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4 Commits

Author SHA1 Message Date
FossFanatic 0fef161580 revert 49e420e1e8
revert Add debug daytime sky and fog colours, remove biome specific dawn/dusk and night colours
2022-12-21 12:22:24 +00:00
FossFanatic 49e420e1e8 Add debug daytime sky and fog colours, remove biome specific dawn/dusk and night colours 2022-12-21 12:21:23 +00:00
cora 1257ff25d3 Add color to example biome (Plains) 2022-10-21 16:28:54 +02:00
cora 6c127eb170 Add support for biome specific sky- and fogcolor
_mcl_skycolor and _mcl_fogcolor in biomedef
2022-10-21 16:28:13 +02:00
1002 changed files with 9113 additions and 27303 deletions

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@ -1,12 +0,0 @@
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

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@ -1,36 +0,0 @@
---
name: "Bug report"
about: "File a bug report"
labels:
- unconfirmed
- bug
---
<!--
Thanks for taking the time to fill out this bug report!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
<!--
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
Current latest version is listed here, at the top:
https://git.minetest.land/MineClone2/MineClone2/tags
-->
MineClone2 version:
### What happened?
Report about the bug! Please send large log snippets as an attachement file.
### What should happen:
Tell us what should happen!
### Steps to reproduce
Tell us how we can reproduce the bug!

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@ -1,26 +0,0 @@
---
name: "Feature request"
about: "File a feature request not in Minecraft"
labels:
- "non-Minecraft feature"
- "needs discussion"
---
<!--
Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Feature
Tell us about your requested feature not in Minecraft!
### Why
Tell us why should we implement it!

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@ -1,25 +0,0 @@
---
name: "Missing Feature request"
about: "File a missing feature request in Minecraft but not in MineClone2"
labels:
- "missing feature"
---
<!--
Thanks for taking the time to fill out this missing feature request!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Current feature in Minecraft
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
### Current feature in MineClone2
Tell us about the feature currently in MineClone2! What is different?

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@ -1,20 +0,0 @@
---
name: "Pull request"
about: "Submit a pull request"
labels:
---
<!--
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
By submitting this pull request, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
Tell us about your pull request! Reference related issues, if necessary
### Testing
Tell us how to test your changes!

2
.gitignore vendored
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@ -3,5 +3,3 @@
*.blend1
*.blend2
*.blend3
/.idea/
*.xcf

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@ -60,7 +60,7 @@ representative at an online or offline event.
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
ancientmariner_dev@proton.me.
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

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@ -8,13 +8,12 @@
## Maintainers
* AncientMariner
* Nicu
* cora
## Previous Maintainers
* Fleckenstein
* jordan4ibanez
* cora
## Developers
* bzoss
@ -34,9 +33,6 @@
* RandomLegoBrick
* SumianVoice
* MrRar
* talamh
* Faerraven / Michieal
* FossFanatic
## Contributors
* Laurent Rocher
@ -70,6 +66,7 @@
* Benjamin Schötz
* Doloment
* Sydney Gems
* talamh
* Emily2255
* Emojigit
* FinishedFragment
@ -88,17 +85,6 @@
* opfromthestart
* snowyu
* FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West
* GuyLiner
* 3raven
* anarquimico
* TheOnlyJoeEnderman
* Ranko Saotome
* Gregor Parzefall
* Wbjitscool
* b3nderman
## MineClone5
* kay27
@ -109,7 +95,7 @@
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* Gustavo1
* CableGuy67
* MrRar
@ -150,13 +136,11 @@
* jordan4ibanez
* paramat
* cora
* Faerraven / Michieal
## 3D Models
* 22i
* tobyplowy
* epCode
* Faerraven / Michieal
## Textures
* XSSheep
@ -170,8 +154,6 @@
* MysticTempest
* RandomLegoBrick
* cora
* Faerraven / Michieal
* Nicu
## Translations
* Wuzzy
@ -185,12 +167,9 @@
* Emojigit
* snowyu
* 3raven
* SakuraRiu
## Funders
* 40W
* bauknecht
* Cora
## Special thanks
* celeron55 for creating Minetest
@ -198,4 +177,3 @@
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/

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@ -74,8 +74,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `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

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@ -1,21 +0,0 @@
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
How to play:
#### Download Minetest
- Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab
#### Install MineClone2 from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "MineClone2" (should be first on the list or on the first page)
- Click the [+] button next to MineClone2 and wait for download to finish
- Click "Back to Main Menu"
#### Create new world and play
- Click "Start Game" tab
- At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
- Click "New", give your world a name
- You can leave seed blank or put in a word of your choice
- Select your new world
- Click "Play Game" and enjoy!

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@ -2,6 +2,8 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.80 (in development)
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
the world and dig and build almost every block in the world to create new
@ -156,7 +158,7 @@ The following features are incomplete:
* Some monsters and animals
* Redstone-related things
* Some special minecarts (hopper and chest minecarts work)
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft):

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@ -1,22 +0,0 @@
#File to document release steps with a view to evolving into a script
#Update CREDITS.md
#Update version in game.conf
lua tools/generate_ingame_credits.lua
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add game.conf
#git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.82.0"
git tag 0.82.0
git push origin 0.82.0
#Update version in game.conf to -SNAPSHOT
git commit -m "Post-release set version 0.82.0-SNAPSHOT"

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@ -1,4 +1,2 @@
title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.82.0-SNAPSHOT

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@ -5,8 +5,6 @@
-- 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
@ -24,17 +22,15 @@ local add_item = minetest.add_item
-- 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 pos_copy = vector.new(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)
@ -42,18 +38,16 @@ local function drop_attached_node(p)
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)
core.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
)
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
z = p.z + math.random()/2 - 0.25,
}
add_item(pos, item)
end
end
@ -96,3 +90,4 @@ function minetest.check_single_for_falling(pos)
return false
end

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@ -12,7 +12,6 @@ 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},
@ -155,6 +154,7 @@ end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end
if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
@ -162,7 +162,9 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false)
minetest.register_on_dieplayer(function(player, mt_reason)
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
end)

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@ -1,27 +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,
})

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

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@ -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 +333,16 @@ 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
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end)
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 +388,23 @@ 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 +428,6 @@ 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 = {}

View File

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

View File

@ -3,26 +3,26 @@ mcl_vars = {}
mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings
--- GUI / inventory menu settings
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
-- nonbg is added as formspec prepend in mcl_formspec_prepend
mcl_vars.gui_nonbg = table.concat({
mcl_vars.gui_slots,
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]",
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]",
"style_type[field;textcolor=#323232]",
"style_type[label;textcolor=#323232]",
"style_type[textarea;textcolor=#323232]",
"style_type[checkbox;textcolor=#323232]",
})
mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[field;textcolor=#323232]"..
"style_type[label;textcolor=#323232]"..
"style_type[textarea;textcolor=#323232]"..
"style_type[checkbox;textcolor=#323232]"
-- Background stuff must be manually added by mods (no formspec prepend)
mcl_vars.gui_bg_color = "bgcolor[#00000000]"
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
-- Legacy
mcl_vars.inventory_header = ""
-- Tool wield size
mcl_vars.tool_wield_scale = vector.new(1.8, 1.8, 1)
mcl_vars.tool_wield_scale = { x = 1.8, y = 1.8, z = 1 }
-- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name")
@ -35,69 +35,55 @@ mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16)
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) /
mcl_vars.MAP_BLOCKSIZE)
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes
---@param x integer
---@return integer
local function coordinate_to_block(x)
return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
end
---@param x integer
---@return integer
local function coordinate_to_chunk(x)
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_block(pos)
return vector.new(
coordinate_to_block(pos.x),
coordinate_to_block(pos.y),
coordinate_to_block(pos.z)
)
return {
x = coordinate_to_block(pos.x),
y = coordinate_to_block(pos.y),
z = coordinate_to_block(pos.z)
}
end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_chunk(pos)
return vector.new(
coordinate_to_chunk(pos.x),
coordinate_to_chunk(pos.y),
coordinate_to_chunk(pos.z)
)
return {
x = coordinate_to_chunk(pos.x),
y = coordinate_to_chunk(pos.y),
z = coordinate_to_chunk(pos.z)
}
end
local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes)
local k_positive_z = k_positive * 2
local k_positive_y = k_positive_z * k_positive_z
---@param pos Vector
---@return integer
function mcl_vars.get_chunk_number(pos) -- unsigned int
local c = mcl_vars.pos_to_chunk(pos)
return (c.y + k_positive) * k_positive_y +
return
(c.y + k_positive) * k_positive_y +
(c.z + k_positive) * k_positive_z +
c.x + k_positive
c.x + k_positive
end
if not superflat and not singlenode then
@ -131,8 +117,11 @@ elseif singlenode then
mcl_vars.mg_bedrock_is_rough = false
else
-- Classic superflat
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8
local ground = minetest.get_mapgen_setting("mgflat_ground_level")
ground = tonumber(ground)
if not ground then
ground = 8
end
mcl_vars.mg_overworld_min = ground - 3
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
@ -149,7 +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
@ -192,16 +180,14 @@ minetest.craftitemdef_default.stack_max = 64
math.randomseed(os.time())
local chunks = {} -- intervals of chunks generated
---@param pos Vector
function mcl_vars.add_chunk(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
local prev
for i, d in pairs(chunks) do
if n <= d[2] then -- we've found it
if (n == d[2]) or (n >= d[1]) then return end -- already here
if n == d[1] - 1 then -- right before:
if prev and (prev[2] == n - 1) then
if n == d[1]-1 then -- right before:
if prev and (prev[2] == n-1) then
prev[2] = d[2]
table.remove(chunks, i)
return
@ -209,20 +195,17 @@ function mcl_vars.add_chunk(pos)
d[1] = n
return
end
if prev and (prev[2] == n - 1) then --join to previous
if prev and (prev[2] == n-1) then --join to previous
prev[2] = n
return
end
table.insert(chunks, i, { n, n }) -- insert new interval before i
table.insert(chunks, i, {n, n}) -- insert new interval before i
return
end
prev = d
end
chunks[#chunks + 1] = { n, n }
chunks[#chunks+1] = {n, n}
end
---@param pos Vector
---@return boolean
function mcl_vars.is_generated(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
for i, d in pairs(chunks) do
@ -233,46 +216,47 @@ function mcl_vars.is_generated(pos)
return false
end
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return.
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout.
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`.
---@nodiscard
function mcl_vars.get_node(pos, force, us_timeout)
-- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
-- p: Position, if it's wrong, {name="error"} node will return.
-- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
-- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
--
-- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(p, force, us_timeout)
-- check initial circumstances
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end
if not p or not p.x or not p.y or not p.z then return {name="error"} end
-- try common way
local node = minetest.get_node(pos)
local node = minetest.get_node(p)
if node.name ~= "ignore" then
return node
end
-- copy vector to get sure it won't changed by other threads
local pos_copy = vector.copy(pos)
-- copy table to get sure it won't changed by other threads
local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy)
node = minetest.get_node(pos_copy)
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then
return node
end
-- all ways failed - need to emerge (or forceload if generated)
if mcl_vars.is_generated(pos_copy) then
local us_timeout = us_timeout or 244
if mcl_vars.is_generated(pos) then
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
minetest.forceload_block(pos_copy)
minetest.forceload_block(pos)
else
minetest.emerge_area(pos_copy, pos_copy)
minetest.emerge_area(pos, pos)
end
local t = minetest.get_us_time()
node = minetest.get_node(pos_copy)
node = minetest.get_node(pos)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do
node = minetest.get_node(pos_copy)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos)
end
return node

View File

@ -11,22 +11,42 @@ Creative Commons Attribution 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by/3.0/
Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition
Mito551 (sounds) (CC BY-SA 3.0):
default_dig_crumbly.ogg
default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
default_dig_crumbly.2.ogg
default_dig_oddly_breakable_by_hand.ogg
default_dug_node.*.ogg
default_grass_footstep.*.ogg
default_gravel_footstep.*.ogg
default_place_node.*.ogg
default_place_node_hard.*.ogg
default_wood_footstep.*.ogg
default_dirt_footstep.*.ogg
default_dug_node.1.ogg
default_dug_node.2.ogg
default_grass_footstep.1.ogg
default_grass_footstep.2.ogg
default_grass_footstep.3.ogg
default_gravel_footstep.1.ogg
default_gravel_footstep.2.ogg
default_gravel_footstep.3.ogg
default_gravel_footstep.4.ogg
default_grass_footstep.1.ogg
default_place_node.1.ogg
default_place_node.2.ogg
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
default_sand_footstep.1.ogg
default_sand_footstep.2.ogg
default_wood_footstep.1.ogg
default_wood_footstep.2.ogg
default_dirt_footstep.1.ogg
default_dirt_footstep.2.ogg
default_glass_footstep.ogg
Metal sounds:
@ -34,64 +54,35 @@ Metal sounds:
- https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - (CC0 1.0) - CC0 1.0
- https://freesound.org/people/mypantsfelldown/sounds/398937/
default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
AGFX (CC BY 3.0):
AGFX (CC BY 3.0)
https://www.freesound.org/people/AGFX/packs/1253/
default_water_footstep.*.ogg
default_water_footstep.1.ogg
default_water_footstep.2.ogg
default_water_footstep.3.ogg
(default_water_footstep.4.ogg is silent)
blukotek (CC0 1.0):
blukotek (CC0 1.0)
https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg
sonictechtonic (CC BY 3.0):
sonictechtonic (CC BY 3.0)
https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg
Sheyvan (CC0 1.0):
https://freesound.org/people/Sheyvan/sounds/476113/
default_dig_choppy.*.ogg
lolamadeus (CC0 1.0):
https://freesound.org/people/lolamadeus/sounds/179341/
default_gravel_dig.*.ogg
default_gravel_dug.*.ogg
Benboncan (CC BY 3.0):
https://freesound.org/people/Benboncan/sounds/71823/
default_dig_cracky.*.ogg
Erdie (CC BY 3.0):
https://freesound.org/people/Erdie/sounds/41579/
default_hard_footstep.*.ogg
worthahep88 (CC0 1.0):
https://freesound.org/people/worthahep88/sounds/319224/
default_sand_footstep.*.ogg
dheming (CC BY 3.0):
https://freesound.org/people/dheming/sounds/268023/
default_ice_dig.*.ogg
InspectorJ (CC BY 3.0):
https://freesound.org/people/InspectorJ/sounds/416967/
default_ice_footstep.*.ogg
Angel_Perez_Grandi (CC BY 3.0):
https://freesound.org/people/Angel_Perez_Grandi/sounds/49190/
default_ice_dug.ogg
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0):
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
mcl_sounds_place_node_water.ogg
mcl_sounds_dug_water.ogg
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
Tom Peter, Telaron, juskiddink)
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0):
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
default_place_node_lava.ogg
Adam_N (CC0 1.0):
@ -99,7 +90,7 @@ Adam_N (CC0 1.0):
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
Alecia Shepherd (CC BY-SA 4.0):
mcl_sounds_cloth.*.ogg
mcl_sounds_cloth.ogg
Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack>
Unknown authors (WTFPL):

View File

@ -11,7 +11,7 @@ function mcl_sounds.node_sound_defaults(table)
table.dug = table.dug or
{name="default_dug_node", gain=0.25}
table.dig = table.dig or
{name="default_dig_oddly_breakable_by_hand", gain=0.5}
{name="default_dig_oddly_breakable_by_hand", gain=1.0}
table.place = table.place or
{name="default_place_node_hard", gain=1.0}
return table
@ -20,11 +20,11 @@ end
function mcl_sounds.node_sound_stone_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_hard_footstep", gain=0.2}
{name="default_hard_footstep", gain=0.5}
table.dug = table.dug or
{name="default_hard_footstep", gain=1.0}
table.dig = table.dig or
{name="default_dig_cracky", gain=0.5}
{name="default_dig_cracky", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
@ -32,13 +32,13 @@ end
function mcl_sounds.node_sound_metal_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_metal_footstep", gain=0.2}
{name="default_metal_footstep", gain=0.5}
table.dug = table.dug or
{name="default_dug_metal", gain=0.5}
{name="default_dug_metal", gain=1.0}
table.dig = table.dig or
{name="default_dig_metal", gain=0.5}
{name="default_dig_metal", gain=1.0}
table.place = table.place or
{name="default_place_node_metal", gain=0.5}
{name="default_place_node_metal", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
@ -46,11 +46,11 @@ end
function mcl_sounds.node_sound_dirt_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_dirt_footstep", gain=0.25}
table.dug = table.dug or
{name="default_dirt_footstep", gain=1.0}
table.dug = table.dug or
{name="default_dirt_footstep", gain=1.5}
table.dig = table.dig or
{name="default_dig_crumbly", gain=0.4}
{name="default_dig_crumbly", gain=1.0}
table.place = table.place or
{name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table)
@ -60,25 +60,11 @@ end
function mcl_sounds.node_sound_sand_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_sand_footstep", gain=0.05}
{name="default_sand_footstep", gain=0.5}
table.dug = table.dug or
{name="default_sand_footstep", gain=0.15}
{name="default_sand_footstep", gain=1.0}
table.dig = table.dig or
{name="default_dig_crumbly", gain=0.4}
table.place = table.place or
{name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_gravel_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_gravel_footstep", gain=0.25}
table.dug = table.dug or
{name="default_gravel_dug", gain=1.0}
table.dig = table.dig or
{name="default_gravel_dig", gain=0.35}
{name="default_dig_crumbly", gain=1.0}
table.place = table.place or
{name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table)
@ -92,33 +78,21 @@ function mcl_sounds.node_sound_snow_defaults(table)
table.dug = table.dug or
{name="pedology_snow_soft_footstep", gain=1.0}
table.dig = table.dig or
{name="pedology_snow_soft_footstep", gain=1.0}
{name="default_dig_crumbly", gain=1.0}
table.place = table.place or
{name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_ice_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_ice_footstep", gain=0.15}
table.dug = table.dug or
{name="default_ice_dug", gain=0.5}
table.dig = table.dig or
{name="default_ice_dig", gain=0.5}
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_wood_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_wood_footstep", gain=0.15}
{name="default_wood_footstep", gain=0.5}
table.dug = table.dug or
{name="default_wood_footstep", gain=1.0}
table.dig = table.dig or
{name="default_dig_choppy", gain=0.4}
{name="default_dig_choppy", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
@ -154,11 +128,11 @@ end
function mcl_sounds.node_sound_glass_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_glass_footstep", gain=0.3}
{name="default_glass_footstep", gain=0.5}
table.dug = table.dug or
{name="default_break_glass", gain=1.0}
table.dig = table.dig or
{name="default_dig_cracky", gain=0.5}
{name="default_dig_cracky", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end

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@ -2,8 +2,8 @@ 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
for _, to in ipairs{...} do
for k,v in pairs(to) do
t[k] = v
end
end
@ -12,8 +12,8 @@ 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
for _, to in ipairs{...} do
for k,v in pairs(to) do
if t[k] == nil then
t[k] = v
end
@ -22,20 +22,7 @@ function table.update_nil(t, ...)
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
@ -68,7 +55,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local undef = minetest.registered_nodes[unode.name]
if undef and undef.on_rightclick then
undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing)
itemstack, pointed_thing)
return
end
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
@ -150,23 +137,23 @@ end
function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
if side == "right" then
if param2 == 0 then
return {x = pos.x - 1, y = pos.y, z = pos.z}
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x = pos.x, y = pos.y, z = pos.z + 1}
return {x=pos.x, y=pos.y, z=pos.z+1}
elseif param2 == 2 then
return {x = pos.x + 1, y = pos.y, z = pos.z}
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x = pos.x, y = pos.y, z = pos.z - 1}
return {x=pos.x, y=pos.y, z=pos.z-1}
end
else
if param2 == 0 then
return {x = pos.x + 1, y = pos.y, z = pos.z}
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x = pos.x, y = pos.y, z = pos.z - 1}
return {x=pos.x, y=pos.y, z=pos.z-1}
elseif param2 == 2 then
return {x = pos.x - 1, y = pos.y, z = pos.z}
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x = pos.x, y = pos.y, z = pos.z + 1}
return {x=pos.x, y=pos.y, z=pos.z+1}
end
end
end
@ -184,7 +171,7 @@ end
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list)
local stack
for i = 1, size do
for i=1, size do
stack = src_inventory:get_stack(src_list, i)
if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then
return i
@ -287,10 +274,10 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
-- Unknown source container type. Bail out
else
return false
end
@ -343,7 +330,7 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
@ -408,7 +395,7 @@ end
-- Returns true if item (itemstring or ItemStack) can be used as a furnace fuel.
-- Returns false otherwise
function mcl_util.is_fuel(item)
return minetest.get_craft_result({method = "fuel", width = 1, items = {item}}).time ~= 0
return minetest.get_craft_result({method="fuel", width=1, items={item}}).time ~= 0
end
-- Returns a on_place function for plants
@ -455,7 +442,7 @@ function mcl_util.generate_on_place_plant_function(condition)
if success then
if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos = pointed_thing.above, gain = 1}, true)
minetest.sound_play(idef.sounds.place, {pos=pointed_thing.above, gain=1}, true)
end
end
itemstack = new_itemstack
@ -612,12 +599,10 @@ function mcl_util.get_object_name(object)
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
@ -642,372 +627,87 @@ end
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
local m = 10^d
return math.floor(n * m + 0.5) / m
end
local function close_enough(a, b)
local rt = true
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
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)
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
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
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
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))
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_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}
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
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_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)
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())
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)
function mcl_util.set_bone_position(obj,b,p,r) --bone,position,rotation
local oldp,oldr=obj:get_bone_position(b)
if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
return
end
end
---Return a function to use in `on_place`.
---
---Allow to bypass the `buildable_to` node field in a `on_place` callback.
---
---You have to make sure that the nodes you return true for have `buildable_to = true`.
---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name`
---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
function mcl_util.bypass_buildable_to(func)
--------------------------
-- MINETEST CODE: UTILS --
--------------------------
local function copy_pointed_thing(pointed_thing)
return {
type = pointed_thing.type,
above = pointed_thing.above and vector.copy(pointed_thing.above),
under = pointed_thing.under and vector.copy(pointed_thing.under),
ref = pointed_thing.ref,
}
end
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
local function check_attached_node(p, n, group_rating)
local def = core.registered_nodes[n.name]
local d = vector.zero()
if group_rating == 3 then
-- always attach to floor
d.y = -1
elseif group_rating == 4 then
-- always attach to ceiling
d.y = 1
elseif group_rating == 2 then
-- attach to facedir or 4dir direction
if (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir") then
-- Attach to whatever facedir is "mounted to".
-- For facedir, this is where tile no. 5 point at.
-- The fallback vector here is in case 'facedir to dir' is nil due
-- to voxelmanip placing a wallmounted node without resetting a
-- pre-existing param2 value that is out-of-range for facedir.
-- The fallback vector corresponds to param2 = 0.
d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
elseif (def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") then
-- Similar to facedir handling
d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
end
elseif def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted" then
-- Attach to whatever this node is "mounted to".
-- This where tile no. 2 points at.
-- The fallback vector here is used for the same reason as
-- for facedir nodes.
d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
else
d.y = -1
end
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
return function(itemstack, placer, pointed_thing, param2)
-------------------
-- MINETEST CODE --
-------------------
local def = itemstack:get_definition()
if def.type ~= "node" or pointed_thing.type ~= "node" then
return itemstack
end
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.get_node_or_nil(above)
local playername = user_name(placer)
local log = make_log(playername)
if not oldnode_under or not oldnode_above then
log("info", playername .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack
end
local olddef_under = minetest.registered_nodes[oldnode_under.name]
olddef_under = olddef_under or minetest.nodedef_default
local olddef_above = minetest.registered_nodes[oldnode_above.name]
olddef_above = olddef_above or minetest.nodedef_default
if not olddef_above.buildable_to and not olddef_under.buildable_to then
log("info", playername .. " tried to place"
.. " node in invalid position " .. minetest.pos_to_string(above)
.. ", replacing " .. oldnode_above.name)
return itemstack
end
---------------------
-- CUSTOMIZED CODE --
---------------------
-- Place above pointed node
local place_to = vector.copy(above)
-- If node under is buildable_to, check for callback result and place into it instead
if olddef_under.buildable_to and not func(oldnode_under.name) then
log("info", "node under is buildable to")
place_to = vector.copy(under)
end
-------------------
-- MINETEST CODE --
-------------------
if minetest.is_protected(place_to, playername) then
log("action", playername
.. " tried to place " .. def.name
.. " at protected position "
.. minetest.pos_to_string(place_to))
minetest.record_protection_violation(place_to, playername)
return itemstack
end
local oldnode = minetest.get_node(place_to)
local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
newnode.param2 = def.place_param2
elseif (def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted") and not param2 then
local dir = vector.subtract(under, above)
newnode.param2 = minetest.dir_to_wallmounted(dir)
-- Calculate the direction for furnaces and chests and stuff
elseif (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir" or
def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") and not param2 then
local placer_pos = placer and placer:get_pos()
if placer_pos then
local dir = vector.subtract(above, placer_pos)
newnode.param2 = minetest.dir_to_facedir(dir)
log("info", "facedir: " .. newnode.param2)
end
end
local metatable = itemstack:get_meta():to_table().fields
-- Transfer color information
if metatable.palette_index and not def.place_param2 then
local color_divisor = nil
if def.paramtype2 == "color" then
color_divisor = 1
elseif def.paramtype2 == "colorwallmounted" then
color_divisor = 8
elseif def.paramtype2 == "colorfacedir" then
color_divisor = 32
elseif def.paramtype2 == "color4dir" then
color_divisor = 4
elseif def.paramtype2 == "colordegrotate" then
color_divisor = 32
end
if color_divisor then
local color = math.floor(metatable.palette_index / color_divisor)
local other = newnode.param2 % color_divisor
newnode.param2 = color * color_divisor + other
end
end
-- Check if the node is attached and if it can be placed there
local an = minetest.get_item_group(def.name, "attached_node")
if an ~= 0 and
not check_attached_node(place_to, newnode, an) then
log("action", "attached node " .. def.name ..
" cannot be placed at " .. minetest.pos_to_string(place_to))
return itemstack
end
log("action", playername .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
-- Add node and update
minetest.add_node(place_to, newnode)
-- Play sound if it was done by a player
if playername ~= "" and def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {
pos = place_to,
exclude_player = playername,
}, true)
end
local take_item = true
-- Run callback
if def.after_place_node then
-- Deepcopy place_to and pointed_thing because callback can modify it
local place_to_copy = vector.copy(place_to)
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if def.after_place_node(place_to_copy, placer, itemstack,
pointed_thing_copy) then
take_item = false
end
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = vector.copy(place_to)
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then
take_item = false
end
end
if take_item then
itemstack:take_item()
end
return itemstack
end
end
--[[Check for a protection violation in a given area.
--
-- Applies is_protected() to a 3D lattice of points in the defined volume. The points are spaced
-- evenly throughout the volume and have a spacing similar to, but no larger than, "interval".
--
-- @param pos1 A position table of the area volume's first edge.
-- @param pos2 A position table of the area volume's second edge.
-- @param player The player performing the action.
-- @param interval Optional. Max spacing between checked points at the volume.
-- Default: Same as minetest.is_area_protected.
--
-- @return true on protection violation detection. false otherwise.
--
-- @notes *All corners and edges of the defined volume are checked.
]]
function mcl_util.check_area_protection(pos1, pos2, player, interval)
local name = player and player:get_player_name() or ""
local protected_pos = minetest.is_area_protected(pos1, pos2, name, interval)
if protected_pos then
minetest.record_protection_violation(protected_pos, name)
return true
end
return false
end
--[[Check for a protection violation on a single position.
--
-- @param position A position table to check for protection violation.
-- @param player The player performing the action.
--
-- @return true on protection violation detection. false otherwise.
]]
function mcl_util.check_position_protection(position, player)
local name = player and player:get_player_name() or ""
if minetest.is_protected(position, name) then
minetest.record_protection_violation(position, name)
return true
end
return false
obj:set_bone_position(b,p,r)
end

View File

@ -109,7 +109,6 @@ local function attach_object(self, obj)
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

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

@ -1,36 +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

@ -3,99 +3,53 @@
-- 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 function make_drop(pos,liquid,sound,interval)
local pt = {
velocity = vector.zero(),
velocity = vector.new(0,0,0),
collision_removal = false,
}
local t = math.random() + math.random(1, interval)
minetest.after(t, function()
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.pos = vector.offset(pos,x,-0.52,z)
pt.acceleration = vector.new(0,0,0)
pt.collisiondetection = false
pt.expirationtime = t
pt.texture = "[combine:2x2:" ..
-math.random(1, 16) .. "," .. -math.random(1, 16) .. "=" .. texture
pt.texture="[combine:2x2:" .. -math.random(1, 16) .. "," .. -math.random(1, 16) .. "=default_" .. liquid .. "_source_animated.png"
minetest.add_particle(pt)
minetest.after(t, function()
pt.acceleration = vector.new(0, -5, 0)
minetest.after(t,function()
pt.acceleration = vector.new(0,-5,0)
pt.collisiondetection = true
pt.expirationtime = math.random() + math.random(1, interval / 2)
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)
minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {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)
local function register_drop(liquid, glow, sound, nodes, interval, chance)
minetest.register_abm({
label = "Create drops",
nodenames = def.nodes,
neighbors = { "group:" .. def.liquid },
interval = def.interval,
chance = def.chance,
nodenames = nodes,
neighbors = {"group:" .. liquid},
interval = interval,
chance = 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)
local r = math.ceil(interval / 20)
local nn=minetest.find_nodes_in_area(vector.offset(pos,-r,0,-r),vector.offset(pos,r,0,r),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)
for i=1,math.random(#nn) do
if minetest.get_item_group(minetest.get_node(vector.offset(nn[i], 0, 1, 0)).name, liquid) ~= 0
and minetest.get_node(vector.offset(nn[i], 0, -1, 0)).name == "air" then
make_drop(nn[i],liquid,sound,interval)
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,
})
register_drop("water", 1, "", {"group:opaque", "group:leaves"},60,10)
register_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"},60,10)

View File

@ -0,0 +1,29 @@
Dripping Mod
by kddekadenz
modified for MineClone 2 by Wuzzy and NO11
Installing instructions:
1. Copy the mcl_dripping mod folder into games/gamemode/mods
2. Start game and enjoy :)
Manual:
-> drops are generated rarely under solid nodes
-> they will stay some time at the generated block and than they fall down
-> when they collide with the ground, a sound is played and they are destroyed
License:
code & sounds: CC0
Changelog:
16.04.2012 - first release
28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)

View File

@ -2,10 +2,6 @@ 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()
@ -26,25 +22,20 @@ local inv_callbacks = {
end,
}
function mcl_entity_invs.load_inv(ent,size)
mcl_log("load_inv")
local function load_inv(ent,size)
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)
local function save_inv(ent)
if ent._inv then
ent._items = {}
for i,it in ipairs(ent._inv:get_list("main")) do
@ -55,60 +46,32 @@ function mcl_entity_invs.save_inv(ent)
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)
text = text or ""
ent._inv = 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))
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]"
minetest.show_formspec(playername,ent._inv_id,formspec)
end
local function drop_inv(ent)
@ -122,9 +85,9 @@ local function drop_inv(ent)
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
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)
@ -132,7 +95,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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)
save_inv(k)
open_invs[k] = nil
end
end
@ -188,7 +151,7 @@ function mcl_entity_invs.register_inv(entity_name,show_name,size,no_on_righclick
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)
save_inv(self)
if removal then
on_remove(self)
end

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

@ -6,25 +6,22 @@ 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)
pool[player:get_player_name()] = 0
local name
name = player:get_player_name()
pool[name] = 0
end)
minetest.register_on_leaveplayer(function(player)
pool[player:get_player_name()] = nil
local name
name = player:get_player_name()
pool[name] = nil
end)
local has_awards = minetest.get_modpath("awards")
mcl_item_entity = {}
local mcl_item_entity = {}
--basic settings
local item_drop_settings = {} --settings table
@ -39,29 +36,22 @@ item_drop_settings.random_item_velocity = true --this sets random item velocity
item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
mcl_item_entity.registered_pickup_achievement = {}
local registered_pickup_achievement = {}
---Register an achievement that will be unlocked on pickup.
---
---TODO: remove limitation of 1 award per itemname
---@param itemname string
---@param award string
--TODO: remove limitation of 1 award per itemname
function mcl_item_entity.register_pickup_achievement(itemname, award)
if not has_awards then
minetest.log("warning",
"[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" ..
itemname .. "] while awards missing")
elseif mcl_item_entity.registered_pickup_achievement[itemname] then
minetest.log("error",
"[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]")
minetest.log("warning", "[mcl_item_entity] Trying to register pickup achievement ["..award.."] for ["..itemname.."] while awards missing")
elseif registered_pickup_achievement[itemname] then
minetest.log("error", "[mcl_item_entity] Trying to register already existing pickup achievement ["..award.."] for ["..itemname.."]")
else
mcl_item_entity.registered_pickup_achievement[itemname] = award
registered_pickup_achievement[itemname] = award
end
end
@ -74,13 +64,11 @@ mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hi
mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
---@param object ObjectRef
---@param player ObjectRef
local function check_pickup_achievements(object, player)
if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name()
for name, award in pairs(mcl_item_entity.registered_pickup_achievement) do
for name,award in pairs(registered_pickup_achievement) do
if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then
awards.unlock(playername, award)
end
@ -88,23 +76,16 @@ local function check_pickup_achievements(object, player)
end
end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
physical = true
})
object:set_acceleration(vector.new(0, -get_gravity(), 0))
object:set_acceleration({x=0,y=-get_gravity(),z=0})
end
end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
---@param reset_movement? boolean
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
@ -112,16 +93,17 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
physical = false
})
if reset_movement ~= false then
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0})
end
end
end
minetest.register_globalstep(function(_)
minetest.register_globalstep(function(dtime)
tick = not tick
for _, player in pairs(minetest.get_connected_players()) do
for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name()
@ -133,7 +115,7 @@ minetest.register_globalstep(function(_)
pos = pos,
gain = 0.3,
max_hear_distance = 16,
pitch = math.random(70, 110) / 100
pitch = math.random(70,110)/100
})
if pool[name] > 6 then
pool[name] = 6
@ -143,18 +125,15 @@ minetest.register_globalstep(function(_)
end
local inv = player:get_inventory()
local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0)
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
--magnet and collection
for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and
object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
if object:get_luaentity()._magnet_timer >= 0 and
object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
-- Collection
if not object:get_luaentity()._removed then
@ -169,8 +148,8 @@ minetest.register_globalstep(function(_)
object:get_luaentity().target = checkpos
object:get_luaentity()._removed = true
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0})
object:move_to(checkpos)
@ -190,6 +169,7 @@ minetest.register_globalstep(function(_)
local entity = object:get_luaentity()
entity.collector = player:get_player_name()
entity.collected = true
end
end
@ -204,11 +184,6 @@ end)
local tmp_id = 0
---@param drop string|drop_definition
---@param toolname string
---@param param2 integer
---@param paramtype2 paramtype2
---@return string[]
local function get_drops(drop, toolname, param2, paramtype2)
tmp_id = tmp_id + 1
local tmp_node_name = "mcl_item_entity:" .. tmp_id
@ -217,7 +192,7 @@ local function get_drops(drop, toolname, param2, paramtype2)
drop = drop,
paramtype2 = paramtype2
}
local drops = minetest.get_node_drops({ name = tmp_node_name, param2 = param2 }, toolname)
local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname)
minetest.registered_nodes[tmp_node_name] = nil
return drops
end
@ -280,7 +255,7 @@ function minetest.handle_node_drops(pos, drops, digger)
* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
]]
local enchantments = tool and mcl_enchanting.get_enchantments(tool)
local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
local silk_touch_drop = false
local nodedef = minetest.registered_nodes[dug_node.name]
@ -309,8 +284,7 @@ function minetest.handle_node_drops(pos, drops, digger)
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
if not chance or math.random() < chance then
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count,
fortune_drop.cap)
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
elseif fortune_drop.override then
drops = {}
end
@ -322,13 +296,13 @@ function minetest.handle_node_drops(pos, drops, digger)
end
if digger and mcl_experience.throw_xp and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name, "xp")
local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount)
end
end
for _, item in ipairs(drops) do
for _,item in ipairs(drops) do
local count
if type(item) == "string" then
count = ItemStack(item):get_count()
@ -337,7 +311,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end
local drop_item = ItemStack(item)
drop_item:set_count(1)
for i = 1, count do
for i=1,count do
local dpos = table.copy(pos)
-- Apply offset for plantlike_rooted nodes because of their special shape
if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
@ -364,7 +338,7 @@ end
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then
local v = dropper:get_look_dir()
local p = vector.offset(pos, 0, 1.2, 0)
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = itemstack:get_count()
if dropper:get_player_control().sneak then
cs = 1
@ -372,9 +346,9 @@ function minetest.item_drop(itemstack, dropper, pos)
local item = itemstack:take_item(cs)
local obj = minetest.add_item(p, item)
if obj then
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
obj:set_velocity(v)
-- Force collection delay
obj:get_luaentity()._insta_collect = false
@ -392,137 +366,27 @@ end
local function cxcz(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
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,
physical = true,
collide_with_objects = false,
collisionbox = { -0.3, -0.3, -0.3, 0.3, 0.3, 0.3 },
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
pointable = false,
visual = "wielditem",
visual_size = { x = 0.4, y = 0.4 },
textures = { "" },
spritediv = { x = 1, y = 1 },
initial_sprite_basepos = { x = 0, y = 0 },
visual_size = {x = 0.4, y = 0.4},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
infotext = "",
},
@ -560,11 +424,11 @@ minetest.register_entity(":__builtin:item", {
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
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(vector.new(x, y, z))
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,
@ -592,7 +456,7 @@ minetest.register_entity(":__builtin:item", {
local max_count = stack:get_stack_max()
if count > max_count then
count = max_count
self.itemstring = stack:get_name() .. " " .. max_count
self.itemstring = stack:get_name().." "..max_count
end
local itemtable = stack:to_table()
local itemname = nil
@ -613,9 +477,9 @@ minetest.register_entity(":__builtin:item", {
local prop = {
is_visible = true,
visual = "wielditem",
textures = { itemname },
visual_size = { x = s, y = s },
collisionbox = { -c, -c, -c, c, c, c },
textures = {itemname},
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
automatic_rotate = math.pi * 0.5,
infotext = description,
glow = glow,
@ -711,9 +575,9 @@ minetest.register_entity(":__builtin:item", {
self._forcestart = nil
self._forcetimer = 0
self.object:set_armor_groups({ immortal = 1 })
-- self.object:set_velocity(vector.new(0, 2, 0))
self.object:set_acceleration(vector.new(0, -get_gravity(), 0))
self.object:set_armor_groups({immortal = 1})
-- self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring)
end,
@ -726,9 +590,9 @@ minetest.register_entity(":__builtin:item", {
local stack = ItemStack(entity.itemstring)
local name = stack:get_name()
if own_stack:get_name() ~= name or
own_stack:get_meta() ~= stack:get_meta() or
own_stack:get_wear() ~= stack:get_wear() or
own_stack:get_free_space() == 0 then
own_stack:get_meta() ~= stack:get_meta() or
own_stack:get_wear() ~= stack:get_wear() or
own_stack:get_free_space() == 0 then
-- Can not merge different or full stack
return false
end
@ -761,8 +625,8 @@ minetest.register_entity(":__builtin:item", {
self.object:set_properties({
physical = false
})
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
self.object:set_velocity({x=0,y=0,z=0})
self.object:set_acceleration({x=0,y=0,z=0})
return
end
self.age = self.age + dtime
@ -777,22 +641,15 @@ minetest.register_entity(":__builtin:item", {
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
-- otherwise there might have some data corruption.
if self.itemstring == "" then
minetest.log("warning",
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
"! Deleting it now.")
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
self._removed = true
self.object:remove()
return
end
local p = self.object:get_pos()
-- 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(p)
local in_unloaded = node.name == "ignore"
local node = minetest.get_node_or_nil(p)
local in_unloaded = (node == nil)
if in_unloaded then
-- Don't infinetly fall into unloaded map
@ -802,27 +659,27 @@ minetest.register_entity(":__builtin:item", {
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) }
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(vector.offset(p, 0, 0.1, 0)).name
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
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(vector.zero())
self.object:set_acceleration(vector.zero())
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
@ -842,7 +699,7 @@ minetest.register_entity(":__builtin:item", {
--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 dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
end
self._removed = true
self.object:remove()
@ -882,7 +739,7 @@ minetest.register_entity(":__builtin:item", {
end
-- Check which one of the 4 sides is free
for o = 1, #order do
for o=1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
@ -892,7 +749,7 @@ minetest.register_entity(":__builtin:item", {
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
shootdir = { x=0, y=1, z=0 }
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
@ -902,7 +759,7 @@ minetest.register_entity(":__builtin:item", {
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
@ -924,10 +781,10 @@ minetest.register_entity(":__builtin:item", {
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
@ -958,7 +815,7 @@ minetest.register_entity(":__builtin:item", {
-- 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(vector.new(newv.x, -0.22, newv.z))
self.object:set_acceleration({x = newv.x, y = -0.22, z = newv.z})
self.physical_state = true
self._flowing = true
@ -971,10 +828,9 @@ minetest.register_entity(":__builtin:item", {
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
}
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()
@ -998,20 +854,20 @@ minetest.register_entity(":__builtin:item", {
end
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
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
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
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end

View File

@ -770,9 +770,8 @@ 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(
@ -840,14 +839,16 @@ minetest.register_craft({
},
})
minetest.register_craft({
-- TODO: Re-enable crafting of special minecarts when they have been implemented
--[[minetest.register_craft({
output = "mcl_minecarts:hopper_minecart",
recipe = {
{"mcl_hoppers:hopper"},
{"mcl_minecarts:minecart"},
},
})
--]]
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
@ -862,4 +863,5 @@ if has_mcl_wip then
mcl_wip.register_wip_item("mcl_minecarts:chest_minecart")
mcl_wip.register_wip_item("mcl_minecarts:furnace_minecart")
mcl_wip.register_wip_item("mcl_minecarts:command_block_minecart")
mcl_wip.register_wip_item("mcl_minecarts:hopper_minecart")
end

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

File diff suppressed because it is too large Load Diff

View File

@ -1,349 +0,0 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local HORNY_TIME = 30*20
local HORNY_AGAIN_TIME = 30*20 -- was 300 or 15*20
local CHILD_GROW_TIME = 60*20
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local LOG_MODULE = "[mcl_mobs]"
local function mcl_log (message)
if LOGGING_ON and message then
minetest.log(LOG_MODULE .. " " .. message)
end
end
-- No-op in MCL2 (capturing mobs is not possible).
-- Provided for compability with Mobs Redo
function mcl_mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
return false
end
-- No-op in MCL2 (protecting mobs is not possible).
function mcl_mobs:protect(self, clicker)
return false
end
-- feeding, taming and breeding (thanks blert2112)
function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if not self.follow then
return false
end
-- can eat/tame with item in hand
if self.nofollow or self:follow_holding(clicker) then
local consume_food = false
-- tame if not still a baby
if tame and not self.child then
if not self.owner or self.owner == "" then
self.tamed = true
self.owner = clicker:get_player_name()
consume_food = true
end
end
-- increase health
if self.health < self.hp_max and not consume_food then
consume_food = true
self.health = math.min(self.health + 4, self.hp_max)
if self.htimer < 1 then
self.htimer = 5
end
self.object:set_hp(self.health)
end
-- make children grow quicker
if not consume_food and self.child == true then
consume_food = true
-- deduct 10% of the time to adulthood
self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1)
end
-- breed animals
if breed and not consume_food and self.hornytimer == 0 and not self.horny then
self.food = (self.food or 0) + 1
consume_food = true
if self.food >= feed_count then
self.food = 0
self.horny = true
end
end
self:update_tag()
-- play a sound if the animal used the item and take the item if not in creative
if consume_food then
-- don't consume food if clicker is in creative
if not minetest.is_creative_enabled(clicker:get_player_name()) and not notake then
local item = clicker:get_wielded_item()
item:take_item()
clicker:set_wielded_item(item)
end
-- always play the eat sound if food is used, even in creative
self:mob_sound("eat", nil, true)
else
-- make sound when the mob doesn't want food
self:mob_sound("random", true)
end
return true
end
return false
end
-- Spawn a child
function mcl_mobs.spawn_child(pos, mob_type)
local child = minetest.add_entity(pos, mob_type)
if not child then
return
end
local ent = child:get_luaentity()
mcl_mobs.effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5)
ent.child = true
local textures
-- using specific child texture (if found)
if ent.child_texture then
textures = ent.child_texture[1]
end
-- and resize to half height
child:set_properties({
textures = textures,
visual_size = {
x = ent.base_size.x * .5,
y = ent.base_size.y * .5,
},
collisionbox = {
ent.base_colbox[1] * .5,
ent.base_colbox[2] * .5,
ent.base_colbox[3] * .5,
ent.base_colbox[4] * .5,
ent.base_colbox[5] * .5,
ent.base_colbox[6] * .5,
},
selectionbox = {
ent.base_selbox[1] * .5,
ent.base_selbox[2] * .5,
ent.base_selbox[3] * .5,
ent.base_selbox[4] * .5,
ent.base_selbox[5] * .5,
ent.base_selbox[6] * .5,
},
})
ent.animation = ent._child_animations
ent._current_animation = nil
ent:set_animation("stand")
return child
end
-- find two animals of same type and breed if nearby and horny
function mob_class:check_breeding()
--mcl_log("In breed function")
-- child takes a long time before growing into adult
if self.child == true then
-- When a child, hornytimer is used to count age until adulthood
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= CHILD_GROW_TIME then
self.child = false
self.hornytimer = 0
self.object:set_properties({
textures = self.base_texture,
mesh = self.base_mesh,
visual_size = self.base_size,
collisionbox = self.base_colbox,
selectionbox = self.base_selbox,
})
-- custom function when child grows up
if self.on_grown then
self.on_grown(self)
else
-- jump when fully grown so as not to fall into ground
self.object:set_velocity({
x = 0,
y = self.jump_height,
z = 0
})
end
self.animation = nil
local anim = self._current_animation
self._current_animation = nil -- Mobs Redo does nothing otherwise
self:set_animation(anim)
end
return
else
-- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
end
end
-- find another same animal who is also horny and mate if nearby
if self.horny == true
and self.hornytimer <= HORNY_TIME then
mcl_log("In breed function. All good. Do the magic.")
local pos = self.object:get_pos()
mcl_mobs.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
local objs = minetest.get_objects_inside_radius(pos, 3)
local num = 0
local ent = nil
for n = 1, #objs do
ent = objs[n]:get_luaentity()
-- check for same animal with different colour
local canmate = false
if ent then
if ent.name == self.name then
canmate = true
else
local entname = string.split(ent.name,":")
local selfname = string.split(self.name,":")
if entname[1] == selfname[1] then
entname = string.split(entname[2],"_")
selfname = string.split(selfname[2],"_")
if entname[1] == selfname[1] then
canmate = true
end
end
end
end
if canmate then mcl_log("In breed function. Can mate.") end
if ent
and canmate == true
and ent.horny == true
and ent.hornytimer <= HORNY_TIME then
num = num + 1
end
-- found your mate? then have a baby
if num > 1 then
self.hornytimer = HORNY_TIME + 1
ent.hornytimer = HORNY_TIME + 1
-- spawn baby
minetest.after(5, function(parent1, parent2, pos)
if not parent1.object:get_luaentity() then
return
end
if not parent2.object:get_luaentity() then
return
end
mcl_experience.throw_xp(pos, math.random(1, 7))
-- custom breed function
if parent1.on_breed then
-- when false, skip going any further
if parent1.on_breed(parent1, parent2) == false then
return
end
end
local child = mcl_mobs.spawn_child(pos, parent1.name)
local ent_c = child:get_luaentity()
-- Use texture of one of the parents
local p = math.random(1, 2)
if p == 1 then
ent_c.base_texture = parent1.base_texture
else
ent_c.base_texture = parent2.base_texture
end
child:set_properties({
textures = ent_c.base_texture
})
-- tamed and owned by parents' owner
ent_c.tamed = true
ent_c.owner = parent1.owner
end, self, ent, pos)
num = 0
break
end
end
end
end
function mob_class:toggle_sit(clicker,p)
if not self.tamed or self.child or self.owner ~= clicker:get_player_name() then
return
end
local pos = self.object:get_pos()
local particle
if not self.order or self.order == "" or self.order == "sit" then
particle = "mobs_mc_wolf_icon_roam.png"
self.order = "roam"
self.state = "stand"
self.walk_chance = default_walk_chance
self.jump = true
self:set_animation("stand")
-- TODO: Add sitting model
else
particle = "mobs_mc_wolf_icon_sit.png"
self.order = "sit"
self.state = "stand"
self.walk_chance = 0
self.jump = false
if self.animation.sit_start then
self:set_animation("sit")
else
self:set_animation("stand")
end
end
local pp = vector.new(0,1.4,0)
if p then pp = vector.offset(pp,0,p,0) end
-- Display icon to show current order (sit or roam)
minetest.add_particle({
pos = vector.add(pos, pp),
velocity = {x=0,y=0.2,z=0},
expirationtime = 1,
size = 4,
texture = particle,
playername = self.owner,
glow = minetest.LIGHT_MAX,
})
end

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@ -1,32 +0,0 @@
-- this is to make the register_mob and register egg functions commonly used by mods not break
-- when they use the weird old : notation AND self as first argument
local oldregmob = mcl_mobs.register_mob
function mcl_mobs.register_mob(self,name,def)
if type(self) == "string" then
def = name
name = self
end
return oldregmob(name,def)
end
local oldregegg = mcl_mobs.register_egg
function mcl_mobs.register_egg(self, mob, desc, background_color, overlay_color, addegg, no_creative)
if type(self) == "string" then
no_creative = addegg
addegg = overlay_color
overlay_color = background_color
background_color = desc
desc = mob
mob = self
end
return oldregegg(mob, desc, background_color, overlay_color, addegg, no_creative)
end
local oldregarrow = mcl_mobs.register_mob
function mcl_mobs.register_mob(self,name,def)
if type(self) == "string" then
def = name
name = self
end
return oldregarrow(name,def)
end

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@ -1,411 +0,0 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end
-- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or DEFAULT_FALL_SPEED
glow = glow or 0
go_down = go_down or false
local ym
if go_down then
ym = 0
else
ym = -radius
end
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = ym, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
texture = texture,
glow = glow,
})
end
function mcl_mobs.death_effect(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
-- play sound
function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
local soundinfo
if self.sounds_child and self.child then
soundinfo = self.sounds_child
elseif self.sounds then
soundinfo = self.sounds
end
if not soundinfo then
return
end
local sound = soundinfo[soundname]
if sound then
if is_opinion and self.opinion_sound_cooloff > 0 then
return
end
local pitch
if not fixed_pitch then
local base_pitch = soundinfo.base_pitch
if not base_pitch then
base_pitch = 1
end
if self.child and (not self.sounds_child) then
-- Children have higher pitch
pitch = base_pitch * 1.5
else
pitch = base_pitch
end
-- randomize the pitch a bit
pitch = pitch + math.random(-10, 10) * 0.005
end
-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance,
pitch = pitch,
}, true)
self.opinion_sound_cooloff = 1
end
end
function mob_class:add_texture_mod(mod)
local full_mod = ""
local already_added = false
for i=1, #self.texture_mods do
if mod == self.texture_mods[i] then
already_added = true
end
full_mod = full_mod .. self.texture_mods[i]
end
if not already_added then
full_mod = full_mod .. mod
table.insert(self.texture_mods, mod)
end
self.object:set_texture_mod(full_mod)
end
function mob_class:remove_texture_mod(mod)
local full_mod = ""
local remove = {}
for i=1, #self.texture_mods do
if self.texture_mods[i] ~= mod then
full_mod = full_mod .. self.texture_mods[i]
else
table.insert(remove, i)
end
end
for i=#remove, 1 do
table.remove(self.texture_mods, remove[i])
end
self.object:set_texture_mod(full_mod)
end
function mob_class:damage_effect(damage)
-- damage particles
if (not disable_blood) and damage > 0 then
local amount_large = math.floor(damage / 2)
local amount_small = damage % 2
local pos = self.object:get_pos()
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
local texture = "mobs_blood.png"
-- full heart damage (one particle for each 2 HP damage)
if amount_large > 0 then
mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
end
-- half heart damage (one additional particle if damage is an odd number)
if amount_small > 0 then
-- TODO: Use "half heart"
mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
end
end
end
function mob_class:remove_particlespawners(pn)
if not active_particlespawners[pn] then return end
if not active_particlespawners[pn][self.object] then return end
for k,v in pairs(active_particlespawners[pn][self.object]) do
minetest.delete_particlespawner(v)
end
end
function mob_class:add_particlespawners(pn)
if not active_particlespawners[pn] then active_particlespawners[pn] = {} end
if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end
for _,ps in pairs(self.particlespawners) do
ps.attached = self.object
ps.playername = pn
table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps))
end
end
function mob_class:check_particlespawners(dtime)
if not self.particlespawners then return end
--minetest.log(dump(active_particlespawners))
if self._particle_timer and self._particle_timer >= 1 then
self._particle_timer = 0
local players = {}
for _,player in pairs(minetest.get_connected_players()) do
local pn = player:get_player_name()
table.insert(players,pn)
if not active_particlespawners[pn] then
active_particlespawners[pn] = {} end
local dst = vector.distance(player:get_pos(),self.object:get_pos())
if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then
self:add_particlespawners(pn)
elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then
self:remove_particlespawners(pn)
end
end
elseif not self._particle_timer then
self._particle_timer = 0
end
self._particle_timer = self._particle_timer + dtime
end
-- set defined animation
function mob_class:set_animation(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 self.jockey then
anim = "jockey"
end
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or ""
if (anim == self._current_animation
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"]) and self.state ~= "die" then
return
end
self._current_animation = anim
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
if a_start and a_end then
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)
end
end
-- above function exported for mount.lua
function mcl_mobs:set_animation(self, anim)
self:set_animation(anim)
end
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local function who_are_you_looking_at (self)
local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity)
-- was 10000 - div by 12 for avg entities as outside loop
local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack or self.following then
self._locked_object = self.attack or self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end
elseif not self._locked_object then
if math.random(1, 30) then
--minetest.log("Change look check: ".. self.name)
local look_at_player_chance = math.random(20/self.curiosity)
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
local look_at_player = look_at_player_chance == 1
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos,obj:get_pos()) < 4 then
--minetest.log("Change look to player: ".. self.name)
self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
if look_at_player then
--minetest.log("Change look to mob: ".. self.name)
self._locked_object = obj
break
end
end
end
end
end
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self)
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
local _locked_object_eye_height = 1.5
if self._locked_object:get_luaentity() then
_locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height
end
if self._locked_object:is_player() then
_locked_object_eye_height = self._locked_object:get_properties().eye_height
end
if _locked_object_eye_height then
local self_rot = self.object:get_rotation()
if self.object:get_attach() then
self_rot = self.object:get_attach():get_rotation()
end
if self.rot then
local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
final_rotation = vector.multiply(oldr, 0.9)
elseif self.attack and self.state == "attack" and not self.runaway then
if self.head_yaw == "y" then
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
end
else
if self.head_yaw == "y" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
end
end
end
end
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
final_rotation = vector.multiply(oldr, 0.9)
else
--final_rotation = vector.new(0,0,0)
end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
end
function mob_class:set_animation_speed()
local v = self.object:get_velocity()
if v then
if self.frame_speed_multiplier then
local v2 = math.abs(v.x)+math.abs(v.z)*.833
if not self.animation.walk_speed then
self.animation.walk_speed = 25
end
if math.abs(v.x)+math.abs(v.z) > 0.5 then
self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
else
self.object:set_animation_frame_speed(25)
end
end
--set_speed
if self.acc then
self.object:add_velocity(self.acc)
end
end
end
minetest.register_on_leaveplayer(function(player)
local pn = player:get_player_name()
if not active_particlespawners[pn] then return end
for _,m in pairs(active_particlespawners[pn]) do
for k,v in pairs(m) do
minetest.delete_particlespawner(v)
end
end
active_particlespawners[pn] = nil
end)

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@ -1,566 +1,14 @@
mcl_mobs = {}
mcl_mobs.mob_class = {}
mcl_mobs.mob_class_meta = {__index = mcl_mobs.mob_class}
mcl_mobs.registered_mobs = {}
local modname = minetest.get_current_modname()
local path = minetest.get_modpath(modname)
local S = minetest.get_translator(modname)
mcl_mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
--api and helpers
-- effects: sounds and particles mostly
dofile(path .. "/effects.lua")
-- physics: involuntary mob movement - particularly falling and death
dofile(path .. "/physics.lua")
-- movement: general voluntary mob movement, walking avoiding cliffs etc.
dofile(path .. "/movement.lua")
-- items: item management for mobs
dofile(path .. "/items.lua")
-- pathfinding: pathfinding to target positions
dofile(path .. "/pathfinding.lua")
-- combat: attack logic
dofile(path .. "/combat.lua")
-- the enity functions themselves
local path = minetest.get_modpath(minetest.get_current_modname())
-- Mob API
dofile(path .. "/api.lua")
--utility functions
dofile(path .. "/breeding.lua")
-- Spawning Algorithm
dofile(path .. "/spawning.lua")
-- Rideable Mobs
dofile(path .. "/mount.lua")
dofile(path .. "/crafts.lua")
dofile(path .. "/compat.lua")
local DEFAULT_FALL_SPEED = -9.81*1.5
local MAX_MOB_NAME_LENGTH = 30
local old_spawn_icons = minetest.settings:get_bool("mcl_old_spawn_icons",false)
local extended_pet_control = minetest.settings:get_bool("mcl_extended_pet_control",true)
local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
-- get node but use fallback for nil or unknown
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
--#### REGISTER FUNCS
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
if not clicker:is_player() then return end
local item = clicker:get_wielded_item()
if extended_pet_control and self.tamed and self.owner == clicker:get_player_name() then
self:toggle_sit(clicker)
end
-- 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
self:update_tag()
if not minetest.is_creative_enabled(clicker:get_player_name()) then
item:take_item()
clicker:set_wielded_item(item)
end
return true
end
end
return false
end
local create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
-- check if within physical map limits (-30911 to 30927)
local function within_limits(pos, radius)
local wmin, wmax = -30912, 30928
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
if radius then
wmin = wmin - radius
wmax = wmax + radius
end
for _,v in pairs(pos) do
if v < wmin or v > wmax then return false end
end
return true
end
mcl_mobs.spawning_mobs = {}
-- register mob entity
function mcl_mobs.register_mob(name, def)
mcl_mobs.spawning_mobs[name] = true
mcl_mobs.registered_mobs[name] = def
local can_despawn
if def.can_despawn ~= nil then
can_despawn = def.can_despawn
elseif def.spawn_class == "passive" then
can_despawn = false
else
can_despawn = true
end
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
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
local final_def = {
use_texture_alpha = def.use_texture_alpha,
head_swivel = def.head_swivel or nil, -- bool to activate this function
head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones
head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
curiosity = def.curiosity or 1, -- how often mob will look at player on idle
head_yaw = def.head_yaw or "y", -- axis to rotate head on
horrizonatal_head_height = def.horrizonatal_head_height or 0,
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
stepheight = def.stepheight or 0.6,
name = name,
description = def.description,
type = def.type,
attack_type = def.attack_type,
fly = def.fly or false,
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,
detach_child = def.detach_child,
jump_height = def.jump_height or 4, -- was 6
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
lifetimer = def.lifetimer or 57.73,
hp_min = scale_difficulty(def.hp_min, 5, 1),
hp_max = scale_difficulty(def.hp_max, 10, 1),
xp_min = def.xp_min or 0,
xp_max = def.xp_max or 0,
xp_timestamp = 0,
breath_max = def.breath_max or 15,
breathes_in_water = def.breathes_in_water or false,
physical = true,
collisionbox = collisionbox,
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 = create_mob_on_rightclick(def.on_rightclick),
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation or {},
follow = def.follow,
nofollow = def.nofollow,
can_open_doors = def.can_open_doors,
jump = def.jump ~= false,
automatic_face_movement_max_rotation_per_sec = 300,
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,
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
gotten = false,
health = 0,
frame_speed_multiplier = 1,
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,
attack_npcs = def.attack_npcs or false,
specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal,
facing_fence = false,
is_mob = true,
pushable = def.pushable or true,
-- MCL2 extensions
shooter_avoid_enemy = def.shooter_avoid_enemy,
strafes = def.strafes,
avoid_distance = def.avoid_distance or 9,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,
can_spawn = def.can_spawn,
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,
_child_animations = def.child_animations,
pick_up = def.pick_up,
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,
spawn_in_group = def.spawn_in_group,
spawn_in_group_min = def.spawn_in_group_min,
noyaw = def.noyaw or false,
particlespawners = def.particlespawners,
-- End of MCL2 extensions
on_spawn = def.on_spawn,
on_blast = def.on_blast or function(self,damage)
self.object:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end,
do_punch = def.do_punch,
on_breed = def.on_breed,
on_grown = def.on_grown,
on_pick_up = def.on_pick_up,
on_activate = function(self, staticdata, dtime)
--this is a temporary hack so mobs stop
--glitching and acting really weird with the
--default built in engine collision detection
self.is_mob = true
self.object:set_properties({
collide_with_objects = false,
})
return self:mob_activate(staticdata, def, dtime)
end,
harmed_by_heal = def.harmed_by_heal,
on_lightning_strike = def.on_lightning_strike
}
minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta))
if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object(name, "basics", "mobs")
end
end -- END mcl_mobs.register_mob function
-- register arrow for shoot attack
function mcl_mobs.register_arrow(name, def)
if not name or not def then return end -- errorcheck
minetest.register_entity(name, {
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,
on_punch = function(self)
local vel = self.object:get_velocity()
self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
end,
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},
automatic_face_movement_dir = def.rotate
and (def.rotate - (math.pi / 180)) or false,
on_activate = def.on_activate,
on_step = def.on_step or function(self, dtime)
self.timer = self.timer + 1
local pos = self.object:get_pos()
if self.switch == 0
or self.timer > 150
or not 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
minetest.add_particle({
pos = 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 = node_ok(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
self.hit_player(self, player)
self.object:remove();
return
end
local entity = player:get_luaentity()
if entity
and self.hit_mob
and entity.is_mob == true
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name then
self.hit_mob(self, player)
self.object:remove();
return
end
if entity
and self.hit_object
and (not entity.is_mob)
and tostring(player) ~= self.owner_id
and entity.name ~= self.object: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 mcl_mobs.register_egg(mob, desc, background_color, overlay_color, 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 = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")"
if old_spawn_icons then
local mobname = mob:gsub("mobs_mc:","")
local fn = "mobs_mc_spawn_icon_"..mobname..".png"
if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then
invimg = fn
end
end
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 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 minetest.is_creative_enabled(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
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, mob)
local entityname = itemstack:get_name()
minetest.log("action", "Player " ..name.." spawned "..entityname.." 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 minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
end
return itemstack
end,
})
end
-- Mob Items
dofile(path .. "/crafts.lua")

View File

@ -1,103 +0,0 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
--- Item and armor management
local function player_near(pos)
for _,o in pairs(minetest.get_objects_inside_radius(pos,2)) do
if o:is_player() then return true end
end
end
local function get_armor_texture(armor_name)
if armor_name == "" then
return ""
end
if armor_name=="blank.png" then
return "blank.png"
end
local seperator = string.find(armor_name, ":")
return "mcl_armor_"..string.sub(armor_name, seperator+1, -1)..".png^"
end
function mob_class:set_armor_texture()
if self.armor_list then
local chestplate=minetest.registered_items[self.armor_list.chestplate] or {name=""}
local boots=minetest.registered_items[self.armor_list.boots] or {name=""}
local leggings=minetest.registered_items[self.armor_list.leggings] or {name=""}
local helmet=minetest.registered_items[self.armor_list.helmet] or {name=""}
if helmet.name=="" and chestplate.name=="" and leggings.name=="" and boots.name=="" then
helmet={name="blank.png"}
end
local texture = get_armor_texture(chestplate.name)..get_armor_texture(helmet.name)..get_armor_texture(boots.name)..get_armor_texture(leggings.name)
if string.sub(texture, -1,-1) == "^" then
texture=string.sub(texture,1,-2)
end
if self.textures[self.wears_armor] then
self.textures[self.wears_armor]=texture
end
self.object:set_properties({textures=self.textures})
local armor_
if type(self.armor) == "table" then
armor_ = table.copy(self.armor)
armor_.immortal = 1
else
armor_ = {immortal=1, fleshy = self.armor}
end
for _,item in pairs(self.armor_list) do
if not item then return end
if type(minetest.get_item_group(item, "mcl_armor_points")) == "number" then
armor_.fleshy=armor_.fleshy-(minetest.get_item_group(item, "mcl_armor_points")*3.5)
end
end
self.object:set_armor_groups(armor_)
end
end
function mob_class:check_item_pickup()
if self.pick_up and #self.pick_up > 0 or self.wears_armor then
local p = self.object:get_pos()
if not p then return end
for _,o in pairs(minetest.get_objects_inside_radius(p,2)) do
local l=o:get_luaentity()
if l and l.name == "__builtin:item" then
if not player_near(p) and l.itemstring:find("mcl_armor") and self.wears_armor then
local armor_type
if l.itemstring:find("chestplate") then
armor_type = "chestplate"
elseif l.itemstring:find("boots") then
armor_type = "boots"
elseif l.itemstring:find("leggings") then
armor_type = "leggings"
elseif l.itemstring:find("helmet") then
armor_type = "helmet"
end
if not armor_type then
return
end
if not self.armor_list then
self.armor_list={helmet="",chestplate="",boots="",leggings=""}
elseif self.armor_list[armor_type] and self.armor_list[armor_type] ~= "" then
return
end
self.armor_list[armor_type]=ItemStack(l.itemstring):get_name()
o:remove()
end
if self.pick_up then
for k,v in pairs(self.pick_up) do
if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
local r = self.on_pick_up(self,l)
if r and r.is_empty and not r:is_empty() then
l.itemstring = r:to_string()
elseif r and r.is_empty and r:is_empty() then
o:remove()
end
end
end
end
end
end
end
end

View File

@ -1,11 +0,0 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=ピースフルモード有効! モンスターは出現しません。
This allows you to place a single mob.=これにより、1体のMOBを配置できます。
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.=MOBを出現させたい場所に、置くだけです。スニークキーを押しながら配置しない限り、動物は飼いならされた状態でスポーンします。MOBスポナーに設置すると、スポーンするMOBが変わります。
You need the “maphack” privilege to change the mob spawner.=MOBスポナーを変更するには、"maphack"権限が必要です。
Name Tag=名札
A name tag is an item to name a mob.=名札は、MOBに名前をつけるためのアイテムです。
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=名札を使用する前に、金床で名前の設定をする必要があります。その後、MOBに名前をつけるために名札が使えます。これで名札は使い切ります。
Only peaceful mobs allowed!=平和的なMOBのみ許可
Give names to mobs=MOBに名前を付与
Set name at anvil=金床で名前の設定

View File

@ -1,5 +1,4 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
-- lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
@ -207,7 +206,7 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10 * entity.run_velocity / 2.6
entity.v = entity.v + entity.accel / 10
-- move backwards
elseif ctrl.down then
@ -386,6 +385,7 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
entity.v2 = v
end
-- directional flying routine by D00Med (edited by TenPlus1)
function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
@ -446,18 +446,3 @@ function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_an
mcl_mobs:set_animation(entity, moving_anim)
end
end
mcl_mobs.mob_class.drive = mcl_mobs.drive
mcl_mobs.mob_class.fly = mcl_mobs.fly
mcl_mobs.mob_class.attach = mcl_mobs.attach
function mob_class:on_detach_child(child)
if self.detach_child then
if self.detach_child(self, child) then
return
end
end
if self.driver == child then
self.driver = nil
end
end

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