat._driver:set_attach(boat.object, "",
{x = 0, y = 1.5, z = 1}, {x = 0, y = 0, z = 0})
{x = 0, y = 0.42, z = -1}, {x = 0, y = 0, z = 0})
end
local function set_double_attach(boat)
@ -65,13 +55,9 @@ local function set_double_attach(boat)
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -2.2}, {x = 0, y = 0, z = 0})
end
local function set_choat_attach(boat)
boat._driver:set_attach(boat.object, "",
{x = 0, y = 1.5, z = 1}, {x = 0, y = 0, z = 0})
end
local function attach_object(self, obj)
if self._driver and not self._inv_id then
if self._driver then
if self._driver:is_player() then
self._passenger = obj
else
@ -81,11 +67,7 @@ local function attach_object(self, obj)
set_double_attach(self)
else
self._driver = obj
if self._inv_id then
set_choat_attach(self)
else
set_attach(self)
end
set_attach(self)
end
local visual_size = get_visual_size(obj)
@ -102,14 +84,13 @@ local function attach_object(self, obj)
end
end, name)
obj:set_look_horizontal(yaw)
mcl_title.set(obj, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
mcl_tmp_message.message(obj, S("Sneak to dismount"))
else
obj:get_luaentity()._old_visual_size = visual_size
end
end
local function detach_object(obj, change_pos)
if not obj or not obj:get_pos() then return end
obj:set_detach()
obj:set_properties({visual_size = get_visual_size(obj)})
if obj:is_player() then
@ -129,14 +110,12 @@ end
local boat = {
physical = true,
pointable = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = {-0.5, -0.15, -0.5, 0.5, 0.55, 0.5},
selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.55, 0.7},
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "mcl_boats_boat.b3d",
textures = { "mcl_boats_texture_oak_boat.png", "blank.png" },
textures = {"mcl_boats_texture_oak_boat.png"},
visual_size = boat_visual_size,
hp_max = boat_max_hp,
damage_texture_modifier = "^[colorize:white:0",
@ -147,7 +126,7 @@ local boat = {
_last_v = 0, -- Temporary speed variable
_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling backwards
_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
_regen_timer = 0,
_damage_anim = 0,
}
@ -169,17 +148,6 @@ function boat.on_activate(self, staticdata, dtime_s)
self._v = data.v
self._last_v = self._v
self._itemstring = data.itemstring
-- Update the texutes for existing old boat entity instances.
-- Maybe remove this in the future.
if #data.textures ~= 2 then
local has_chest = self._itemstring:find("chest")
data.textures = {
data.textures[1]:gsub("_chest", ""),
has_chest and "mcl_chests_normal.png" or "blank.png"
}
end
self.object:set_properties({textures = data.textures})
end
end
@ -221,8 +189,6 @@ end
function boat.on_step(self, dtime, moveresult)
mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately
if not self.object:get_pos() then return end
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
local v_factor = 1
@ -231,21 +197,16 @@ function boat.on_step(self, dtime, moveresult)
local on_water = true
local on_ice = false
local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
local in_river_water = is_river_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z}
if not is_water(waterp) then
on_water = false
if not in_water and is_ice(waterp) then
on_ice = true
elseif is_fire({x=p.x, y=p.y-boat_y_offset, z=p.z}) then
boat.on_death(self, nil)
self.object:remove()
return
else
v_slowdown = 0.04
v_factor = 0.5
end
elseif in_water and not in_river_water then
elseif in_water then
on_water = false
in_water = true
v_factor = 0.75
@ -301,7 +262,7 @@ function boat.on_step(self, dtime, moveresult)
return
end
local yaw = self.object:get_yaw()
if ctrl and ctrl.up then
if ctrl.up then
-- Forwards
self._v = self._v + 0.1 * v_factor
@ -310,7 +271,7 @@ function boat.on_step(self, dtime, moveresult)
self.object:set_animation({x=0, y=40}, paddling_speed, 0, true)
self._animation = 1
end
elseif ctrl and ctrl.down then
elseif ctrl.down then
-- Backwards
self._v = self._v - 0.1 * v_factor
@ -348,7 +309,7 @@ function boat.on_step(self, dtime, moveresult)
for _, obj in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)) do
local entity = obj:get_luaentity()
if entity and entity.is_mob then
if entity and entity._cmi_is_mob then
attach_object(self, obj)
break
end
@ -376,19 +337,7 @@ function boat.on_step(self, dtime, moveresult)
self.object:get_velocity().y)
else
p.y = p.y + 1
local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
if is_river_water(p) then
local y = self.object:get_velocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 10, z = 0}
else
new_acce = {x = 0, y = 2, z = 0}
end
new_velo = get_velocity(self._v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
elseif is_water(p) and not is_river_water(p) or is_obsidian_boat then
if is_water(p) then
-- Inside water: Slowly sink
local y = self.object:get_velocity().y
y = y - 0.01
@ -428,18 +377,13 @@ end
-- Register one entity for all boat types
minetest.register_entity("mcl_boats:boat", boat)
local cboat = table.copy(boat)
cboat.textures = { "mcl_boats_texture_oak_chest_boat.png", "mcl_chests_normal.png" }
cboat._itemstring = "mcl_boats:chest_boat"
cboat.collisionbox = {-0.5, -0.15, -0.5, 0.5, 0.75, 0.5}
cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
minetest.register_entity("mcl_boats:chest_boat", cboat)
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" }
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat") }
local craftstuffs = {}
if minetest.get_modpath("mcl_core") then
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood" }
end
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak" }
for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]
@ -455,21 +399,6 @@ for b=1, #boat_ids do
end
tt_help = S("Water vehicle")
local inventory_image
local texture
local id = boat_ids[b]
if id:find("chest") then
if id == "chest_boat" then id = "oak" end
local id = id:gsub("chest_boat_", "")
inventory_image = "mcl_boats_" .. id .. "_chest_boat.png"
texture = "mcl_boats_texture_" .. id .. "_boat.png"
else
if id == "boat" then id = "oak" end
local id = id:gsub("boat_", "")
inventory_image = "mcl_boats_" .. id .. "_boat.png"
texture = "mcl_boats_texture_" .. id .. "_boat.png"
end
minetest.register_craftitem(itemstring, {
description = names[b],
_tt_help = tt_help,
@ -477,7 +406,7 @@ for b=1, #boat_ids do
_doc_items_entry_name = helpname,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
inventory_image = inventory_image,
inventory_image = "mcl_boats_"..images[b].."_boat.png",
liquids_pointable = true,
groups = { boat = 1, transport = 1},
stack_max = 1,
@ -504,15 +433,9 @@ for b=1, #boat_ids do
else
pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
end
local boat_ent = "mcl_boats:boat"
local chest_tex = "blank.png"
if itemstring:find("chest") then
boat_ent = "mcl_boats:chest_boat"
chest_tex = "mcl_chests_normal.png"
end
local boat = minetest.add_entity(pos, boat_ent)
local boat = minetest.add_entity(pos, "mcl_boats:boat")
boat:get_luaentity()._itemstring = itemstring
boat:set_properties({ textures = { texture, chest_tex } })
boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }})
boat:set_yaw(placer:get_look_horizontal())
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
@ -532,22 +455,13 @@ for b=1, #boat_ids do
})
local c = craftstuffs[b]
if not itemstring:find("chest") then
minetest.register_craft({
output = itemstring:gsub(":boat",":chest_boat"),
recipe = {
{"mcl_chests:chest"},
{itemstring},
},
})
minetest.register_craft({
output = itemstring,
recipe = {
{c, "", c},
{c, c, c},
},
})
end
minetest.register_craft({
output = itemstring,
recipe = {
{c, "", c},
{c, c, c},
},
})
end
minetest.register_craft({

View File

@ -6,8 +6,6 @@ Boats are used to travel on the surface of water.=Les bateaux sont utilisés pou
Dark Oak Boat=Bateau en Chêne Noir
Jungle Boat=Bateau en Acajou
Oak Boat=Bateau en Chêne
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Cliquez de nouveau avec le bouton droit sur le bateau pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Spruce Boat=Bateau en Sapin
Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en Obsidienne
Water vehicle=Véhicule aquatique

View File

@ -1,13 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=アカシアのボート
Birch Boat=シラカバのボート
Boat=ボート
Boats are used to travel on the surface of water.=ボートは、水面を移動するために使われます。
Dark Oak Boat=ダークオークのボート
Jungle Boat=ジャングルのボート
Oak Boat=オークのボート
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=水源を右クリックすると、ボートが配置されます。ボートを右クリックすると、乗り込みます。[左][右]で舵取り、[前]で加速、[後]で減速または後退します。[スニーク]でボートから離れ、ボートをパンチするとアイテムとしてドロップします。
Spruce Boat=トウヒのボート
Water vehicle=水上用の乗物
Sneak to dismount=スニークで降りる
Obsidian Boat=黒曜石のボート

View File

@ -1,11 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=相思木船
Birch Boat=白樺木船
Boat=船
Boats are used to travel on the surface of water.=船是用來在水上行走的交通工具。
Dark Oak Boat=黑橡木船
Jungle Boat=叢林木船
Oak Boat=橡木船
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=右鍵單擊水源以放置船。右鍵單擊船以搭乘它。使用[左]和[右]進行轉向,[向前]加快速度,[向後]減速或向後移動。再次右鍵單擊船以離開它,打擊船以使其掉落為物品。
Spruce Boat=杉木船
Water vehicle=水上交通工具

View File

@ -10,4 +10,3 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
Spruce Boat=
Water vehicle=
Sneak to dismount=
Obsidian Boat=

View File

@ -1,5 +1,7 @@
name = mcl_boats
author = PilzAdam
description = Adds drivable boats.
depends = mcl_player, flowlib, mcl_title, mcl_entity_invs
depends = mcl_player, flowlib
optional_depends = mcl_core, doc_identifier

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@ -1,5 +1,3 @@
local enable_damage = minetest.settings:get_bool("enable_damage")
function mcl_burning.get_storage(obj)
return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
end
@ -28,72 +26,27 @@ function mcl_burning.get_collisionbox(obj, smaller, storage)
end
end
local find_nodes_in_area = minetest.find_nodes_in_area
function mcl_burning.get_touching_nodes(obj, nodenames, storage)
local pos = obj:get_pos()
local minp, maxp = mcl_burning.get_collisionbox(obj, true, storage)
local nodes = find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
local nodes = minetest.find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
return nodes
end
-- Manages the fire animation on a burning player's HUD
--
-- Parameters:
-- player - a valid player object;
--
-- If the player already has a fire HUD, updates the burning animation.
-- If the fire does not have a fire HUD, initializes the HUD.
--
function mcl_burning.update_hud(player)
local animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
local hud_flame_animated = "mcl_burning_hud_flame_animated.png^[opacity:180^[verticalframe:" .. animation_frames .. ":"
local storage = mcl_burning.get_storage(player)
if not storage.fire_hud_id then
storage.animation_frame = 1
storage.fire_hud_id = player:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -100, y = -100},
text = hud_flame_animated .. storage.animation_frame,
z_index = 1000,
})
else
storage.animation_frame = storage.animation_frame + 1
if storage.animation_frame > animation_frames - 1 then
storage.animation_frame = 0
end
player:hud_change(storage.fire_hud_id, "text", hud_flame_animated .. storage.animation_frame)
end
end
-- Sets and object state as burning and adds a fire animation to the object.
--
-- Parameters:
-- obj - may be a player or a lua_entity;
-- burn_time - sets the object's burn duration;
--
-- If obj is a player, adds a fire animation to the HUD, if obj is a
-- lua_entity, adds an animated fire entity to obj.
-- The effective burn duration is modified by obj's armor protection.
-- If obj was already burning, its burn duration is updated if the current
-- duration is less than burn_time.
-- If obj is dead, fireproof or enable_damage is disabled, this function does nothing.
--
function mcl_burning.set_on_fire(obj, burn_time)
if obj:get_hp() < 0 then
return
end
local storage = mcl_burning.get_storage(obj)
local luaentity = obj:get_luaentity()
if luaentity and luaentity.fire_resistant then
return
end
if obj:is_player() and not enable_damage then
if obj:is_player() and minetest.is_creative_enabled(obj:get_player_name()) then
burn_time = 0
return
else
local max_fire_prot_lvl = 0
local inv = mcl_util.get_inventory(obj)
@ -107,37 +60,54 @@ function mcl_burning.set_on_fire(obj, burn_time)
end
end
end
if max_fire_prot_lvl > 0 then
burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
end
end
local storage = mcl_burning.get_storage(obj)
if storage.burn_time then
if burn_time > storage.burn_time then
storage.burn_time = burn_time
if not storage.burn_time or burn_time >= storage.burn_time then
if obj:is_player() and not storage.fire_hud_id then
storage.fire_hud_id = obj:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -100, y = -100},
text = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. 1,
z_index = 1000,
})
end
return
end
storage.burn_time = burn_time
storage.fire_damage_timer = 0
storage.burn_time = burn_time
storage.fire_damage_timer = 0
local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
local size = vector.subtract(maxp, minp)
size = vector.multiply(size, vector.new(1.1, 1.2, 1.1))
size = vector.divide(size, obj:get_properties().visual_size)
local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
local obj_size = obj:get_properties().visual_size
local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
fire_entity:set_properties({visual_size = size})
fire_entity:set_attach(obj, "", vector.new(0, size.y * 5, 0), vector.new(0, 0, 0))
local vertical_grow_factor = 1.2
local horizontal_grow_factor = 1.1
local grow_vector = vector.new(horizontal_grow_factor, vertical_grow_factor, horizontal_grow_factor)
if obj:is_player() then
mcl_burning.update_hud(obj)
local size = vector.subtract(maxp, minp)
size = vector.multiply(size, grow_vector)
size = vector.divide(size, obj_size)
local offset = vector.new(0, size.y * 10 / 2, 0)
fire_entity:set_properties({visual_size = size})
fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0})
local fire_luaentity = fire_entity:get_luaentity()
fire_luaentity:update_frame(obj, storage)
for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
local other_luaentity = other:get_luaentity()
if other_luaentity and other_luaentity.name == "mcl_burning:fire" and other_luaentity ~= fire_luaentity then
other:remove()
break
end
end
end
end
function mcl_burning.extinguish(obj)
if not obj:get_pos() then return end
if mcl_burning.is_burning(obj) then
local storage = mcl_burning.get_storage(obj)
if obj:is_player() then
@ -173,4 +143,4 @@ function mcl_burning.tick(obj, dtime, storage)
end
end
end
end
end

View File

@ -1,27 +1,17 @@
local modpath = minetest.get_modpath(minetest.get_current_modname())
local pairs = pairs
local get_connected_players = minetest.get_connected_players
local get_item_group = minetest.get_item_group
mcl_burning = {
-- the storage table holds a list of objects (players,luaentities) and tables
-- associated with these objects. These tables have the following attributes:
-- burn_time:
-- Remaining time that object will burn.
-- fire_damage_timer:
-- Timer for dealing damage every second while burning.
-- fire_hud_id:
-- HUD id of the flames animation on a burning player's HUD.
-- animation_frame:
-- The HUD's current animation frame, used by update_hud().
-- collisionbox_cache:
-- Used by mcl_burning.get_collisionbox() to avoid recalculations.
storage = {}
storage = {},
animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
}
dofile(modpath .. "/api.lua")
local pairs = pairs
local get_connected_players = minetest.get_connected_players
local get_item_group = minetest.get_item_group
minetest.register_globalstep(function(dtime)
for _, player in pairs(get_connected_players()) do
local storage = mcl_burning.storage[player]
@ -54,78 +44,75 @@ minetest.register_on_respawnplayer(function(player)
end)
minetest.register_on_joinplayer(function(player)
local storage = {}
local storage
local burn_data = player:get_meta():get_string("mcl_burning:data")
if burn_data ~= "" then
storage = minetest.deserialize(burn_data) or storage
if burn_data == "" then
storage = {}
else
storage = minetest.deserialize(burn_data)
end
mcl_burning.storage[player] = storage
if storage.burn_time and storage.burn_time > 0 then
mcl_burning.update_hud(player)
end
end)
local function on_leaveplayer(player)
minetest.register_on_leaveplayer(function(player)
local storage = mcl_burning.storage[player]
if not storage then
-- For some unexplained reasons, mcl_burning.storage can be `nil` here.
-- Logging this exception to assist in finding the cause of this.
minetest.log("warning", "on_leaveplayer: missing mcl_burning.storage "
.. "for player " .. player:get_player_name())
storage = {}
end
storage.fire_hud_id = nil
player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage))
mcl_burning.storage[player] = nil
end
minetest.register_on_leaveplayer(function(player)
on_leaveplayer(player)
end)
minetest.register_on_shutdown(function()
for _,player in ipairs(minetest.get_connected_players()) do
on_leaveplayer(player)
end
end)
local animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
minetest.register_entity("mcl_burning:fire", {
initial_properties = {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "upright_sprite",
textures = {
"mcl_burning_entity_flame_animated.png",
"mcl_burning_entity_flame_animated.png"
},
spritediv = {x = 1, y = animation_frames},
visual = "cube",
pointable = false,
glow = -1,
backface_culling = false,
},
_mcl_animation_timer = 0,
on_activate = function(self)
self.object:set_sprite({x = 0, y = 0}, animation_frames, 1.0 / animation_frames)
end,
animation_frame = 0,
animation_timer = 0,
on_step = function(self, dtime)
local parent = self.object:get_attach()
if not parent then
self.object:remove()
return
end
local storage = mcl_burning.get_storage(parent)
if not storage or not storage.burn_time then
self.object:remove()
return
end
if parent:is_player() then
self._mcl_animation_timer = self._mcl_animation_timer + dtime
if self._mcl_animation_timer >= 0.1 then
self._mcl_animation_timer = 0
mcl_burning.update_hud(parent)
local parent, storage = self:sanity_check()
if parent then
self.animation_timer = self.animation_timer + dtime
if self.animation_timer >= 0.1 then
self.animation_timer = 0
self.animation_frame = self.animation_frame + 1
if self.animation_frame > mcl_burning.animation_frames - 1 then
self.animation_frame = 0
end
self:update_frame(parent, storage)
end
else
self.object:remove()
end
end,
sanity_check = function(self)
local parent = self.object:get_attach()
if not parent then
return
end
local storage = mcl_burning.get_storage(parent)
if not storage or not storage.burn_time then
return
end
return parent, storage
end,
update_frame = function(self, parent, storage)
local frame_overlay = "^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. self.animation_frame
local fire_texture = "mcl_burning_entity_flame_animated.png" .. frame_overlay
self.object:set_properties({textures = {"blank.png", "blank.png", fire_texture, fire_texture, fire_texture, fire_texture}})
if parent:is_player() then
parent:hud_change(storage.fire_hud_id, "text", "mcl_burning_hud_flame_animated.png" .. frame_overlay)
end
end,
})

View File

@ -1,4 +1,3 @@
name = mcl_burning
description = Burning Objects for MineClone2
author = Fleckenstein
depends = mcl_weather

View File

@ -1,36 +0,0 @@
# mcl_dripping
Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
## Manual
- drops are generated rarely under solid nodes
- they will stay some time at the generated block and than they fall down
- when they collide with the ground, a sound is played and they are destroyed
Water and Lava have builtin drops registered.
## License
code & sounds: CC0
## API
```lua
mcl_dripping.register_drop({
-- The group the liquid's nodes belong to
liquid = "water",
-- The texture used (particles will take a random 2x2 area of it)
texture = "default_water_source_animated.png",
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
light = 1,
-- The nodes (or node group) the particles will spawn under
nodes = { "group:opaque", "group:leaves" },
-- The sound that will be played then the particle detaches from the roof, see SimpleSoundSpec in lua_api.txt
sound = "drippingwater_drip",
-- The interval for the ABM to run
interval = 60,
-- The chance of the ABM
chance = 10,
})
```

View File

@ -1,101 +0,0 @@
-- Dripping Water Mod
-- by kddekadenz
-- License of code, textures & sounds: CC0
local math = math
mcl_dripping = {}
---@param pos Vector
---@param liquid string
---@param sound SimpleSoundSpec
---@param interval integer
---@param texture string
local function make_drop(pos, liquid, sound, interval, texture)
local pt = {
velocity = vector.zero(),
collision_removal = false,
}
local t = math.random() + math.random(1, interval)
minetest.after(t, function()
local x, z = math.random(-45, 45) / 100, math.random(-45, 45) / 100
pt.pos = vector.offset(pos, x, -0.52, z)
pt.acceleration = vector.zero()
pt.collisiondetection = false
pt.expirationtime = t
pt.texture = "[combine:2x2:" ..
-math.random(1, 16) .. "," .. -math.random(1, 16) .. "=" .. texture
minetest.add_particle(pt)
minetest.after(t, function()
pt.acceleration = vector.new(0, -5, 0)
pt.collisiondetection = true
pt.expirationtime = math.random() + math.random(1, interval / 2)
minetest.add_particle(pt)
minetest.sound_play(sound, { pos = pos, gain = 0.5, max_hear_distance = 8 },
true)
end)
end)
end
---@class mcl_dripping_drop_definition
---@field liquid string The group the liquid's nodes belong to
---@field texture string The texture used (particles will take a random 2x2 area of it)
---@field light integer Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
---@field nodes string[] The nodes (or node group) the particles will spawn under
---@field interval integer The interval for the ABM to run
---@field chance integer The chance of the ABM
---@field sound SimpleSoundSpec The sound that will be played then the particle detaches from the roof
---@param def mcl_dripping_drop_definition
function mcl_dripping.register_drop(def)
minetest.register_abm({
label = "Create drops",
nodenames = def.nodes,
neighbors = { "group:" .. def.liquid },
interval = def.interval,
chance = def.chance,
action = function(pos)
local below = minetest.get_node(vector.offset(pos,0,-1,0)).name
if below ~= "air" then return end
local r = math.ceil(def.interval / 20)
local nn = minetest.find_nodes_in_area(vector.offset(pos, -r, 0, -r), vector.offset(pos, r, 0, r), def.nodes)
--start a bunch of particle cycles to be able to get away
--with longer abm cycles
table.shuffle(nn)
for i = 1, math.random(#nn) do
if minetest.get_item_group(minetest.get_node(vector.offset(nn[i], 0, 1, 0)).name, def.liquid) ~= 0 then
make_drop(nn[i], def.liquid, def.sound, def.interval, def.texture)
end
end
end,
})
end
mcl_dripping.register_drop({
liquid = "water",
texture = "default_water_source_animated.png",
light = 1,
nodes = { "group:opaque", "group:leaves" },
sound = "drippingwater_drip",
interval = 60.3,
chance = 10,
})
mcl_dripping.register_drop({
liquid = "lava",
texture = "default_lava_source_animated.png",
light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
nodes = { "group:opaque" },
sound = "drippingwater_lavadrip",
interval = 110.1,
chance = 10,
})

View File

@ -1,13 +0,0 @@
mcl_entity_invs
===============
Inventories for your entities. It's simple. Depend on mcl_entity_invs and register your entity like so:
* mcl_entity_invs.register_inv("entity:name","Title shown in formspec",inventory_size,disable_on_righclick)
*If disable_on_righclick is true other mods can handle when to show the inventory themselves
* The inventory size can be set dynamically by initializing it with an explicit nil
* mcl_entity_invs.show_inv_form(entity,clicker,[formspec text])
* formspec_text is an additional text that is put after the title
It works by setting up a detached inventory per entity which is accessed by an id/hash generated from the entities position at creation, the progressed gametime at creation and a random salt.

View File

@ -1,210 +0,0 @@
mcl_entity_invs = {}
local open_invs = {}
local function mcl_log (message)
mcl_util.mcl_log (message, "[Entity Invs]")
end
local function check_distance(inv,player,count)
for _,o in pairs(minetest.get_objects_inside_radius(player:get_pos(),5)) do
local l = o:get_luaentity()
if l and l._inv_id and inv:get_location().name == l._inv_id then return count end
end
return 0
end
local inv_callbacks = {
allow_take = function(inv, listname, index, stack, player)
return check_distance(inv,player,stack:get_count())
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return check_distance(inv,player,count)
end,
allow_put = function(inv, listname, index, stack, player)
return check_distance(inv,player,stack:get_count())
end,
}
function mcl_entity_invs.load_inv(ent,size)
mcl_log("load_inv")
if not ent._inv_id then return end
mcl_log("load_inv 2")
local inv = minetest.get_inventory({type="detached", name=ent._inv_id})
if not inv then
mcl_log("load_inv 3")
inv = minetest.create_detached_inventory(ent._inv_id, inv_callbacks)
inv:set_size("main", size)
if ent._items then
inv:set_list("main",ent._items)
end
else
mcl_log("load_inv 4")
end
return inv
end
function mcl_entity_invs.save_inv(ent)
if ent._inv then
ent._items = {}
for i,it in ipairs(ent._inv:get_list("main")) do
ent._items[i] = it:to_string()
end
minetest.remove_detached_inventory(ent._inv_id)
ent._inv = nil
end
end
local function load_default_formspec (ent, text)
text = text or ""
local invent_size = ent._inv_size
local div_by_two = invent_size % 2 == 0
local div_by_three = invent_size % 3 == 0
--mcl_log("Div by 3: ".. tostring(div_by_three))
--mcl_log("Div by 2: ".. tostring(div_by_two))
--mcl_log("invent_size: ".. tostring(invent_size))
local rows = 3
if invent_size > 18 or (div_by_three == true and invent_size > 8) then
--mcl_log("Div by 3")
rows = 3
elseif (div_by_two == true and invent_size > 3) or invent_size > 9 then
--mcl_log("Div by 2")
rows = 2
else
--mcl_log("Not div by 2 or 3")
rows = 1
end
--local rows = 3
local cols = (math.ceil(ent._inv_size/rows))
local spacing = (9 - cols) / 2
local formspec = "size[9,8.75]"
.. "label[0,0;" .. minetest.formspec_escape(
minetest.colorize("#313131", ent._inv_title .. " ".. text)) .. "]"
.. "list[detached:"..ent._inv_id..";main;"..spacing..",0.5;"..cols..","..rows..";]"
.. mcl_formspec.get_itemslot_bg(spacing,0.5,cols,rows)
.. "label[0,4.0;" .. minetest.formspec_escape(
minetest.colorize("#313131", "Inventory")) .. "]"
.. "list[current_player;main;0,4.5;9,3;9]"
.. mcl_formspec.get_itemslot_bg(0,4.5,9,3)
.. "list[current_player;main;0,7.74;9,1;]"
.. mcl_formspec.get_itemslot_bg(0,7.74,9,1)
.. "listring[detached:"..ent._inv_id..";main]"
.. "listring[current_player;main]"
return formspec
end
function mcl_entity_invs.show_inv_form(ent,player,text)
if not ent._inv_id then return end
if not open_invs[ent] then
open_invs[ent] = 0
end
ent._inv = mcl_entity_invs.load_inv(ent,ent._inv_size)
open_invs[ent] = open_invs[ent] + 1
local playername = player:get_player_name()
minetest.show_formspec(playername, ent._inv_id, load_default_formspec (ent, text))
end
local function drop_inv(ent)
if not ent._items then return end
local pos = ent.object:get_pos()
for i,it in pairs(ent._items) do
local p = vector.add(pos,vector.new(math.random() - 0.5, math.random()-0.5, math.random()-0.5))
minetest.add_item(p,it)
end
ent._items = nil
end
local function on_remove(self,killer,oldf)
mcl_entity_invs.save_inv(self)
drop_inv(self)
if oldf then return oldf(self,killer) end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
for k,v in pairs(open_invs) do
if formname == k._inv_id then
open_invs[k] = open_invs[k] - 1
if open_invs[k] < 1 then
mcl_entity_invs.save_inv(k)
open_invs[k] = nil
end
end
end
end)
function mcl_entity_invs.register_inv(entity_name,show_name,size,no_on_righclick,no_sneak)
assert(minetest.registered_entities[entity_name],"mcl_entity_invs.register_inv called with invalid entity: "..tostring(entity_name))
minetest.registered_entities[entity_name]._inv_size = size
minetest.registered_entities[entity_name]._inv_title = show_name
local old_oa = minetest.registered_entities[entity_name].on_activate
minetest.registered_entities[entity_name].on_activate = function(self,staticdata,dtime_s)
local r
if old_oa then r=old_oa(self,staticdata,dtime_s) end
local d = minetest.deserialize(staticdata)
if type(d) == "table" and d._inv_id then
self._inv_id = d._inv_id
self._items = d._items
self._inv_size = d._inv_size
else
self._inv_id="entity_inv_"..minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
--gametime and position for collision safety and math.random salt to protect against position brute-force
end
return r
end
if not no_on_righclick then
local old_rc = minetest.registered_entities[entity_name].on_rightclick
minetest.registered_entities[entity_name].on_rightclick = function(self,clicker)
if no_sneak or clicker:get_player_control().sneak then
mcl_entity_invs.show_inv_form(self,clicker,"")
if not no_sneak then return end
end
if old_rc then return old_rc(self,clicker) end
end
end
local old_gsd = minetest.registered_entities[entity_name].get_staticdata
minetest.registered_entities[entity_name].get_staticdata = function(self)
local old_sd = old_gsd(self)
local d = minetest.deserialize(old_sd)
assert(type(d) == "table","mcl_entity_invs currently only works with entities that return a (serialized) table in get_staticdata. "..tostring(self.name).." returned: "..tostring(old_sd))
d._inv_id = self._inv_id
d._inv_size = self._inv_size
d._items = {}
if self._items then
for i,it in ipairs(self._items) do
d._items[i] = it
end
end
return minetest.serialize(d)
end
local old_ode = minetest.registered_entities[entity_name].on_deactivate
minetest.registered_entities[entity_name].on_deactivate = function(self,removal)
mcl_entity_invs.save_inv(self)
if removal then
on_remove(self)
end
if old_ode then return old_ode(self,removal) end
end
local old_od = minetest.registered_entities[entity_name].on_death
minetest.registered_entities[entity_name].on_death = function(self,killer)
if not self.is_mob then
on_remove(self,killer,old_od)
end
end
local old_odi = minetest.registered_entities[entity_name].on_die
minetest.registered_entities[entity_name].on_die = function(self,killer)
if self.is_mob then
on_remove(self,killer,old_od)
end
end
end

View File

@ -1,3 +0,0 @@
name = mcl_entity_invs
author = cora
depends = mcl_formspec

View File

@ -19,10 +19,7 @@ local function deal_falling_damage(self, dtime)
end
self._hit = self._hit or {}
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
local entity = obj:get_luaentity()
if entity and entity.name == "__builtin:item" then
obj:remove()
elseif mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
if mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
self._hit[obj] = true
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 被鐵砧壓扁了。
@1 was smashed by a falling block.=@1 被掉下來的方塊壓扁了。

View File

@ -25,10 +25,4 @@ http://minetest.net/
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
---------
Alterations and contributions are released under GNU GPLv3 after 11/11/2022 and for contributors:
AncientMariner/ancientmarinerdev
0. You just DO WHAT THE FUCK YOU WANT TO.

View File

@ -6,16 +6,6 @@ local pool = {}
local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities",false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Item Entities]", true)
end
end
minetest.register_on_joinplayer(function(player)
local name
name = player:get_player_name()
@ -69,10 +59,6 @@ mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
mcl_item_entity.register_pickup_achievement("mcl_core:crying_obsidian", "mcl:whosCuttingOnions")
mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hiddenInTheDepths")
mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
local function check_pickup_achievements(object, player)
if has_awards then
@ -92,6 +78,7 @@ local function enable_physics(object, luaentity, ignore_check)
object:set_properties({
physical = true
})
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=-get_gravity(),z=0})
end
end
@ -123,7 +110,7 @@ minetest.register_globalstep(function(dtime)
if tick == true and pool[name] > 0 then
minetest.sound_play("item_drop_pickup", {
pos = pos,
gain = 0.3,
gain = 0.7,
max_hear_distance = 16,
pitch = math.random(70,110)/100
})
@ -269,8 +256,6 @@ function minetest.handle_node_drops(pos, drops, digger)
local silk_touch_drop = false
local nodedef = minetest.registered_nodes[dug_node.name]
if not nodedef then return end
if shearsy_level and shearsy_level > 0 and nodedef._mcl_shears_drop then
if nodedef._mcl_shears_drop == true then
drops = { dug_node.name }
@ -305,10 +290,10 @@ function minetest.handle_node_drops(pos, drops, digger)
end
end
if digger and mcl_experience.throw_xp and not silk_touch_drop then
if digger and mcl_experience.throw_experience and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount)
mcl_experience.throw_experience(pos, experience_amount)
end
end
@ -330,14 +315,18 @@ function minetest.handle_node_drops(pos, drops, digger)
-- Spawn item and apply random speed
local obj = minetest.add_item(dpos, drop_item)
if obj then
-- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity
local v = 1
if digger and digger:is_player() then
obj:get_luaentity().random_velocity = 1
else
obj:get_luaentity().random_velocity = 1.6
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
obj:get_luaentity().age = item_drop_settings.dug_buffer
obj:get_luaentity()._insta_collect = false
end
end
@ -385,116 +374,6 @@ local function cxcz(o, cw, one, zero)
return o
end
local function hopper_take_item (self, pos)
--mcl_log("self.itemstring: ".. self.itemstring)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
local objs = minetest.get_objects_inside_radius(pos, 2)
if objs and self.itemstring then
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k,v in pairs(objs) do
local ent = v:get_luaentity()
-- Don't forget actual hoppers
if ent and ent.name == "mcl_minecarts:hopper_minecart" then
local taken_items = false
mcl_log("ent.name: ".. tostring(ent.name))
mcl_log("ent pos: ".. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(ent,5)
if not inv then
mcl_log("No inv")
return false
end
local current_itemstack = ItemStack(self.itemstring)
mcl_log("inv. size: " .. ent._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, ent._inv_size,1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
break
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == ent._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
self.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end
end
return false
end
minetest.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
@ -526,33 +405,9 @@ minetest.register_entity(":__builtin:item", {
-- Number of seconds this item entity has existed so far
age = 0,
-- Multiplier for initial random velocity when the item is spawned
random_velocity = 1,
-- How old it has become in the collection animation
collection_age = 0,
-- Function to apply a random velocity
apply_random_vel = function(self, speed)
if not self or not self.object or not self.object:get_luaentity() then
return
end
-- if you passed a value then use that for the velocity multiplier
if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity()
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity
local x = math.random(5, 10) / 10 * v
if math.random(0,10) < 5 then x = -x end
local z = math.random(5, 10) / 10 * v
if math.random(0,10) < 5 then z = -z end
local y = math.random(2,4)
self.object:set_velocity({x=x, y=y, z=z})
end
self.random_velocity = 0
end,
set_item = function(self, itemstring)
self.itemstring = itemstring
if self.itemstring == "" then
@ -561,11 +416,7 @@ minetest.register_entity(":__builtin:item", {
end
local stack = ItemStack(itemstring)
if minetest.get_item_group(stack:get_name(), "compass") > 0 then
if string.find(stack:get_name(), "_lodestone") then
stack:set_name("mcl_compass:18_lodestone")
else
stack:set_name("mcl_compass:18")
end
stack:set_name("mcl_compass:16")
itemstring = stack:to_string()
self.itemstring = itemstring
end
@ -605,13 +456,31 @@ minetest.register_entity(":__builtin:item", {
glow = glow,
}
self.object:set_properties(prop)
if item_drop_settings.random_item_velocity == true and self.age < 1 then
minetest.after(0, self.apply_random_vel, self)
if item_drop_settings.random_item_velocity == true then
minetest.after(0, function(self)
if not self or not self.object or not self.object:get_luaentity() then
return
end
local vel = self.object:get_velocity()
if vel and vel.x == 0 and vel.z == 0 then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
local y = math.random(2,4)
self.object:set_velocity({x=1/x, y=y, z=1/z})
end
end, self)
end
end,
get_staticdata = function(self)
local data = minetest.serialize({
return minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age,
@ -619,39 +488,6 @@ minetest.register_entity(":__builtin:item", {
_flowing = self._flowing,
_removed = self._removed,
})
-- sfan5 guessed that the biggest serializable item
-- entity would have a size of 65530 bytes. This has
-- been experimentally verified to be still too large.
--
-- anon5 has calculated that the biggest serializable
-- item entity has a size of exactly 65487 bytes:
--
-- 1. serializeString16 can handle max. 65535 bytes.
-- 2. The following engine metadata is always saved:
-- • 1 byte (version)
-- • 2 byte (length prefix)
-- • 14 byte “__builtin:item”
-- • 4 byte (length prefix)
-- • 2 byte (health)
-- • 3 × 4 byte = 12 byte (position)
-- • 4 byte (yaw)
-- • 1 byte (version 2)
-- • 2 × 4 byte = 8 byte (pitch and roll)
-- 3. This leaves 65487 bytes for the serialization.
if #data > 65487 then -- would crash the engine
local stack = ItemStack(self.itemstring)
stack:get_meta():from_table(nil)
self.itemstring = stack:to_string()
minetest.log(
"warning",
"Overlong item entity metadata removed: “" ..
self.itemstring ..
"” had serialized length of " ..
#data
)
return self:get_staticdata()
end
return data
end,
on_activate = function(self, staticdata, dtime_s)
@ -661,9 +497,9 @@ minetest.register_entity(":__builtin:item", {
self.itemstring = data.itemstring
self.always_collect = data.always_collect
if data.age then
self.age = data.age
self.age = data.age + dtime_s
else
self.age = self.age
self.age = dtime_s
end
--remember collection data
-- If true, can collect item without delay
@ -696,7 +532,7 @@ minetest.register_entity(":__builtin:item", {
self._forcetimer = 0
self.object:set_armor_groups({immortal = 1})
-- self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring)
end,
@ -726,13 +562,12 @@ minetest.register_entity(":__builtin:item", {
end
-- Merge the remote stack into this one
-- local pos = object:get_pos()
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
-- self.object:move_to(pos)
local pos = object:get_pos()
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
self.object:move_to(pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
self.random_velocity = 0
self:set_item(own_stack:to_string())
entity._removed = true
@ -740,7 +575,7 @@ minetest.register_entity(":__builtin:item", {
return true
end,
on_step = function(self, dtime, moveresult)
on_step = function(self, dtime)
if self._removed then
self.object:set_properties({
physical = false
@ -768,62 +603,36 @@ minetest.register_entity(":__builtin:item", {
end
local p = self.object:get_pos()
-- If hopper has taken item, it has gone, and no operations should be conducted on this item
if hopper_take_item(self, p) then
return
end
local node = minetest.get_node_or_nil(p)
local in_unloaded = (node == nil)
if in_unloaded then
-- Don't infinetly fall into unloaded map
disable_physics(self.object, self)
return
end
if self.is_clock then
self.object:set_properties({
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
})
end
local nn = node.name
local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
-- make sure it's more or less stationary and is at water level
local sleep_threshold = 0.3
local is_floating = false
local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
and math.abs(self.object:get_velocity().y) < sleep_threshold
and math.abs(self.object:get_velocity().z) < sleep_threshold
if is_in_water and is_stationary then
is_floating = (is_in_water
and (minetest.get_item_group(nn_above, "liquid") == 0))
end
if is_floating and self.physical_state == true then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration({x = 0, y = 0, z = 0})
disable_physics(self.object, self)
end
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
enable_physics(self.object, self)
return
end
if in_unloaded then
-- Don't infinetly fall into unloaded map
disable_physics(self.object, self)
return
end
-- Destroy item in lava, fire or special nodes
local nn = node.name
local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
if self.age > 2 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
end
@ -833,20 +642,8 @@ minetest.register_entity(":__builtin:item", {
end
end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
-- Push item out when stuck inside solid opaque node
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
if def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
@ -887,8 +684,8 @@ minetest.register_entity(":__builtin:item", {
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
@ -926,9 +723,8 @@ minetest.register_entity(":__builtin:item", {
return
end
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
-- Move item around on flowing liquids
if def and def.liquidtype == "flowing" then
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
@ -937,11 +733,11 @@ minetest.register_entity(":__builtin:item", {
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
local f = 1.39
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration({x = newv.x, y = -0.22, z = newv.z})
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
self.physical_state = true
self._flowing = true
@ -950,29 +746,7 @@ minetest.register_entity(":__builtin:item", {
})
return
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 -cur_vec.x*0.9,
y = 3 -cur_vec.y*0.9,
z = 0 -cur_vec.z*0.9}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
elseif self._flowing == true then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
@ -981,34 +755,28 @@ minetest.register_entity(":__builtin:item", {
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
local def = minetest.registered_nodes[nn]
local v = self.object:get_velocity()
local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn]
or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
if self.physical_state then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end
end
end
-- don't disable if underwater
if not is_in_water then
disable_physics(self.object, self)
end
disable_physics(self.object, self)
end
else
if self._magnet_active == false and not is_floating then
if self._magnet_active == false then
enable_physics(self.object, self)
end
end
end,
-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching

View File

@ -198,20 +198,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
else
self._last_float_check = self._last_float_check + dtime
end
local pos, rou_pos, node = self.object:get_pos()
local r = 0.6
for _, node_pos in pairs({{r, 0}, {0, r}, {-r, 0}, {0, -r}}) do
if minetest.get_node(vector.offset(pos, node_pos[1], 0, node_pos[2])).name == "mcl_core:cactus" then
detach_driver(self)
for d = 1, #drop do
minetest.add_item(pos, drop[d])
end
self.object:remove()
return
end
end
local pos, rou_pos, node
-- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos()
@ -432,8 +419,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
-- Slow down or speed up
local acc = dir.y * -1.8
local friction = 0.4
local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
local speed_mod = ndef and ndef._rail_acceleration
local speed_mod = minetest.registered_nodes[minetest.get_node(pos).name]._rail_acceleration
acc = acc - friction
@ -660,7 +646,7 @@ register_minecart(
if player then
mcl_player.player_set_animation(player, "sit" , 30)
player:set_eye_offset({x=0, y=-5.5, z=0},{x=0, y=-4, z=0})
mcl_title.set(clicker, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
mcl_tmp_message.message(clicker, S("Sneak to dismount"))
end
end, name)
end
@ -677,8 +663,7 @@ register_minecart(
{ "mcl_chests_normal.png", "mcl_minecarts_minecart.png" },
"mcl_minecarts_minecart_chest.png",
{"mcl_minecarts:minecart", "mcl_chests:chest"},
nil, nil, true)
mcl_entity_invs.register_inv("mcl_minecarts:chest_minecart","Minecart",27,false,true)
nil, nil, false)
-- Minecart with Furnace
register_minecart(
@ -731,7 +716,7 @@ register_minecart(
"mcl_minecarts_minecart.png",
}})
end
end, nil, true
end, nil, false
)
-- Minecart with Command Block
@ -770,9 +755,8 @@ register_minecart(
},
"mcl_minecarts_minecart_hopper.png",
{"mcl_minecarts:minecart", "mcl_hoppers:hopper"},
nil, nil, true
nil, nil, false
)
mcl_entity_invs.register_inv("mcl_minecarts:hopper_minecart", "Hopper Minecart", 5, false, true)
-- Minecart with TNT
register_minecart(
@ -832,7 +816,8 @@ minetest.register_craft({
},
})
minetest.register_craft({
-- TODO: Re-enable crafting of special minecarts when they have been implemented
--[[minetest.register_craft({
output = "mcl_minecarts:furnace_minecart",
recipe = {
{"mcl_furnaces:furnace"},
@ -848,18 +833,18 @@ minetest.register_craft({
},
})
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
recipe = {
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})
})]]
if has_mcl_wip then
mcl_wip.register_wip_item("mcl_minecarts:chest_minecart")
mcl_wip.register_wip_item("mcl_minecarts:furnace_minecart")
mcl_wip.register_wip_item("mcl_minecarts:command_block_minecart")
end
mcl_wip.register_wip_item("mcl_minecarts:hopper_minecart")
end

View File

@ -33,4 +33,3 @@ Activates minecarts when powered=Active les wagonnets lorsqu'il est alimenté
Emits redstone power when a minecart is detected=Émet de l'énergie redstone lorsqu'un wagonnet est détecté
Vehicle for fast travel on rails=Véhicule pour voyager rapidement sur rails
Can be ignited by tools or powered activator rail=Peut être allumé par des outils ou un rail d'activation motorisé
Sneak to dismount=Se baisser pour descendre

View File

@ -1,36 +0,0 @@
# textdomain: mcl_minecarts
Minecart=トロッコ
Minecarts can be used for a quick transportion on rails.=トロッコは、レールを使った高速輸送を可能にします。
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=トロッコはレール上にしか乗らない為、常に線路に沿って走ります。直進できない丁字路では、取り敢えず左折します。速度はレールの種類によって異なります。
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=レールの上にトロッコを置けます。右クリックで乗り込みます。パンチすると動き出します。
To obtain the minecart, punch it while holding down the sneak key.=トロッコを入手するには、スニークキーを押しながらパンチします。
A minecart with TNT is an explosive vehicle that travels on rail.=TNT付きトロッコは、レール上を行きかう爆薬車両です。
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=レール上に配置。パンチで移動。TNTが着火するのは、火打石と打金を使った時か、稼動中のアクティベーターレール上にトロッコが乗った時です。
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=トロッコとTNTを入手するには、スニークキーを押しながらパンチしてください。TNTに火が着いていた場合は、無理です。
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=かまど付きトロッコは、レール上を走行する車両です。燃料で自走できます。
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=レールの上に置きます。石炭を与えると、かまどが長時間燃え続け、トロッコが自走可能になります。パンチすると動き出します。
To obtain the minecart and furnace, punch them while holding down the sneak key.=トロッコとかまどを入手するには、スニークキーを押しながらパンチします。
Minecart with Chest=チェスト付きトロッコ
Minecart with Furnace=かまど付きトロッコ
Minecart with Command Block=コマンドブロック付きトロッコ
Minecart with Hopper=ホッパー付きトロッコ
Minecart with TNT=TNT付きトロッコ
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=地面に置いて線路を作ると、レール同士が自動的につながり、必要に応じてカーブや丁字路、踏切、坂道などに変化します。
Rail=レール
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=レールを利用して、トロッコの輸送路が敷けます。普通のレールは、摩擦の関係でトロッコが少しずつ減速していきます。
Powered Rail=パワードレール
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=レールを利用して、トロッコの輸送路が敷けます。パワードレールは、トロッコを加速させたり、ブレーキをかけたりできます。
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=レッドストーン動力なしだと、このレールはトロッコにブレーキをかけます。このレールでトロッコを加速させるには、レッドストーン動力を供給してください。
Activator Rail=アクティベーターレール
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=レールを利用して、トロッコの輸送路が敷けます。アクティベーターレールは、特殊なトロッコを作動させるために使われます。
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=このレールでトロッコを作動させるには、レッドストーン動力を与えたレール上にトロッコを送り込みます。
Detector Rail=
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=レールを利用して、トロッコの輸送路が敷けます。ディテクターレールは、その上にあるトロッコを検知でき、その際レッドストーン機構の動力源となります。
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=トロッコを検知してレッドストーン動力を供給するには、レッドストーン導線またはレッドストーン機構に接続し、任意のトロッコをレール上に送り込みます。
Track for minecarts=トロッコ用の線路
Speed up when powered, slow down when not powered=稼動中は加速、非稼動中は減速
Activates minecarts when powered=稼動中はトロッコを作動
Emits redstone power when a minecart is detected=トロッコを検知するとレッドストーン動力を放出
Vehicle for fast travel on rails=レール上を快速移動するための車両
Can be ignited by tools or powered activator rail=道具や稼動中のアクティベーターレールにより着火が可能
Sneak to dismount=スニークで降りる

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@ -1,5 +1,6 @@
name = mcl_minecarts
author = Krock
description = Minecarts are vehicles to move players quickly on rails.
depends = mcl_title, mcl_explosions, mcl_core, mcl_sounds, mcl_player, mcl_achievements, mcl_chests, mcl_furnaces, mesecons_commandblock, mcl_hoppers, mcl_tnt, mesecons, mcl_entity_invs
depends = mcl_explosions, mcl_core, mcl_sounds, mcl_player, mcl_achievements, mcl_chests, mcl_furnaces, mesecons_commandblock, mcl_hoppers, mcl_tnt, mesecons
optional_depends = doc_identifier, mcl_wip

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@ -21,7 +21,7 @@ local function register_rail(itemstring, tiles, def_extras, creative)
stack_max = 64,
groups = groups,
sounds = mcl_sounds.node_sound_metal_defaults(),
_mcl_blast_resistance = 0.7,
_mcl_blast_resistance = 3.5,
_mcl_hardness = 0.7,
after_destruct = function(pos)
-- Scan for minecarts in this pos and force them to execute their "floating" check.

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@ -1,478 +0,0 @@
local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: MineClone 2 Edition (MRM)
local MAX_MOB_NAME_LENGTH = 30
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
-- Localize
local S = minetest.get_translator("mcl_mobs")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs]", true)
end
end
-- Invisibility mod check
mcl_mobs.invis = {}
-- localize math functions
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
local remove_far = true
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
-- Peaceful mode message so players will know there are no monsters
if minetest.settings:get_bool("only_peaceful_mobs", false) then
minetest.register_on_joinplayer(function(player)
minetest.chat_send_player(player:get_player_name(),
S("Peaceful mode active! No monsters will spawn."))
end)
end
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
function mob_class:update_tag() --update nametag and/or the debug box
local tag
if mobs_debug then
local name = self.name
if self.nametag and self.nametag ~= "" then
name = self.nametag
end
tag = "name = '"..tostring(name).."'\n"..
"state = '"..tostring(self.state).."'\n"..
"order = '"..tostring(self.order).."'\n"..
"attack = "..tostring(self.attack).."\n"..
"health = "..tostring(self.health).."\n"..
"breath = "..tostring(self.breath).."\n"..
"gotten = "..tostring(self.gotten).."\n"..
"tamed = "..tostring(self.tamed).."\n"..
"horny = "..tostring(self.horny).."\n"..
"hornytimer = "..tostring(self.hornytimer).."\n"..
"runaway_timer = "..tostring(self.runaway_timer).."\n"..
"following = "..tostring(self.following).."\n"..
"lifetimer = "..tostring(self.lifetimer)
else
tag = self.nametag
end
self.object:set_properties({
nametag = tag,
})
end
function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do
self:remove_particlespawners(p:get_player_name())
end
-- remove mob when out of range unless tamed
if remove_far
and self.can_despawn
and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self.lifetimer <= 20 then
if spawn_logging then
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
end
return "remove"-- nil
end
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = "stand"
local tmp = {}
for _,stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
return minetest.serialize(tmp)
end
function mob_class:mob_activate(staticdata, def, dtime)
if not self.object:get_pos() or staticdata == "remove" then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
if self.type == "monster"
and minetest.settings:get_bool("only_peaceful_mobs", false) then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
local tmp = minetest.deserialize(staticdata)
if tmp then
for _,stat in pairs(tmp) do
self[_] = stat
end
end
if not self.base_texture then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
local c = 1
if #def.textures > c then c = #def.textures end
self.base_texture = def.textures[math.random(c)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox
end
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
local selbox = self.base_selbox
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
if self.child == true then
vis_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
}
selbox = {
self.base_selbox[1] * .5,
self.base_selbox[2] * .5,
self.base_selbox[3] * .5,
self.base_selbox[4] * .5,
self.base_selbox[5] * .5,
self.base_selbox[6] * .5
}
end
if self.health == 0 then
self.health = math.random (self.hp_min, self.hp_max)
end
if self.breath == nil then
self.breath = self.breath_max
end
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
local armor
if type(self.armor) == "table" then
armor = table.copy(self.armor)
armor.immortal = 1
else
armor = {immortal=1, fleshy = self.armor}
end
self.object:set_armor_groups(armor)
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = "ignore"
self.standing_on = "ignore"
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
self.texture_mods = {}
self.object:set_texture_mod("")
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
if not self.nametag then
self.nametag = def.nametag
end
if not self.custom_visual_size then
self.visual_size = nil
self.base_size = self.visual_size
if self.child then
self.visual_size = {
x = self.visual_size.x * 0.5,
y = self.visual_size.y * 0.5,
}
end
end
self.object:set_properties(self)
self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
self:update_tag()
self._current_animation = nil
self:set_animation( "stand")
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true
end
end
if not self.wears_armor and self.armor_list then
self.armor_list = nil
end
if not self._run_armor_init and self.wears_armor then
self.armor_list={helmet="",chestplate="",boots="",leggings=""}
self:set_armor_texture()
self._run_armor_init = true
end
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
end
-- main mob function
function mob_class:on_step(dtime)
self.lifetimer = self.lifetimer - dtime
local pos = self.object:get_pos()
if not pos then return end
if self:check_despawn(pos) then return true end
local d = 0.85
if self:check_dying() then d = 0.92 end
local v = self.object:get_velocity()
if v then
--diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
if self:falling(pos) then return end
self:check_suspend()
self:check_water_flow()
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately
if not self.object:get_pos() then return end
end
if mobs_debug then self:update_tag() end
if self.state == "die" then return end
if self.jump_sound_cooloff > 0 then
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
end
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
--Mob following code.
self:follow_flop()
--set animation speed relitive to velocity
self:set_animation_speed()
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
self:do_jump()
self:set_armor_texture()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
self:check_breeding()
self:check_aggro(dtime)
-- run custom function (defined in mob lua file)
if self.do_custom then
-- when false skip going any further
if self.do_custom(self, dtime) == false then
return
end
end
-- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return
end
self.timer = 0
end
self:check_particlespawners(dtime)
self:check_item_pickup()
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
-- mob plays random sound at times
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self:check_entity_cramming()
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return
end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
if self:do_states(dtime) then
return
end
if not self.object:get_luaentity() then
return false
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 1 then return end
for _, player in pairs(minetest.get_connected_players()) do
local pos = player:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
local lua = obj:get_luaentity()
if lua and lua.is_mob then
lua.lifetimer = math.max(20, lua.lifetimer)
lua.despawn_immediately = false
end
end
end
timer = 0
end)
minetest.register_chatcommand("clearmobs",{
privs={maphack=true},
params = "<all>|<nametagged>|<range>",
description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."),
func=function(n,param)
local p = minetest.get_player_by_name(n)
local num=tonumber(param)
for _,o in pairs(minetest.luaentities) do
if o.is_mob then
if param == "all" or
( param == "nametagged" and o.nametag ) or
( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or
( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then
o.object:remove()
end
end
end
end})

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,735 @@
-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition
-- mobs library
mobs = {}
-- lua locals - can grab from this to easily plop them into the api lua files
--localize minetest functions
local minetest_settings = minetest.settings
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_modpath = minetest.get_modpath
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_node = minetest.get_node
--local minetest_get_item_group = minetest.get_item_group
local minetest_registered_entities = minetest.registered_entities
--local minetest_line_of_sight = minetest.line_of_sight
--local minetest_after = minetest.after
--local minetest_sound_play = minetest.sound_play
--local minetest_add_particlespawner = minetest.add_particlespawner
--local minetest_registered_items = minetest.registered_items
--local minetest_set_node = minetest.set_node
local minetest_add_item = minetest.add_item
--local minetest_get_craft_result = minetest.get_craft_result
--local minetest_find_path = minetest.find_path
local minetest_is_creative_enabled = minetest.is_creative_enabled
--local minetest_find_node_near = minetest.find_node_near
--local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
--local minetest_raycast = minetest.raycast
--local minetest_get_us_time = minetest.get_us_time
local minetest_add_entity = minetest.add_entity
--local minetest_get_natural_light = minetest.get_natural_light
--local minetest_get_node_or_nil = minetest.get_node_or_nil
-- localize math functions
local math = math
-- localize vector functions
local vector = vector
local string = string
-- mob constants
--local BREED_TIME = 30
--local BREED_TIME_AGAIN = 300
--local CHILD_GROW_TIME = 60*20
--local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -10
--local FLOP_HEIGHT = 5.0
--local FLOP_HOR_SPEED = 1.5
local GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81
local MAX_MOB_NAME_LENGTH = 30
--[[local MOB_CAP = {}
MOB_CAP.hostile = 70
MOB_CAP.passive = 10
MOB_CAP.ambient = 15
MOB_CAP.water = 15
]]
-- Load main settings
--local damage_enabled = minetest_settings:get_bool("enable_damage")
--local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
--local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
--local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
--local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
--local remove_far = true
local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0
--local show_health = false
--local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
---local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
-- pathfinding settings
--local enable_pathfinding = true
--local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
--local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- default nodes
--local node_ice = "mcl_core:ice"
--local node_snowblock = "mcl_core:snowblock"
--local node_snow = "mcl_core:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
--local mod_weather = minetest_get_modpath("mcl_weather")
--local mod_explosions = minetest_get_modpath("mcl_explosions")
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners")
--local mod_hunger = minetest_get_modpath("mcl_hunger")
--local mod_worlds = minetest_get_modpath("mcl_worlds")
--local mod_armor = minetest_get_modpath("mcl_armor")
--local mod_experience = minetest_get_modpath("mcl_experience")
-- random locals I found
--local los_switcher = false
--local height_switcher = false
-- Get translator
local S = minetest.get_translator(minetest.get_current_modname())
-- CMI support check
--local use_cmi = minetest.global_exists("cmi")
-- creative check
function mobs.is_creative(name)
return minetest_is_creative_enabled(name)
end
--[[local function atan(x)
if not x or x ~= x then
return 0
else
return math.atan(x)
end
end]]
-- Shows helpful debug info above each mob
--local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
-- Peaceful mode message so players will know there are no monsters
if minetest_settings:get_bool("only_peaceful_mobs", false) then
minetest.register_on_joinplayer(function(player)
minetest.chat_send_player(player:get_player_name(),
S("Peaceful mode active! No monsters will spawn."))
end)
end
local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/"
--ignite all parts of the api
dofile(api_path .. "ai.lua")
dofile(api_path .. "animation.lua")
dofile(api_path .. "collision.lua")
dofile(api_path .. "environment.lua")
dofile(api_path .. "interaction.lua")
dofile(api_path .. "movement.lua")
dofile(api_path .. "set_up.lua")
dofile(api_path .. "attack_type_instructions.lua")
dofile(api_path .. "sound_handling.lua")
dofile(api_path .. "death_logic.lua")
dofile(api_path .. "mob_effects.lua")
dofile(api_path .. "projectile_handling.lua")
dofile(api_path .. "breeding.lua")
dofile(api_path .. "head_logic.lua")
mobs.spawning_mobs = {}
-- register mob entity
function mobs:register_mob(name, def)
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox[5] < 0.79 then
collisionbox[5] = 0.79
end
mobs.spawning_mobs[name] = true
local function scale_difficulty(value, default, min, special)
if (not value) or (value == default) or (value == special) then
return default
else
return math.max(min, value * difficulty)
end
end
minetest.register_entity(name, {
description = def.description,
use_texture_alpha = def.use_texture_alpha,
stepheight = def.stepheight or 0.6,
stepheight_backup = def.stepheight or 0.6,
name = name,
type = def.type,
attack_type = def.attack_type,
fly = def.fly,
fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
order = def.order or "",
on_die = def.on_die,
spawn_small_alternative = def.spawn_small_alternative,
do_custom = def.do_custom,
jump_height = def.jump_height or 4, -- was 6
rotate = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
hp_min = scale_difficulty(def.hp_min, 5, 1),
hp_max = scale_difficulty(def.hp_max, 10, 1),
xp_min = def.xp_min or 1,
xp_max = def.xp_max or 5,
breath_max = def.breath_max or 6,
breathes_in_water = def.breathes_in_water or false,
physical = true,
collisionbox = collisionbox,
collide_with_objects = def.collide_with_objects or false,
selectionbox = def.selectionbox or def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound or false,
view_range = def.view_range or 16,
walk_velocity = def.walk_velocity or 1,
run_velocity = def.run_velocity or 2,
damage = scale_difficulty(def.damage, 0, 0),
light_damage = def.light_damage or 0,
sunlight_damage = def.sunlight_damage or 0,
water_damage = def.water_damage or 0,
lava_damage = def.lava_damage or 8,
fire_damage = def.fire_damage or 1,
suffocation = def.suffocation or true,
fall_damage = def.fall_damage or 1,
fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
drops = def.drops or {},
armor = def.armor or 100,
on_rightclick = mobs.create_mob_on_rightclick(def.on_rightclick),
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
jump = def.jump ~= false,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
knock_back = def.knock_back ~= false,
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
floats_on_lava = def.floats_on_lava or 0,
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
on_replace = def.on_replace,
timer = 0,
state_timer = 0,
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
gotten = false,
reach = def.reach or 3,
htimer = 0,
texture_list = def.textures,
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
time_of_day = 0.5,
fear_height = def.fear_height or 0,
runaway = def.runaway,
runaway_timer = 0,
pathfinding = def.pathfinding,
immune_to = def.immune_to or {},
explosion_radius = def.explosion_radius, -- LEGACY
explosion_damage_radius = def.explosion_damage_radius, -- LEGACY
explosiontimer_reset_radius = def.explosiontimer_reset_radius,
explosion_timer = def.explosion_timer or 3,
allow_fuse_reset = def.allow_fuse_reset ~= false,
stop_to_explode = def.stop_to_explode ~= false,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal,
facing_fence = false,
_cmi_is_mob = true,
pushable = def.pushable or true,
--j4i stuff
yaw = 0,
automatic_face_movement_dir = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
automatic_face_movement_max_rotation_per_sec = 360, --degrees
backface_culling = true,
walk_timer = 0,
stand_timer = 0,
current_animation = "",
gravity = GRAVITY,
swim = def.swim,
swim_in = def.swim_in or {mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source},
pitch_switch = "static",
jump_only = def.jump_only,
hostile = def.hostile,
neutral = def.neutral,
attacking = nil,
visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
death_animation_timer = 0,
hostile_cooldown = def.hostile_cooldown or 15,
tilt_fly = def.tilt_fly,
tilt_swim = def.tilt_swim,
fall_slow = def.fall_slow,
projectile_cooldown_min = def.projectile_cooldown_min or 2,
projectile_cooldown_max = def.projectile_cooldown_max or 6,
skittish = def.skittish,
minimum_follow_distance = def.minimum_follow_distance or 0.5, --make mobs not freak out when underneath
memory = 0, -- memory timer if chasing/following
fly_random_while_attack = def.fly_random_while_attack,
--for spiders
always_climb = def.always_climb,
--despawn mechanic variables
lifetimer_reset = 30, --30 seconds
lifetimer = 30, --30 seconds
--breeding stuff
breed_timer = 0,
breed_lookout_timer = 0,
breed_distance = def.breed_distance or 1.5, --how far away mobs have to be to begin actual breeding
breed_lookout_timer_goal = 30, --30 seconds (this timer is for how long the mob looks for a mate)
breed_timer_cooloff = 5*60, -- 5 minutes (this timer is for how long the mob has to wait before being bred again)
bred = false,
follow = def.follow, --this item is also used for the breeding mechanism
follow_distance = def.follow_distance or 2,
baby_size = def.baby_size or 0.5,
baby = false,
grow_up_timer = 0,
grow_up_goal = 20*60, --in 20 minutes the mob grows up
special_breed_timer = 0, --this is used for the AHEM AHEM part of breeding
backup_visual_size = def.visual_size,
backup_collisionbox = collisionbox,
backup_selectionbox = def.selectionbox or def.collisionbox,
--fire timer
burn_timer = 0,
ignores_cobwebs = def.ignores_cobwebs,
breath = def.breath_max or 6,
random_sound_timer_min = 3,
random_sound_timer_max = 10,
--head code variables
--defaults are for the cow's default
--because I don't know what else to set them
--to :P
--you must use these to adjust the mob's head positions
--has_head is used as a logic gate (quick easy check)
has_head = def.has_head or false,
--head_bone is the actual bone in the model which the head
--is attached to for animation
head_bone = def.head_bone or "head",
--this part controls the base position of the head calculations
--localized to the mob's visual yaw when gotten (self.object:get_yaw())
--you can enable the debug in /mob_functions/head_logic.lua by uncommenting the
--particle spawner code
head_height_offset = def.head_height_offset or 1.0525,
head_direction_offset = def.head_direction_offset or 0.5,
--this part controls the visual of the head
head_bone_pos_y = def.head_bone_pos_y or 3.6,
head_bone_pos_z = def.head_bone_pos_z or -0.6,
head_pitch_modifier = def.head_pitch_modifier or 0,
--these variables are switches in case the model
--moves the wrong way
swap_y_with_x = def.swap_y_with_x or false,
reverse_head_yaw = def.reverse_head_yaw or false,
--END HEAD CODE VARIABLES
--end j4i stuff
-- MCL2 extensions
teleport = mobs.teleport,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,
ignores_nametag = def.ignores_nametag or false,
rain_damage = def.rain_damage or 0,
glow = def.glow,
--can_despawn = can_despawn,
child = def.child or false,
texture_mods = {},
shoot_arrow = def.shoot_arrow,
sounds_child = def.sounds_child,
explosion_strength = def.explosion_strength,
suffocation_timer = 0,
follow_velocity = def.follow_velocity or 2.4,
instant_death = def.instant_death or false,
fire_resistant = def.fire_resistant or false,
fire_damage_resistant = def.fire_damage_resistant or false,
ignited_by_sunlight = def.ignited_by_sunlight or false,
eye_height = def.eye_height or 1.5,
defuse_reach = def.defuse_reach or 4,
-- End of MCL2 extensions
on_spawn = def.on_spawn,
--on_blast = def.on_blast or do_tnt,
on_step = mobs.mob_step,
--do_punch = def.do_punch,
on_punch = mobs.mob_punch,
--on_breed = def.on_breed,
--on_grown = def.on_grown,
--on_detach_child = mob_detach_child,
on_activate = function(self, staticdata, dtime)
self.object:set_acceleration(vector.new(0,-GRAVITY, 0))
return mobs.mob_activate(self, staticdata, def, dtime)
end,
get_staticdata = function(self)
return mobs.mob_staticdata(self)
end,
--harmed_by_heal = def.harmed_by_heal,
})
if minetest_get_modpath("doc_identifier") then
doc.sub.identifier.register_object(name, "basics", "mobs")
end
end -- END mobs:register_mob function
-- register arrow for shoot attack
function mobs:register_arrow(name, def)
-- errorcheck
if not name or not def then
print("failed to register arrow entity")
return
end
minetest.register_entity(name.."_entity", {
physical = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
hit_object = def.hit_object,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
switch = 0,
owner_id = def.owner_id,
rotate = def.rotate,
speed = def.speed or nil,
on_step = function(self)
local vel = self.object:get_velocity()
local pos = self.object:get_pos()
if self.timer > 150
or not mobs.within_limits(pos, 0) then
mcl_burning.extinguish(self.object)
self.object:remove();
return
end
-- does arrow have a tail (fireball)
if def.tail
and def.tail == 1
and def.tail_texture then
--do this to prevent clipping through main entity sprite
local pos_adjustment = vector.multiply(vector.normalize(vel), -1)
local divider = def.tail_distance_divider or 1
pos_adjustment = vector.divide(pos_adjustment, divider)
local new_pos = vector.add(pos, pos_adjustment)
minetest.add_particle({
pos = new_pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = def.expire or 0.25,
collisiondetection = false,
texture = def.tail_texture,
size = def.tail_size or 5,
glow = def.glow or 0,
})
end
if self.hit_node then
local node = minetest_get_node(pos).name
if minetest_registered_nodes[node].walkable then
self.hit_node(self, pos, node)
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = (self.lastpos or pos)
minetest_add_item(self.lastpos, self.object:get_luaentity().name)
end
self.object:remove();
return
end
end
if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(minetest_get_objects_inside_radius(pos, 1.5)) do
if self.hit_player
and player:is_player() then
if self.hit_player then
self.hit_player(self, player)
else
mobs.arrow_hit(self, player)
end
self.object:remove();
return
end
--[[
local entity = player:get_luaentity()
if entity
and self.hit_mob
and entity._cmi_is_mob == true
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name
and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
--self.hit_mob(self, player)
self.object:remove();
return
end
]]--
--[[
if entity
and self.hit_object
and (not entity._cmi_is_mob)
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name
and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
--self.hit_object(self, player)
self.object:remove();
return
end
]]--
end
end
self.lastpos = pos
end
})
end
-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mobs:register_egg(mob, desc, background, addegg, no_creative)
local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master)
if no_creative == true then
grp.not_in_creative_inventory = 1
end
local invimg = background
if addegg == 1 then
invimg = "mobs_chicken_egg.png^(" .. invimg ..
"^[mask:mobs_chicken_egg_overlay.png)"
end
-- register old stackable mob egg
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
groups = grp,
_doc_items_longdesc = S("This allows you to place a single mob."),
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function?
local under = minetest_get_node(pointed_thing.under)
local def = minetest_registered_nodes[under.name]
if def and def.on_rightclick then
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end
if pos
--and within_limits(pos, 0)
and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name)
return itemstack
end
if not privs.maphack then
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
return itemstack
end
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
if not mobs.is_creative(name) then
itemstack:take_item()
end
return itemstack
end
if not minetest_registered_entities[mob] then
return itemstack
end
if minetest_settings:get_bool("only_peaceful_mobs", false)
and minetest_registered_entities[mob].type == "monster" then
minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
return itemstack
end
local mob = minetest_add_entity(pos, mob)
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
local ent = mob:get_luaentity()
-- don't set owner if monster or sneak pressed
--[[
if ent.type ~= "monster"
and not placer:get_player_control().sneak then
ent.owner = placer:get_player_name()
ent.tamed = true
end
]]--
-- set nametag
local nametag = itemstack:get_meta():get_string("name")
if nametag ~= "" then
if string.len(nametag) > MAX_MOB_NAME_LENGTH then
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
--update_tag(ent)
end
-- if not in creative then take item
if not mobs.is_creative(placer:get_player_name()) then
itemstack:take_item()
end
end
return itemstack
end,
})
end

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local math = math
local vector = vector
local HALF_PI = math.pi/2
local vector_direction = vector.direction
local vector_distance = vector.distance
local vector_new = vector.new
local minetest_dir_to_yaw = minetest.dir_to_yaw
-- set defined animation
mobs.set_mob_animation = function(self, anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then
return
end
--animations break if they are constantly set
--so we put this return gate to check if it is
--already at the animation we are trying to implement
if self.current_animation == anim then
return
end
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
self.current_animation = anim
end
mobs.death_effect = function(pos, yaw, collisionbox, rotate)
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector_new(-5,-5,-5),
maxvel = vector_new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end
--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
mobs.movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw
if current_engine_yaw > math.pi * 2 then
current_engine_yaw = current_engine_yaw - (math.pi * 2)
end
if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
--this is used when a mob is chasing a player
mobs.set_yaw_while_attacking = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
--this is used to unlock a mob's yaw after attacking
mobs.unlock_yaw = function(self)
if self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
--this is used to lock a mob's yaw when they're standing
mobs.lock_yaw = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
end
local calculate_pitch = function(self)
local pos = self.object:get_pos()
local pos2 = self.old_pos
if pos == nil or pos2 == nil then
return false
end
return minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI
end
--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming
mobs.set_dynamic_pitch = function(self)
local pitch = calculate_pitch(self)
if not pitch then
return
end
local current_rotation = self.object:get_rotation()
current_rotation.x = pitch
self.object:set_rotation(current_rotation)
self.pitch_switch = "dynamic"
end
--this is a helper function used to make mobs pitch rotation reset when flying/swimming
mobs.set_static_pitch = function(self)
if self.pitch_switch == "static" then
return
end
local current_rotation = self.object:get_rotation()
current_rotation.x = 0
self.object:set_rotation(current_rotation)
self.pitch_switch = "static"
end
--this is a helper function for mobs explosion animation
mobs.handle_explosion_animation = function(self)
--secondary catch-all
if not self.explosion_animation then
self.explosion_animation = 0
end
--the timer works from 0 for sense of a 0 based counting
--but this just bumps it up so it's usable in here
local explosion_timer_adjust = self.explosion_animation + 1
local visual_size_modified = table.copy(self.visual_size_origin)
visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3)
visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust
self.object:set_properties({visual_size = visual_size_modified})
end
--this is used when a mob is following player
mobs.set_yaw_while_following = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.following_person:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
--this is used for when mobs breed
mobs.set_yaw_while_breeding = function(self, mate)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = mate:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end

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local vector_direction = vector.direction
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
local vector_multiply = vector.multiply
local math_random = math.random
--[[
_ _ _ _
| | | | | | | |
| | | | __ _ _ __ __| | | |
| | | | / _` | '_ \ / _` | | |
|_| | |___| (_| | | | | (_| | |_|
(_) \_____/\__,_|_| |_|\__,_| (_)
]]--
--[[
_____ _ _
| ___| | | | |
| |____ ___ __ | | ___ __| | ___
| __\ \/ / '_ \| |/ _ \ / _` |/ _ \
| |___> <| |_) | | (_) | (_| | __/
\____/_/\_\ .__/|_|\___/ \__,_|\___|
| |
|_|
]]--
mobs.explode_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
--make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and
--don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
mobs.reverse_explosion_animation(self,dtime)
else
mobs.set_velocity(self,0)
--this is the only way I can reference this without dumping extra data on all mobs
if not self.explosion_animation then
self.explosion_animation = 0
end
--play ignite sound
if self.explosion_animation == 0 then
mobs.play_sound(self,"attack")
end
mobs.set_mob_animation(self,"stand")
mobs.handle_explosion_animation(self)
self.explosion_animation = self.explosion_animation + (dtime/2.5)
end
--make explosive mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
--do biggening explosion thing
if self.explosion_animation and self.explosion_animation > self.explosion_timer then
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 })
self.object:remove()
end
end
--this is a small helper function to make working with explosion animations easier
mobs.reverse_explosion_animation = function(self,dtime)
--if explosion animation was greater than 0 then reverse it
if self.explosion_animation and self.explosion_animation > 0 then
self.explosion_animation = self.explosion_animation - dtime
if self.explosion_animation < 0 then
self.explosion_animation = 0
end
end
mobs.handle_explosion_animation(self)
end
--[[
______ _
| ___ \ | |
| |_/ / _ _ __ ___| |__
| __/ | | | '_ \ / __| '_ \
| | | |_| | | | | (__| | | |
\_| \__,_|_| |_|\___|_| |_|
]]--
mobs.punch_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.minimum_follow_distance then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self, "run")
else
mobs.set_velocity(self, 0)
mobs.set_mob_animation(self, "stand")
end
mobs.set_yaw_while_attacking(self)
--make punchy mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
--mobs that can climb over stuff
if self.always_climb and node_in_front_of > 0 then
mobs.climb(self)
end
--auto reset punch_timer
if not self.punch_timer then
self.punch_timer = 0
end
if self.punch_timer > 0 then
self.punch_timer = self.punch_timer - dtime
end
end
mobs.punch_attack = function(self)
self.attacking:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
self.punch_timer = self.punch_timer_cooloff
--knockback
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local dir = vector_direction(pos1,pos2)
dir = vector_multiply(dir,3)
if self.attacking:get_velocity().y <= 1 then
dir.y = 5
end
self.attacking:add_velocity(dir)
end
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
mobs.projectile_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_velocity(self,0)
mobs.set_mob_animation(self,"stand")
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
--make shooty mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
end
--[[
_ ______ _ _
| | | ___| | | |
| | | |_ | |_ _ | |
| | | _| | | | | | | |
|_| | | | | |_| | |_|
(_) \_| |_|\__, | (_)
__/ |
|___/
]]--
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
local random_pitch_multiplier = {-1,1}
mobs.projectile_attack_fly = function(self, dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
--this is specifically for random ghast movement
if self.fly_random_while_attack then
--enable rotation locking
mobs.movement_rotation_lock(self)
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
end
mobs.set_fly_velocity(self, self.run_velocity)
else
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, 0)
mobs.set_mob_animation(self,"stand")
end
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
if self.fly_random_while_attack then
mobs.set_yaw_while_attacking(self)
self.walk_timer = 0
end
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
end

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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector = vector
--check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false
--ignore
if not self.follow then
self.following_person = nil
return false
end
--hey look, this thing works for passive mobs too!
local follower = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
--check if the follower is a player incase they log out
if follower and follower:is_player() then
local stack = follower:get_wielded_item()
--safety check
if not stack then
self.following_person = nil
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.following_person = follower
return true
end
end
--everything failed
self.following_person = nil
return false
end
--a function which attempts to make mobs enter
--the breeding state
mobs.enter_breed_state = function(self,clicker)
--do not breed if baby
if self.baby then
return false
end
--do not do anything if looking for mate or
--if cooling off from breeding
if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
return false
end
--if this is caught, that means something has gone
--seriously wrong
if not clicker or not clicker:is_player() then
return false
end
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return true
end
--everything failed
return false
end
--find the closest mate in the area
mobs.look_for_mate = function(self)
local pos1 = self.object:get_pos()
pos1.y = pos1.y + self.eye_height
local mates_in_area = {}
local winner_mate = nil
local mates_detected = 0
local radius = self.view_range
--get mates in radius
for _,mate in pairs(minetest_get_objects_inside_radius(pos1, radius)) do
--look for a breeding mate
if mate and mate:get_luaentity()
and mate:get_luaentity()._cmi_is_mob
and mate:get_luaentity().name == self.name
and mate:get_luaentity().breed_lookout_timer > 0
and mate:get_luaentity() ~= self then
local pos2 = mate:get_pos()
local distance = vector.distance(pos1,pos2)
if distance <= radius then
if minetest.line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest.line_of_sight(
vector.new(pos1.x, pos1.y, pos1.z),
vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
) then
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
else
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
end
end
end
--return if there's no one near by
if mates_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
return nil
end
--do a default radius max
local shortest_distance = radius + 1
--sort through mates and find the closest mate
for mate,distance in pairs(mates_in_area) do
if distance < shortest_distance then
shortest_distance = distance
winner_mate = mate
end
end
return winner_mate
end
--make the baby grow up
mobs.baby_grow_up = function(self)
self.baby = nil
self.visual_size = self.backup_visual_size
self.collisionbox = self.backup_collisionbox
self.selectionbox = self.backup_selectionbox
self.object:set_properties(self)
end
--makes the baby grow up faster with diminishing returns
mobs.make_baby_grow_faster = function(self,clicker)
if clicker and clicker:is_player() then
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.grow_up_timer = self.grow_up_timer - (self.grow_up_timer * 0.10) --take 10 percent off - diminishing returns
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return true
end
end
return false
end

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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local math_random = math.random
local vector_multiply = vector.multiply
local vector_direction = vector.direction
local integer_test = {-1,1}
mobs.collision = function(self)
local pos = self.object:get_pos()
if not self or not self.object or not self.object:get_luaentity() then
return
end
--do collision detection from the base of the mob
local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
local collision_boundary = collisionbox[4]
local radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
local collision_count = 0
local check_for_attack = false
if self.attack_type == "punch" and self.hostile and self.attacking then
check_for_attack = true
end
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
if object and object ~= self.object and (object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true and object:get_luaentity().health > 0)) and
--don't collide with rider, rider don't collide with thing
(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
--mob cramming
if collision_count > 30 then
self.health = -20
break
end
local pos2 = object:get_pos()
local object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
local object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
local dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
end
local velocity = dir
--0.5 is the max force multiplier
local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
local vel1 = vector.multiply(velocity, -1.5)
local vel2 = vector.multiply(velocity, 1.5)
vel1 = vector.multiply(vel1, force * 10)
vel2 = vector.multiply(vel2, force)
if object:is_player() then
vel2 = vector_multiply(vel2, 2.5)
--integrate mob punching into collision detection
if check_for_attack and self.punch_timer <= 0 then
if object == self.attacking then
mobs.punch_attack(self)
end
end
end
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end
--this is used for arrow collisions
mobs.arrow_hit = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage}
}, nil)
--knockback
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = player:get_pos()
pos2.y = 0
local dir = vector_direction(pos1,pos2)
dir = vector_multiply(dir,3)
if player:get_velocity().y <= 1 then
dir.y = 5
end
player:add_velocity(dir)
end

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local minetest_add_item = minetest.add_item
--local minetest_sound_play = minetest.sound_play
local math_pi = math.pi
local math_random = math.random
local math_floor = math.floor
local HALF_PI = math_pi / 2
local vector_new = vector.new
-- drop items
local item_drop = function(self, cooked, looting_level)
looting_level = looting_level or 0
-- no drops for child mobs (except monster)
if (self.child and self.type ~= "monster") then
return
end
local obj, item
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
for n = 1, #self.drops do
local dropdef = self.drops[n]
local chance = 1 / dropdef.chance
local looting_type = dropdef.looting
if looting_level > 0 then
local chance_function = dropdef.looting_chance_function
if chance_function then
chance = chance_function(looting_level)
elseif looting_type == "rare" then
chance = chance + (dropdef.looting_factor or 0.01) * looting_level
end
end
local num = 0
local do_common_looting = (looting_level > 0 and looting_type == "common")
if math_random() < chance then
num = math_random(dropdef.min or 1, dropdef.max or 1)
elseif not dropdef.looting_ignore_chance then
do_common_looting = false
end
if do_common_looting then
num = num + math_floor(math_random(0, looting_level) + 0.5)
end
if num > 0 then
item = dropdef.name
-- cook items when true
if cooked then
local output = minetest.get_craft_result({
method = "cooking",
width = 1,
items = {item},
})
if output and output.item and not output.item:is_empty() then
item = output.item:get_name()
end
end
-- add item if it exists
for x = 1, num do
obj = minetest_add_item(pos, ItemStack(item .. " " .. 1))
end
if obj and obj:get_luaentity() then
obj:set_velocity({
x = math_random(-10, 10) / 9,
y = 6,
z = math_random(-10, 10) / 9,
})
elseif obj then
obj:remove() -- item does not exist
end
end
end
self.drops = {}
end
mobs.death_logic = function(self, dtime)
--stop crashing game when object is nil
if not self or not self.object or not self.object:get_luaentity() then
return
end
self.death_animation_timer = self.death_animation_timer + dtime
--get all attached entities and sort through them
local attached_entities = self.object:get_children()
if #attached_entities > 0 then
for _,entity in pairs(attached_entities) do
--kick the player off
if entity:is_player() then
mobs.detach(entity)
--kick mobs off
--if there is scaling issues, this needs an additional check
else
entity:set_detach()
end
end
end
--stop mob from getting in the way of other mobs you're fighting
if self.object:get_properties().pointable then
self.object:set_properties({pointable = false})
end
--the final POOF of a mob despawning
if self.death_animation_timer >= 1.25 then
item_drop(self,false,1)
mobs.death_effect(self)
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
self.object:remove()
return
end
--I'm sure there's a more efficient way to do this
--but this is the easiest, easier to work with 1 variable synced
--this is also not smooth
local death_animation_roll = self.death_animation_timer * 2 -- * 2 to make it faster
if death_animation_roll > 1 then
death_animation_roll = 1
end
local rot = self.object:get_rotation() --(no pun intended)
rot.z = death_animation_roll * HALF_PI
self.object:set_rotation(rot)
mobs.set_mob_animation(self,"stand", true)
--flying and swimming mobs just fall down
if self.fly or self.swim then
if self.object:get_acceleration().y ~= -self.gravity then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
end
end
--when landing allow mob to slow down and just fall if in air
if self.pause_timer <= 0 then
mobs.set_velocity(self,0)
end
end

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local minetest_line_of_sight = minetest.line_of_sight
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_node_or_nil = minetest.get_node_or_nil
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_connected_players = minetest.get_connected_players
local vector_new = vector.new
local vector_add = vector.add
local vector_multiply = vector.multiply
local vector_distance = vector.distance
local table_copy = table.copy
local math_abs = math.abs
-- default function when mobs are blown up with TNT
--[[local function do_tnt(obj, damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end]]
--a fast function to be able to detect only players without using objects_in_radius
mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
local pos1 = self.object:get_pos()
local players_in_area = {}
local winner_player = nil
local players_detected = 0
--get players in radius
for _,player in pairs(minetest.get_connected_players()) do
if player and player:get_hp() > 0 then
local pos2 = player:get_pos()
local distance = vector_distance(pos1,pos2)
if distance <= radius then
if line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest_line_of_sight(
vector_new(pos1.x, pos1.y + object_height_adder, pos1.z),
vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z)
) then
players_detected = players_detected + 1
players_in_area[player] = distance
end
else
players_detected = players_detected + 1
players_in_area[player] = distance
end
end
end
end
--return if there's no one near by
if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
return nil
end
--do a default radius max
local shortest_distance = radius + 1
--sort through players and find the closest player
for player,distance in pairs(players_in_area) do
if distance < shortest_distance then
shortest_distance = distance
winner_player = player
end
end
return winner_player
end
--check if a mob needs to jump
mobs.jump_check = function(self,dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
--only jump if there's a node and a non-solid node above it
local test_dir = vector_add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
test_dir.y = test_dir.y + 1
local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0
if green_flag_1 and green_flag_2 then
--can jump over node
return 1
elseif green_flag_1 and not green_flag_2 then
--wall in front of mob
return 2
end
--nothing to jump over
return 0
end
-- a helper function to quickly turn neutral passive mobs hostile
local turn_hostile = function(self,detected_mob)
--drop in variables for attacking (stops crash)
detected_mob.punch_timer = 0
--set to hostile
detected_mob.hostile = true
--hostile_cooldown timer is initialized here
detected_mob.hostile_cooldown_timer = detected_mob.hostile_cooldown
--set target to the same
detected_mob.attacking = self.attacking
end
--allow hostile mobs to signal to other mobs
--to switch from neutal passive to neutral hostile
mobs.group_attack_initialization = function(self)
--get basic data
local friends_list
if self.group_attack == true then
friends_list = {self.name}
else
friends_list = table_copy(self.group_attack)
end
local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range)
--get the player's name
local name = self.attacking:get_player_name()
--re-use local variable
local detected_mob
--run through mobs in viewing distance
for _,object in pairs(objects_in_area) do
if object and object:get_luaentity() then
detected_mob = object:get_luaentity()
-- only alert members of same mob or friends
if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then
if detected_mob.name == self.name then
turn_hostile(self,detected_mob)
else
for _,id in pairs(friends_list) do
if detected_mob.name == id then
turn_hostile(self,detected_mob)
break
end
end
end
end
--THIS NEEDS TO BE RE-IMPLEMENTED AS A GLOBAL HIT IN MOB_PUNCH!!
-- have owned mobs attack player threat
--if obj.owner == name and obj.owner_loyal then
-- do_attack(obj, self.object)
--end
end
end
end
-- check if within physical map limits (-30911 to 30927)
-- within_limits, wmin, wmax = nil, -30913, 30928
mobs.within_limits = function(pos, radius)
local wmin, wmax
if mcl_vars then
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
end
end
return pos
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
end
-- get node but use fallback for nil or unknown
mobs.node_ok = function(pos, fallback)
fallback = fallback or mobs.fallback_node
local node = minetest_get_node_or_nil(pos)
if node and minetest_registered_nodes[node.name] then
return node
end
return minetest_registered_nodes[fallback]
end
--a teleport functoin
mobs.teleport = function(self, target)
if self.do_teleport then
if self.do_teleport(self, target) == false then
return
end
end
end
--a function used for despawning mobs
mobs.check_for_player_within_area = function(self, radius)
local pos1 = self.object:get_pos()
--get players in radius
for _,player in pairs(minetest_get_connected_players()) do
if player and player:get_hp() > 0 then
local pos2 = player:get_pos()
local distance = vector_distance(pos1,pos2)
if distance < radius then
--found a player
return true
end
end
end
--did not find a player
return false
end
--a simple helper function for mobs following
mobs.get_2d_distance = function(pos1,pos2)
pos1.y = 0
pos2.y = 0
return vector_distance(pos1, pos2)
end
-- fall damage onto solid ground
mobs.calculate_fall_damage = function(self)
if self.old_velocity and self.old_velocity.y < -7 and self.object:get_velocity().y == 0 then
local vel = self.object:get_velocity()
if vel then
local damage = math_abs(self.old_velocity.y + 7) * 2
self.pause_timer = 0.4
self.health = self.health - damage
end
end
end

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local math = math
local vector = vector
--converts yaw to degrees
local degrees = function(yaw)
return yaw*180.0/math.pi
end
mobs.do_head_logic = function(self,dtime)
local player = minetest.get_player_by_name("singleplayer")
local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height
local pos = self.object:get_pos()
local body_yaw = self.object:get_yaw()
local body_dir = minetest.yaw_to_dir(body_yaw)
pos.y = pos.y + self.head_height_offset
local head_offset = vector.multiply(body_dir, self.head_direction_offset)
pos = vector.add(pos, head_offset)
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
local bone_pos = vector.new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
--(vertical)
bone_pos.z = self.head_bone_pos_z
--print(yaw)
--local _, bone_rot = self.object:get_bone_position("head")
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
local head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
if self.reverse_head_yaw then
head_yaw = head_yaw * -1
end
--over rotation protection
--stops radians from going out of spec
if head_yaw > math.pi then
head_yaw = head_yaw - (math.pi * 2)
elseif head_yaw < -math.pi then
head_yaw = head_yaw + (math.pi * 2)
end
local check_failed = false
--upper check + 90 degrees or upper math.radians (3.14/2)
if head_yaw > math.pi - (math.pi/2) then
head_yaw = 0
check_failed = true
--lower check - 90 degrees or lower negative math.radians (-3.14/2)
elseif head_yaw < -math.pi + (math.pi/2) then
head_yaw = 0
check_failed = true
end
local head_pitch = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
--head_yaw = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
if not check_failed then
head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
end
if self.head_pitch_modifier then
head_pitch = head_pitch + self.head_pitch_modifier
end
if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
--set_bone_position([bone, position, rotation])
end

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local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_dir_to_yaw = minetest.dir_to_yaw
local math = math
local vector = vector
local MAX_MOB_NAME_LENGTH = 30
local mod_hunger = minetest.get_modpath("mcl_hunger")
mobs.feed_tame = function(self)
return nil
end
-- Code to execute before custom on_rightclick handling
local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
local tag = item:get_meta():get_string("name")
if tag ~= "" then
if string.len(tag) > MAX_MOB_NAME_LENGTH then
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
end
self.nametag = tag
mobs.update_tag(self)
if not mobs.is_creative(clicker:get_player_name()) then
item:take_item()
clicker:set_wielded_item(item)
end
return true
end
end
return false
end
-- I have no idea what this does
mobs.create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker)
--don't allow rightclicking dead mobs
if self.health <= 0 then
return
end
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
-- deal damage and effects when mob punched
mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
--don't do anything if the mob is already dead
if self.health <= 0 then
return
end
--neutral passive mobs switch to neutral hostile
if self.neutral then
--drop in variables for attacking (stops crash)
self.attacking = hitter
self.punch_timer = 0
self.hostile = true
--hostile_cooldown timer is initialized here
self.hostile_cooldown_timer = self.hostile_cooldown
--initialize the group attack (check for other mobs in area, make them neutral hostile)
if self.group_attack then
mobs.group_attack_initialization(self)
end
end
--turn skittish mobs away and RUN
if self.skittish then
self.state = "run"
self.run_timer = 5 --arbitrary 5 seconds
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = hitter:get_pos()
pos2.y = 0
local dir = vector.direction(pos2,pos1)
local yaw = minetest_dir_to_yaw(dir)
self.yaw = yaw
end
-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
return
end
end
--don't do damage until pause timer resets
if self.pause_timer > 0 then
return
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
return
end
local is_player = hitter:is_player()
-- punch interval
local weapon = hitter:get_wielded_item()
--local punch_interval = 1.4
-- exhaust attacker
if mod_hunger and is_player then
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
end
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
--calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0)
end
if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then
mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
end
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == weapon:get_name() then
damage = self.immune_to[n][2] or 0
break
end
end
-- healing
if damage <= -1 then
self.health = self.health - math.floor(damage)
return
end
--if tool_capabilities then
-- punch_interval = tool_capabilities.full_punch_interval or 1.4
--end
-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
--minetest_is_creative_enabled("") ~= true --removed for now
if tool_capabilities then
if tool_capabilities.punch_attack_uses then
-- Without this delay, the wear does not work. Quite hacky ...
minetest_after(0, function(name)
local player = minetest.get_player_by_name(name)
if not player then return end
local weapon = hitter:get_wielded_item(player)
local def = weapon:get_definition()
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear)
hitter:set_wielded_item(weapon)
end
end, hitter:get_player_name())
end
end
--if player is falling multiply damage by 1.5
--critical hit
if hitter:get_velocity().y < 0 then
damage = damage * 1.5
mobs.critical_effect(self)
end
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
if damage >= 0.1 then
minetest_sound_play("default_punch", {
object = self.object,
max_hear_distance = 16
}, true)
-- do damage
self.health = self.health - damage
--0.4 seconds until you can hurt the mob again
self.pause_timer = 0.4
--don't do knockback from a rider
for _,obj in pairs(self.object:get_children()) do
if obj == hitter then
return
end
end
-- knock back effect
local velocity = self.object:get_velocity()
--2d direction
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = hitter:get_pos()
pos2.y = 0
local dir = vector.direction(pos2,pos1)
local up = 3
-- if already in air then dont go up anymore when hit
if velocity.y ~= 0 then
up = 0
end
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
-- check if tool already has specific knockback value
local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
if knockback_enchant and knockback_enchant > 0 then
multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
end
--do this to sure you can punch a mob back when
--it's coming for you
if self.hostile then
multiplier = multiplier + 2
end
dir = vector.multiply(dir,multiplier)
dir.y = up
--add the velocity
self.object:add_velocity(dir)
end
end
--do internal per mob projectile calculations
mobs.shoot_projectile = function(self)
local pos1 = self.object:get_pos()
--add mob eye height
pos1.y = pos1.y + self.eye_height
local pos2 = self.attacking:get_pos()
--add player eye height
pos2.y = pos2.y + self.attacking:get_properties().eye_height
--get direction
local dir = vector.direction(pos1,pos2)
--call internal shoot_arrow function
self.shoot_arrow(self,pos1,dir)
end
mobs.update_tag = function(self)
self.object:set_properties({
nametag = self.nametag,
})
end

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local minetest_add_particlespawner = minetest.add_particlespawner
mobs.death_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 50,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-0.5,0.5,-0.5),
maxvel = vector.new(0.5,1,0.5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png", -- this particle looks strange
})
end
mobs.critical_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 10,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png^[colorize:black:255",
})
end
--when feeding a mob
mobs.feed_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 10,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png^[colorize:gray:255",
})
end
--hearts when tamed
mobs.tamed_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 30,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
end
--hearts when breeding
mobs.breeding_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 2,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
end

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-- localize math functions
local math = math
local HALF_PI = math.pi / 2
local DOUBLE_PI = math.pi * 2
-- localize vector functions
local vector = vector
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_dir_to_yaw = minetest.dir_to_yaw
local DEFAULT_JUMP_HEIGHT = 5
local DEFAULT_FLOAT_SPEED = 4
local DEFAULT_CLIMB_SPEED = 3
mobs.stick_in_cobweb = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4)
goal_velocity.y = -0.5
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--this is a generic float function
mobs.float = function(self)
local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y ~= 0 then
self.object:set_acceleration(vector.new(0,0,0))
else
return
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = 0,
y = DEFAULT_FLOAT_SPEED,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--this is a generic climb function
mobs.climb = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = 0,
y = DEFAULT_CLIMB_SPEED,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--[[
_ _
| | | |
| | __ _ _ __ __| |
| | / _` | '_ \ / _` |
| |___| (_| | | | | (_| |
\_____/\__,_|_| |_|\__,_|
]]
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_velocity = function(self, v)
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -v),
y = 0,
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
-- calculate mob velocity
mobs.get_velocity = function(self)
local v = self.object:get_velocity()
v.y = 0
if v then
return vector.length(v)
end
return 0
end
--make mobs jump
mobs.jump = function(self, velocity)
if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
return
end
--fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT
self.object:add_velocity(vector.new(0,velocity,0))
end
--make mobs fall slowly
mobs.mob_fall_slow = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = 0,
y = -2,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--[[
_____ _
/ ___| (_)
\ `--.__ ___ _ __ ___
`--. \ \ /\ / / | '_ ` _ \
/\__/ /\ V V /| | | | | | |
\____/ \_/\_/ |_|_| |_| |_|
]]--
--make mobs flop
mobs.flop = function(self, velocity)
if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
return false
end
mobs.set_velocity(self, 0)
--fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT
--create a random direction (2d yaw)
local dir = DOUBLE_PI * math.random()
--create a random force value
local force = math.random(0,3) + math.random()
--convert the yaw to a direction vector then multiply it times the force
local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force)
--place in the "flop" velocity to make the mob flop
final_additional_force.y = velocity
self.object:add_velocity(final_additional_force)
return true
end
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_swim_velocity = function(self, v)
local yaw = (self.yaw or 0)
local pitch = (self.pitch or 0)
if v == 0 then
pitch = 0
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -v),
y = pitch,
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--[[
______ _
| ___| |
| |_ | |_ _
| _| | | | | |
| | | | |_| |
\_| |_|\__, |
__/ |
|___/
]]--
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_fly_velocity = function(self, v)
local yaw = (self.yaw or 0)
local pitch = (self.pitch or 0)
if v == 0 then
pitch = 0
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -v),
y = pitch,
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--a quick and simple pitch calculation between two vector positions
mobs.calculate_pitch = function(pos1, pos2)
if pos1 == nil or pos2 == nil then
return false
end
return minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI
end
--make mobs fly up or down based on their y difference
mobs.set_pitch_while_attacking = function(self)
local pos1 = self.object:get_pos()
local pos2 = self.attacking:get_pos()
local pitch = mobs.calculate_pitch(pos2,pos1)
self.pitch = pitch
end
--[[
___
|_ |
| |_ _ _ __ ___ _ __
| | | | | '_ ` _ \| '_ \
/\__/ / |_| | | | | | | |_) |
\____/ \__,_|_| |_| |_| .__/
| |
|_|
]]--
--special mob jump movement
mobs.jump_move = function(self, velocity)
if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
return
end
--make the mob stick for a split second
mobs.set_velocity(self,0)
--fallback velocity to allow modularity
local jump_height = DEFAULT_JUMP_HEIGHT
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -velocity),
y = jump_height,
z = (math.cos(yaw) * velocity),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--make it so mobs do not glitch out and freak out
--when moving around over nodes
mobs.swap_auto_step_height_adjust = function(self)
local y_vel = self.object:get_velocity().y
if y_vel == 0 and self.stepheight ~= self.stepheight_backup then
self.stepheight = self.stepheight_backup
elseif y_vel ~= 0 and self.stepheight ~= 0 then
self.stepheight = 0
end
end

View File

@ -0,0 +1,43 @@
local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81
mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable, gravity)
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
if power == nil then
power = 19
end
if damage == nil then
damage = 3
end
gravity = gravity or -GRAVITY
local knockback
if bow_stack then
local enchantments = mcl_enchanting.get_enchantments(bow_stack)
if enchantments.power then
damage = damage + (enchantments.power + 1) / 4
end
if enchantments.punch then
knockback = enchantments.punch * 3
end
if enchantments.flame then
mcl_burning.set_on_fire(obj, math.huge)
end
end
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
obj:set_acceleration({x=0, y=gravity, z=0})
obj:set_yaw(yaw-math.pi/2)
local le = obj:get_luaentity()
le._shooter = shooter
le._damage = damage
le._is_critical = is_critical
le._startpos = pos
le._knockback = knockback
le._collectable = collectable
--play custom shoot sound
if shooter and shooter.shoot_sound then
minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true)
end
return obj
end

View File

@ -0,0 +1,224 @@
local math_random = math.random
local minetest_settings = minetest.settings
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- get entity staticdata
mobs.mob_staticdata = function(self)
--despawn mechanism
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
if not mobs.check_for_player_within_area(self, 64) then
--print("removing SERIALIZED!")
self.object:remove()
return
end
end
self.remove_ok = true
self.attack = nil
self.following = nil
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
local tmp = {}
for _,stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
return minetest.serialize(tmp)
end
-- activate mob and reload settings
mobs.mob_activate = function(self, staticdata, def, dtime)
-- remove monsters in peaceful mode
if self.type == "monster" and minetest_settings:get_bool("only_peaceful_mobs", false) then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
-- load entity variables
local tmp = minetest.deserialize(staticdata)
if tmp then
for _,stat in pairs(tmp) do
self[_] = stat
end
end
--set up wandering
if not self.wandering then
self.wandering = true
end
--clear animation
self.current_animation = nil
-- select random texture, set model and size
if not self.base_texture then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
self.base_texture = def.textures[math_random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox
end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
local selbox = self.base_selbox
-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set baby mobs to half size
if self.baby == true then
vis_size = {
x = self.base_size.x * self.baby_size,
y = self.base_size.y * self.baby_size,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * self.baby_size,
self.base_colbox[2] * self.baby_size,
self.base_colbox[3] * self.baby_size,
self.base_colbox[4] * self.baby_size,
self.base_colbox[5] * self.baby_size,
self.base_colbox[6] * self.baby_size
}
selbox = {
self.base_selbox[1] * self.baby_size,
self.base_selbox[2] * self.baby_size,
self.base_selbox[3] * self.baby_size,
self.base_selbox[4] * self.baby_size,
self.base_selbox[5] * self.baby_size,
self.base_selbox[6] * self.baby_size
}
end
--stop mobs from reviving
if not self.dead and not self.health then
self.health = math_random (self.hp_min, self.hp_max)
end
if not self.random_sound_timer then
self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
end
if self.breath == nil then
self.breath = self.breath_max
end
-- pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
local armor
if type(self.armor) == "table" then
armor = table.copy(self.armor)
armor.immortal = 1
else
armor = {immortal=1, fleshy = self.armor}
end
self.object:set_armor_groups(armor)
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = "ignore"
self.standing_on = "ignore"
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
self.texture_mods = {}
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
--continue mob effect on server restart
if self.dead or self.health <= 0 then
self.object:set_texture_mod("^[colorize:red:120")
else
self.object:set_texture_mod("")
end
-- set anything changed above
self.object:set_properties(self)
--update_tag(self)
--mobs.set_animation(self, "stand")
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
if use_cmi then
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
cmi.notify_activate(self.object, dtime)
end
end

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