Compare commits

..

1 Commits

Author SHA1 Message Date
iliekprogrammar 5042b3ea51
Tweak move physics for liquids, ladders, vines and cobwebs 2022-12-30 20:52:06 +08:00
140 changed files with 2839 additions and 5508 deletions

View File

@ -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 We do not provide support for outdated versions of MineClone2.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!

View File

@ -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!

View File

@ -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?

View File

@ -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!

1
.gitignore vendored
View File

@ -4,4 +4,3 @@
*.blend2
*.blend3
/.idea/
*.xcf

View File

@ -35,8 +35,7 @@
* SumianVoice
* MrRar
* talamh
* Faerraven / Michieal
* FossFanatic
* Faerraven
## Contributors
* Laurent Rocher
@ -97,8 +96,6 @@
* TheOnlyJoeEnderman
* Ranko Saotome
* Gregor Parzefall
* Wbjitscool
* b3nderman
## MineClone5
* kay27
@ -150,13 +147,11 @@
* jordan4ibanez
* paramat
* cora
* Faerraven / Michieal
## 3D Models
* 22i
* tobyplowy
* epCode
* Faerraven / Michieal
## Textures
* XSSheep
@ -171,7 +166,6 @@
* RandomLegoBrick
* cora
* Faerraven / Michieal
* Nicu
## Translations
* Wuzzy
@ -189,8 +183,6 @@
## Funders
* 40W
* bauknecht
* Cora
## Special thanks
* celeron55 for creating Minetest

View File

@ -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!

View File

@ -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: 0.82 (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):

View File

@ -1,22 +1,19 @@
#File to document release steps with a view to evolving into a script
#Update CREDITS.md
#Update version in game.conf
#Update version in README.md (soon to be game.conf from of 0.82.0)
lua tools/generate_ingame_credits.lua
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add game.conf
#git add RELEASE.md
git add README.md
# To uncomment when applicable
#git add game.conf
git commit -m "Pre-release update credits and set version 0.82.0"
git commit -m "Pre-release update credits and set version 0.81.1"
git tag 0.82.0
git tag 0.81.1
git push origin 0.82.0
#Update version in game.conf to -SNAPSHOT
git commit -m "Post-release set version 0.82.0-SNAPSHOT"
git push origin 0.81.1

View File

@ -1,4 +1,4 @@
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
version=MCL2-0.82-indev

View File

@ -19,9 +19,9 @@ movement_speed_jump = 6.6
movement_speed_climb = 2.35
# TODO: Add descend speed (3.0) when available
movement_liquid_fluidity = 1.13
movement_liquid_fluidity = 0.88
movement_liquid_fluidity_smooth = 0.5
movement_liquid_sink = 23
movement_liquid_sink = 16
movement_gravity = 10.4

View File

@ -155,6 +155,7 @@ end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end
if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
@ -162,7 +163,9 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false)
minetest.register_on_dieplayer(function(player, mt_reason)
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)

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
@ -192,16 +181,14 @@ 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 +196,17 @@ 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 +217,47 @@ function mcl_vars.is_generated(pos)
return false
end
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return.
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout.
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`.
---@nodiscard
function mcl_vars.get_node(pos, force, us_timeout)
-- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
-- p: Position, if it's wrong, {name="error"} node will return.
-- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
-- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
--
-- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(p, force, us_timeout)
-- check initial circumstances
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end
if not p or not p.x or not p.y or not p.z then return {name="error"} end
-- try common way
local node = minetest.get_node(pos)
local node = minetest.get_node(p)
if node.name ~= "ignore" then
return node
end
-- copy vector to get sure it won't changed by other threads
local pos_copy = vector.copy(pos)
-- copy table to get sure it won't changed by other threads
local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy)
node = minetest.get_node(pos_copy)
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then
return node
end
-- all ways failed - need to emerge (or forceload if generated)
if mcl_vars.is_generated(pos_copy) then
local us_timeout = us_timeout or 244
if mcl_vars.is_generated(pos) then
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
minetest.forceload_block(pos_copy)
minetest.forceload_block(pos)
else
minetest.emerge_area(pos_copy, pos_copy)
minetest.emerge_area(pos, pos)
end
local t = minetest.get_us_time()
node = minetest.get_node(pos_copy)
node = minetest.get_node(pos)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do
node = minetest.get_node(pos_copy)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos)
end
return node

View File

@ -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
@ -22,9 +22,9 @@ function table.update_nil(t, ...)
return t
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
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)
function mcl_util.mcl_log (message, module, bypass_default_logger)
local selected_module = LOG_MODULE
if module then
selected_module = module
@ -34,6 +34,7 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end
end
function mcl_util.file_exists(name)
if type(name) ~= "string" then return end
local f = io.open(name)
@ -68,7 +69,7 @@ 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 +151,23 @@ 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 +185,7 @@ 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 +288,10 @@ 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 +344,7 @@ 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 +409,7 @@ 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 +456,7 @@ 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
@ -642,80 +643,78 @@ 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
@ -729,285 +728,3 @@ function mcl_util.set_bone_position(obj, bone, pos, rot)
obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
end
end
---Return a function to use in `on_place`.
---
---Allow to bypass the `buildable_to` node field in a `on_place` callback.
---
---You have to make sure that the nodes you return true for have `buildable_to = true`.
---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name`
---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
function mcl_util.bypass_buildable_to(func)
--------------------------
-- MINETEST CODE: UTILS --
--------------------------
local function copy_pointed_thing(pointed_thing)
return {
type = pointed_thing.type,
above = pointed_thing.above and vector.copy(pointed_thing.above),
under = pointed_thing.under and vector.copy(pointed_thing.under),
ref = pointed_thing.ref,
}
end
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
local function check_attached_node(p, n, group_rating)
local def = core.registered_nodes[n.name]
local d = vector.zero()
if group_rating == 3 then
-- always attach to floor
d.y = -1
elseif group_rating == 4 then
-- always attach to ceiling
d.y = 1
elseif group_rating == 2 then
-- attach to facedir or 4dir direction
if (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir") then
-- Attach to whatever facedir is "mounted to".
-- For facedir, this is where tile no. 5 point at.
-- The fallback vector here is in case 'facedir to dir' is nil due
-- to voxelmanip placing a wallmounted node without resetting a
-- pre-existing param2 value that is out-of-range for facedir.
-- The fallback vector corresponds to param2 = 0.
d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
elseif (def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") then
-- Similar to facedir handling
d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
end
elseif def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted" then
-- Attach to whatever this node is "mounted to".
-- This where tile no. 2 points at.
-- The fallback vector here is used for the same reason as
-- for facedir nodes.
d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
else
d.y = -1
end
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
return function(itemstack, placer, pointed_thing, param2)
-------------------
-- MINETEST CODE --
-------------------
local def = itemstack:get_definition()
if def.type ~= "node" or pointed_thing.type ~= "node" then
return itemstack
end
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.get_node_or_nil(above)
local playername = user_name(placer)
local log = make_log(playername)
if not oldnode_under or not oldnode_above then
log("info", playername .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack
end
local olddef_under = minetest.registered_nodes[oldnode_under.name]
olddef_under = olddef_under or minetest.nodedef_default
local olddef_above = minetest.registered_nodes[oldnode_above.name]
olddef_above = olddef_above or minetest.nodedef_default
if not olddef_above.buildable_to and not olddef_under.buildable_to then
log("info", playername .. " tried to place"
.. " node in invalid position " .. minetest.pos_to_string(above)
.. ", replacing " .. oldnode_above.name)
return itemstack
end
---------------------
-- CUSTOMIZED CODE --
---------------------
-- Place above pointed node
local place_to = vector.copy(above)
-- If node under is buildable_to, check for callback result and place into it instead
if olddef_under.buildable_to and not func(oldnode_under.name) then
log("info", "node under is buildable to")
place_to = vector.copy(under)
end
-------------------
-- MINETEST CODE --
-------------------
if minetest.is_protected(place_to, playername) then
log("action", playername
.. " tried to place " .. def.name
.. " at protected position "
.. minetest.pos_to_string(place_to))
minetest.record_protection_violation(place_to, playername)
return itemstack
end
local oldnode = minetest.get_node(place_to)
local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
newnode.param2 = def.place_param2
elseif (def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted") and not param2 then
local dir = vector.subtract(under, above)
newnode.param2 = minetest.dir_to_wallmounted(dir)
-- Calculate the direction for furnaces and chests and stuff
elseif (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir" or
def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") and not param2 then
local placer_pos = placer and placer:get_pos()
if placer_pos then
local dir = vector.subtract(above, placer_pos)
newnode.param2 = minetest.dir_to_facedir(dir)
log("info", "facedir: " .. newnode.param2)
end
end
local metatable = itemstack:get_meta():to_table().fields
-- Transfer color information
if metatable.palette_index and not def.place_param2 then
local color_divisor = nil
if def.paramtype2 == "color" then
color_divisor = 1
elseif def.paramtype2 == "colorwallmounted" then
color_divisor = 8
elseif def.paramtype2 == "colorfacedir" then
color_divisor = 32
elseif def.paramtype2 == "color4dir" then
color_divisor = 4
elseif def.paramtype2 == "colordegrotate" then
color_divisor = 32
end
if color_divisor then
local color = math.floor(metatable.palette_index / color_divisor)
local other = newnode.param2 % color_divisor
newnode.param2 = color * color_divisor + other
end
end
-- Check if the node is attached and if it can be placed there
local an = minetest.get_item_group(def.name, "attached_node")
if an ~= 0 and
not check_attached_node(place_to, newnode, an) then
log("action", "attached node " .. def.name ..
" cannot be placed at " .. minetest.pos_to_string(place_to))
return itemstack
end
log("action", playername .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
-- Add node and update
minetest.add_node(place_to, newnode)
-- Play sound if it was done by a player
if playername ~= "" and def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {
pos = place_to,
exclude_player = playername,
}, true)
end
local take_item = true
-- Run callback
if def.after_place_node then
-- Deepcopy place_to and pointed_thing because callback can modify it
local place_to_copy = vector.copy(place_to)
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if def.after_place_node(place_to_copy, placer, itemstack,
pointed_thing_copy) then
take_item = false
end
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = vector.copy(place_to)
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then
take_item = false
end
end
if take_item then
itemstack:take_item()
end
return itemstack
end
end
--[[Check for a protection violation in a given area.
--
-- Applies is_protected() to a 3D lattice of points in the defined volume. The points are spaced
-- evenly throughout the volume and have a spacing similar to, but no larger than, "interval".
--
-- @param pos1 A position table of the area volume's first edge.
-- @param pos2 A position table of the area volume's second edge.
-- @param player The player performing the action.
-- @param interval Optional. Max spacing between checked points at the volume.
-- Default: Same as minetest.is_area_protected.
--
-- @return true on protection violation detection. false otherwise.
--
-- @notes *All corners and edges of the defined volume are checked.
]]
function mcl_util.check_area_protection(pos1, pos2, player, interval)
local name = player and player:get_player_name() or ""
local protected_pos = minetest.is_area_protected(pos1, pos2, name, interval)
if protected_pos then
minetest.record_protection_violation(protected_pos, name)
return true
end
return false
end
--[[Check for a protection violation on a single position.
--
-- @param position A position table to check for protection violation.
-- @param player The player performing the action.
--
-- @return true on protection violation detection. false otherwise.
]]
function mcl_util.check_position_protection(position, player)
local name = player and player:get_player_name() or ""
if minetest.is_protected(position, name) then
minetest.record_protection_violation(position, name)
return true
end
return false
end

View File

@ -7,24 +7,31 @@ local pool = {}
local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
local function mcl_log(message)
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)
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 +46,22 @@ 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 +74,11 @@ 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 +86,16 @@ 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 +103,17 @@ 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 +125,7 @@ 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 +135,15 @@ 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 +158,8 @@ 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 +179,7 @@ minetest.register_globalstep(function(_)
local entity = object:get_luaentity()
entity.collector = player:get_player_name()
entity.collected = true
end
end
@ -204,11 +194,6 @@ 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 +202,7 @@ 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 +265,7 @@ 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 +294,7 @@ 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 +306,13 @@ 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 +321,7 @@ 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 +348,7 @@ 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 +356,9 @@ 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
@ -392,16 +376,16 @@ 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)
local function hopper_take_item (self, pos)
--mcl_log("self.itemstring: ".. self.itemstring)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
@ -410,17 +394,17 @@ local function hopper_take_item(self, pos)
if objs and self.itemstring then
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do
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()))
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)
local inv = mcl_entity_invs.load_inv(ent,5)
if not inv then
mcl_log("No inv")
@ -444,7 +428,7 @@ local function hopper_take_item(self, pos)
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
for i = 1, ent._inv_size,1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
@ -516,13 +500,13 @@ minetest.register_entity(":__builtin:item", {
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 +544,11 @@ 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 +576,7 @@ 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 +597,9 @@ 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 +695,9 @@ 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 +710,9 @@ 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 +745,8 @@ 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 +761,21 @@ 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 +785,27 @@ 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 +825,7 @@ 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 +865,7 @@ 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 +875,7 @@ 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 +885,7 @@ 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 +907,10 @@ 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 +941,7 @@ 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 +954,9 @@ 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 +980,20 @@ 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

@ -2,6 +2,8 @@ local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: MineClone 2 Edition (MRM)
local MAX_MOB_NAME_LENGTH = 30
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
@ -15,9 +17,21 @@ local function mcl_log (message)
end
end
-- Invisibility mod check
mcl_mobs.invis = {}
-- localize math functions
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
local remove_far = true
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
@ -283,65 +297,51 @@ function mob_class:mob_activate(staticdata, def, dtime)
end
end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime)
--if self.can_open_doors then check_doors(self) end
if self.state == "stand" then
self:do_states_stand()
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
-- runaway when punched
self:do_states_runaway()
elseif self.state == "attack" then
-- attack routines (explode, dogfight, shoot, dogshoot)
if self:do_states_attack(dtime) then
return true
end
end
end
local function update_timers (self, dtime)
-- knockback timer. set in on_punch
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return true
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return true
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
end
-- main mob function
function mob_class:on_step(dtime)
self.lifetimer = self.lifetimer - dtime
local pos = self.object:get_pos()
if not pos then return end
if self:check_despawn(pos) then return true end
if self:check_despawn(pos, dtime) then return true end
local d = 0.85
if self:check_dying() then d = 0.92 end
local v = self.object:get_velocity()
if v then
--diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
self:slow_mob()
if self:falling(pos) then return end
self:check_suspend()
self:check_suspend()
self:check_water_flow()
self:env_danger_movement_checks (dtime)
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
@ -353,17 +353,21 @@ function mob_class:on_step(dtime)
if self.state == "die" then return end
self:follow_flop() -- Mob following code.
self:set_animation_speed() -- set animation speed relitive to velocity
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
end
self:do_jump()
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
--Mob following code.
self:follow_flop()
--set animation speed relitive to velocity
self:set_animation_speed()
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
self:do_jump()
self:set_armor_texture()
self:check_runaway_from()
@ -374,26 +378,63 @@ function mob_class:on_step(dtime)
-- run custom function (defined in mob lua file)
if self.do_custom then
-- when false skip going any further
if self.do_custom(self, dtime) == false then
return
end
end
if update_timers(self, dtime) then return end
-- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return
end
self.timer = 0
end
self:check_particlespawners(dtime)
self:check_item_pickup()
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
-- mob plays random sound at times
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
if self:env_damage (dtime, pos) then return end
if self:do_states(dtime) then return end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self:check_entity_cramming()
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return
end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
if self:do_states(dtime) then
return
end
if not self.object:get_luaentity() then
return false

View File

@ -1,8 +1,9 @@
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 MAX_MOB_NAME_LENGTH = 30
local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 300
local CHILD_GROW_TIME = 60*20
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
@ -178,7 +179,7 @@ function mob_class:check_breeding()
-- jump when fully grown so as not to fall into ground
self.object:set_velocity({
x = 0,
y = self.jump_height,
y = self.jump_height*3,
z = 0
})
end
@ -190,16 +191,18 @@ function mob_class:check_breeding()
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
end
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
-- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
end

View File

@ -8,18 +8,6 @@ local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
if self.docile_by_day == false then
@ -806,397 +794,3 @@ function mob_class:check_aggro(dtime)
end
self._check_aggro_timer = self._check_aggro_timer + dtime
end
function mob_class:do_states_attack (dtime)
local yaw = self.object:get_yaw() or 0
local s = self.object:get_pos()
local p = self.attack:get_pos() or s
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
or not self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self:remove_texture_mod("^[brighten")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity( 0)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
else
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
}, true)
self:entity_physics(pos,entity_damage_radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( s) then
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
end
else
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 0.01,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -0.01,
z = v.z
})
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else
self:set_animation( "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack")
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p)
end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
self:set_velocity( 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
else
arrow:set_velocity(vec)
end
end
end
else
end
end

View File

@ -116,7 +116,6 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
-- 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,
@ -280,55 +279,30 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz)
end
local function who_are_you_looking_at (self)
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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)
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
if not self._locked_object then
if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
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
else
if math.random(10000/self.curiosity) == 1 then
self._locked_object = nil
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.attack or self.following then
self._locked_object = self.attack or self.following
end
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
@ -343,7 +317,6 @@ function mob_class:check_head_swivel(dtime)
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)))
@ -372,7 +345,7 @@ function mob_class:check_head_swivel(dtime)
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)
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)

View File

@ -4,6 +4,7 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp"
local enable_pathfinding = true
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
@ -268,31 +269,6 @@ function mob_class:is_at_water_danger()
return false
end
function mob_class:env_danger_movement_checks(dtime)
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
end
-- jump if facing a solid node (not fences or gates)
function mob_class:do_jump()
if not self.jump
@ -793,190 +769,591 @@ function mob_class:teleport(target)
end
end
function mob_class:do_states_walk()
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime)
--if self.can_open_doors then check_doors(self) end
local yaw = self.object:get_yaw() or 0
local s = self.object:get_pos()
local lp = nil
-- is there something I need to avoid?
if (self.water_damage > 0
and self.lava_damage > 0)
or self.breath_max ~= -1 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:lava"})
elseif self.fire_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:fire"})
end
local is_in_danger = false
if lp then
-- If mob in or on dangerous block, look for land
if (self:is_node_dangerous(self.standing_in) or
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
is_in_danger = true
-- If mob in or on dangerous block, look for land
if is_in_danger then
-- Better way to find shore - copied from upstream
lp = minetest.find_nodes_in_area_under_air(
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
-- look towards land and move in that direction
yaw = self:set_yaw( yaw, 6)
self:set_velocity(self.walk_velocity)
if self.state == "stand" then
if math.random(1, 4) == 1 then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
local lp
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
end
end
-- A danger is near but mob is not inside
else
-- look at any players nearby, otherwise turn randomly
if lp and self.look_at_players then
-- Randomly turn
if math.random(1, 100) <= 30 then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
else
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
yaw = self:set_yaw( yaw, 8)
end
if self.order == "sit" then
self:set_animation( "sit")
self:set_velocity(0)
else
self:set_animation( "stand")
self:set_velocity(0)
end
-- npc's ordered to stand stay standing
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
yaw = self:set_yaw( yaw, 8)
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
local s = self.object:get_pos()
local lp = nil
-- is there something I need to avoid?
if (self.water_damage > 0
and self.lava_damage > 0)
or self.breath_max ~= -1 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:lava"})
elseif self.fire_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:fire"})
end
local is_in_danger = false
if lp then
-- If mob in or on dangerous block, look for land
if (self:is_node_dangerous(self.standing_in) or
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
is_in_danger = true
-- If mob in or on dangerous block, look for land
if is_in_danger then
-- Better way to find shore - copied from upstream
lp = minetest.find_nodes_in_area_under_air(
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
-- look towards land and move in that direction
yaw = self:set_yaw( yaw, 6)
self:set_velocity(self.walk_velocity)
end
end
-- A danger is near but mob is not inside
else
-- Randomly turn
if math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
end
yaw = self:set_yaw( yaw, 8)
-- otherwise randomly turn
elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
-- stand for great fall or danger or fence in front
local cliff_or_danger = false
if is_in_danger then
cliff_or_danger = self:is_at_cliff_or_danger()
end
if self.facing_fence == true
or cliff_or_danger
or math.random(1, 100) <= 30 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
self:set_velocity(self.walk_velocity)
if self:flight_check()
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
self:set_animation( "fly")
else
self:set_animation( "walk")
elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
end
end
function mob_class:do_states_stand()
local yaw = self.object:get_yaw() or 0
-- stand for great fall or danger or fence in front
local cliff_or_danger = false
if is_in_danger then
cliff_or_danger = self:is_at_cliff_or_danger()
end
if self.facing_fence == true
or cliff_or_danger
or math.random(1, 100) <= 30 then
if math.random(1, 4) == 1 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
local lp
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
self:set_velocity(self.walk_velocity)
if self:flight_check()
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
self:set_animation( "fly")
else
self:set_animation( "walk")
end
end
-- look at any players nearby, otherwise turn randomly
if lp and self.look_at_players then
-- runaway when punched
elseif self.state == "runaway" then
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
or self:is_at_cliff_or_danger() then
self.runaway_timer = 0
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
self:set_velocity( self.run_velocity)
self:set_animation( "run")
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then
local s = self.object:get_pos()
local p = self.attack:get_pos() or s
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
or not self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self:remove_texture_mod("^[brighten")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity( 0)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
else
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
}, true)
self:entity_physics(pos,entity_damage_radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( s) then
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
end
else
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 0.01,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -0.01,
z = v.z
})
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else
self:set_animation( "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack")
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p)
end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
self:set_velocity( 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
else
arrow:set_velocity(vec)
end
end
end
else
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = self:set_yaw( yaw, 8)
end
if self.order == "sit" then
self:set_animation( "sit")
self:set_velocity(0)
else
self:set_animation( "stand")
self:set_velocity(0)
end
-- npc's ordered to stand stay standing
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
end
function mob_class:do_states_runaway()
local yaw = self.object:get_yaw() or 0
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
or self:is_at_cliff_or_danger() then
self.runaway_timer = 0
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
self:set_velocity( self.run_velocity)
self:set_animation( "run")
end
end
function mob_class:check_smooth_rotation(dtime)
-- smooth rotation by ThomasMonroe314
if self._turn_to then

View File

@ -1,24 +1,11 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local PATHFINDING = "gowp"
local enable_pathfinding = true
local one_down = vector.new(0,-1,0)
local one_up = vector.new(0,1,0)
local plane_adjacents = {
vector.new(1,0,0),
vector.new(-1,0,0),
vector.new(0,0,1),
vector.new(0,0,-1),
}
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
local LOG_MODULE = "[Mobs Pathfinding]"
local LOG_MODULE = "[Mobs]"
local function mcl_log (message)
if LOGGING_ON and message then
minetest.log(LOG_MODULE .. " " .. message)
@ -34,7 +21,7 @@ function output_table (wp)
end
function append_paths (wp1, wp2)
--mcl_log("Start append")
mcl_log("Start append")
if not wp1 or not wp2 then
mcl_log("Cannot append wp's")
return
@ -44,7 +31,7 @@ function append_paths (wp1, wp2)
for _,a in pairs (wp2) do
table.insert(wp1, a)
end
--mcl_log("End append")
mcl_log("End append")
end
local function output_enriched (wp_out)
@ -56,12 +43,11 @@ local function output_enriched (wp_out)
local action = outy["action"]
if action then
--mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
mcl_log("type: " .. action["type"])
mcl_log("action: " .. action["action"])
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
end
--mcl_log("failed attempts: " .. outy["failed_attempts"])
mcl_log("failed attempts: " .. outy["failed_attempts"])
end
end
@ -70,26 +56,34 @@ end
-- an action, such as to open or close a door where we know that pos requires that action
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
local wp_out = {}
-- TODO Just pass in door position and the index before is open, the index after is close
local current_door_index = -1
for i, cur_pos in pairs(wp_in) do
local action = nil
local one_down = vector.new(0,-1,0)
local cur_pos_to_add = vector.add(cur_pos, one_down)
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
mcl_log ("Door open match")
action = {type = "door", action = "open", target = cur_door_pos}
--action = {type = "door", action = "open"}
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
mcl_log ("Door close match")
action = {type = "door", action = "close", target = cur_door_pos}
--action = {type = "door", action = "closed"}
action = {}
action["type"] = "door"
action["action"] = "close"
action["target"] = cur_door_pos
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
mcl_log("Current door pos")
action = {type = "door", action = "open", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down)
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
else
cur_pos_to_add = cur_pos
--mcl_log ("Pos doesn't match")
@ -107,156 +101,106 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
return wp_out
end
function mob_class:ready_to_path()
mcl_log("Check ready to path")
if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then
mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
return false
else
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
return true
end
end
local plane_adjacents = {
vector.new(1,0,0),
vector.new(-1,0,0),
vector.new(0,0,1),
vector.new(0,0,-1),
}
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door (p, cur_door_pos, t)
if t then
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
else
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p))
end
local function calculate_path_through_door (p, t, target)
-- target is the same as t, just 1 square difference. Maybe we don't need target
mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
local enriched_path = nil
local wp, prospective_wp
local cur_door_pos = nil
local pos_closest_to_door = nil
local other_side_of_door = nil
if cur_door_pos then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
--Path to door first
local wp = minetest.find_path(p,t,150,1,4)
if not wp then
mcl_log("No direct path. Path through door")
for _,v in pairs(plane_adjacents) do
pos_closest_to_door = vector.add(cur_door_pos,v)
other_side_of_door = vector.add(cur_door_pos,-v)
-- This could improve. There could be multiple doors. Check you can path from door to target first.
local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
if cur_door_pos then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
for _,v in pairs(plane_adjacents) do
pos_closest_to_door = vector.add(cur_door_pos,v)
local n = minetest.get_node(pos_closest_to_door)
local n = minetest.get_node(pos_closest_to_door)
if n.name == "air" then
wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
if wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
other_side_of_door = vector.add(cur_door_pos,-v)
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
if n.name == "air" then
mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
prospective_wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
if prospective_wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
table.insert(prospective_wp, cur_door_pos)
if t then
mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
append_paths (prospective_wp, wp_otherside_door_to_target)
wp = prospective_wp
table.insert(wp, cur_door_pos)
append_paths (wp, wp_otherside_door_to_target)
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
mcl_log("We have a path from outside door to target")
else
mcl_log("We cannot path from outside door to target")
end
else
mcl_log("No t, just add other side of door")
table.insert(prospective_wp, other_side_of_door)
wp = prospective_wp
end
if wp then
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
break
else
mcl_log("This block next to door doesn't work.")
end
else
mcl_log("Cannot path to this air block next to door.")
mcl_log("Block is not air, it is: ".. n.name)
end
end
else
mcl_log("No door found")
end
else
mcl_log("No door found")
mcl_log("We have a direct route")
end
if wp and not enriched_path then
mcl_log("Wp but not enriched")
enriched_path = generate_enriched_path(wp)
end
return enriched_path
end
local gopath_last = os.time()
function mob_class:gopath(target,callback_arrived)
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
if not self:ready_to_path() then return end
if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then
mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
return
else
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
end
--if os.time() - gopath_last < 5 then
-- mcl_log("Not ready to path yet")
-- return
--end
--gopath_last = os.time()
self.order = nil
local p = self.object:get_pos()
local t = vector.offset(target,0,1,0)
--Check direct route
local wp = minetest.find_path(p,t,150,1,4)
if not wp then
mcl_log("### No direct path. Path through door closest to target.")
local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
wp = calculate_path_through_door(p, door_near_target, t)
if not wp then
mcl_log("### No path though door closest to target. Try door closest to origin.")
local door_closest = minetest.find_node_near(p, 16, {"group:door"})
wp = calculate_path_through_door(p, door_closest, t)
-- Path through 2 doors
if not wp then
mcl_log("### Still not wp. Need to path through 2 doors.")
local path_through_closest_door = calculate_path_through_door(p, door_closest)
if path_through_closest_door and #path_through_closest_door > 0 then
mcl_log("We have path through first door")
mcl_log("Number of pos in path through door: " .. tostring(#path_through_closest_door))
local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
if pos_after_door_entry then
local pos_after_door = vector.add(pos_after_door_entry["pos"], one_up)
mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
if path_after_door and #path_after_door > 1 then
mcl_log("We have path after first door")
table.remove(path_after_door, 1) -- Remove duplicate
wp = path_through_closest_door
append_paths (wp, path_after_door)
else
mcl_log("Path after door is not good")
end
else
mcl_log("No pos after door")
end
else
mcl_log("Path through closest door empty or null")
end
else
mcl_log("ok, we have a path through 1 door")
end
end
else
wp = generate_enriched_path(wp)
mcl_log("We have a direct route")
end
local wp = calculate_path_through_door(p, t, target)
if not wp then
mcl_log("Could not calculate path")
self._pf_last_failed = os.time()
-- If cannot path, don't immediately try again
-- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
end
--output_table(wp)
if wp and #wp > 0 then
--output_table(wp)
self._target = t
self.callback_arrived = callback_arrived
local current_location = table.remove(wp,1)
@ -325,7 +269,17 @@ function mob_class:do_pathfind_action(action)
end
end
local gowp_etime = 0
function mob_class:check_gowp(dtime)
gowp_etime = gowp_etime + dtime
-- 0.1 is optimal.
--less frequently = villager will get sent back after passing a point.
--more frequently = villager will fail points they shouldn't they just didn't get there yet
--if gowp_etime < 0.05 then return end
--gowp_etime = 0
local p = self.object:get_pos()
-- no destination
@ -338,7 +292,7 @@ function mob_class:check_gowp(dtime)
-- arrived at location, finish gowp
local distance_to_targ = vector.distance(p,self._target)
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
if distance_to_targ < 1.8 then
if distance_to_targ < 2 then
mcl_log("Arrived at _target")
self.waypoints = nil
self._target = nil
@ -349,8 +303,6 @@ function mob_class:check_gowp(dtime)
self.object:set_acceleration({x = 0, y = 0, z = 0})
if self.callback_arrived then return self.callback_arrived(self) end
return true
elseif not self.current_target then
mcl_log("Not close enough to targ: ".. tostring(distance_to_targ))
end
-- More pathing to be done
@ -363,7 +315,7 @@ function mob_class:check_gowp(dtime)
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
-- We have waypoints, and are at current_target or have no current target. We need a new current_target.
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
self:do_pathfind_action (self.current_target["action"])
local failed_attempts = self.current_target["failed_attempts"]
@ -373,11 +325,10 @@ function mob_class:check_gowp(dtime)
self:go_to_pos(self.current_target["pos"])
return
elseif self.current_target and self.current_target["pos"] then
-- No waypoints left, but have current target and not close enough. Potentially last waypoint to go to.
-- No waypoints left, but have current target. Potentially last waypoint to go to.
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
local failed_attempts = self.current_target["failed_attempts"]
if failed_attempts >= PATHFINDING_FAIL_THRESHOLD then
if failed_attempts >= 50 then
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
self.state = "stand"
self.current_target = nil
@ -397,22 +348,9 @@ function mob_class:check_gowp(dtime)
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
if self.waypoints then
mcl_log("WP: " .. tostring(self.waypoints))
mcl_log("WP num: " .. tostring(#self.waypoints))
else
mcl_log("No wp set")
end
if self.current_target then
mcl_log("Current target: " .. tostring(self.current_target))
else
mcl_log("No current target")
end
local final_wp = minetest.find_path(p,self._target,150,1,4)
if final_wp then
mcl_log("We can get to target here.")
mcl_log("We might be able to get to target here.")
-- self.waypoints = final_wp
self:go_to_pos(self._target)
else
@ -436,9 +374,9 @@ function mob_class:check_gowp(dtime)
self:go_to_pos(self._current_target)
else
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
mcl_log("target is: ".. minetest.pos_to_string(self._target))
self.current_target = nil
end
return
end
end

View File

@ -5,7 +5,8 @@ local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3
local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp"
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
@ -182,17 +183,6 @@ function mob_class:collision()
return({x,z})
end
function mob_class:slow_mob()
local d = 0.85
if self:check_dying() then d = 0.92 end
local v = self.object:get_velocity()
if v then
--diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
end
-- move mob in facing direction
function mob_class:set_velocity(v)
local c_x, c_y = 0, 0
@ -788,25 +778,6 @@ function mob_class:do_env_damage()
return self:check_for_death("", {type = "unknown"})
end
function mob_class:env_damage (dtime, pos)
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self:check_entity_cramming()
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return true
end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
end
function mob_class:damage_mob(reason,damage)
if not self.health then return end
damage = math.floor(damage)

View File

@ -169,8 +169,6 @@ local list_of_all_biomes = {
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore",
-- dimension biome:
@ -218,10 +216,6 @@ local list_of_all_biomes = {
"JungleEdge",
"SavannaM",
"MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
}
-- count how many mobs are in an area
@ -250,24 +244,6 @@ local function count_mobs_total(mob_type)
return num
end
local function count_mobs_all()
local mobs_found = {}
local num = 0
for _,entity in pairs(minetest.luaentities) do
if entity.is_mob then
local mob_type = entity.type -- animal / monster / npc
local mob_name = entity.name
if mobs_found[mob_name] then
mobs_found[mob_name] = mobs_found[mob_name] + 1
else
mobs_found[mob_name] = 1
end
num = num + 1
end
end
return mobs_found, num
end
local function count_mobs_total_cap(mob_type)
local num = 0
for _,l in pairs(minetest.luaentities) do
@ -652,9 +628,6 @@ if mobs_spawn then
local perlin_noise
-- Get pos to spawn, x and z are randomised, y is range
local function spawn_a_mob(pos, dimension, y_min, y_max)
--create a disconnected clone of the spawn dictionary
--prevents memory leak
@ -749,9 +722,7 @@ if mobs_spawn then
end)
end
function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
function mob_class:check_despawn(pos)
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
@ -784,18 +755,5 @@ minetest.register_chatcommand("mobstats",{
minetest.chat_send_player(n,"total mobs:"..count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:"..dbg_spawn_attempts)
minetest.chat_send_player(n,"successful spawns since server start:"..dbg_spawn_succ)
local mob_counts, total_mobs = count_mobs_all()
if (total_mobs) then
minetest.log("action", "Total mobs found: " .. total_mobs)
end
if mob_counts then
for k, v1 in pairs(mob_counts) do
minetest.log("action", "k: " .. tostring(k))
minetest.log("action", "v1: " .. tostring(v1))
end
end
end
})

View File

@ -12,13 +12,13 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
description = S("Chicken"),
type = "animal",
spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 4,
hp_max = 4,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
runaway = true,
floats = 1,
head_swivel = "head.control",
bone_eye_height = 4,

View File

@ -7,7 +7,6 @@ local cow_def = {
type = "animal",
spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 10,
hp_max = 10,
xp_min = 1,
@ -41,6 +40,7 @@ local cow_def = {
max = 2,
looting = "common",},
},
runaway = true,
sounds = {
random = "mobs_mc_cow",
damage = "mobs_mc_cow_hurt",

View File

@ -259,7 +259,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
description = S("Enderman"),
type = "monster",
spawn_class = "passive",
can_despawn = true,
passive = true,
pathfinding = 1,
hp_min = 40,
@ -443,7 +442,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end
end
end
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
if not mobs_griefing then
return
@ -471,7 +469,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then
self._taken_node = node.name
self.can_despawn = false
local def = minetest.registered_nodes[self._taken_node]
-- Update animation and texture accordingly (adds visibly carried block)
local block_type
@ -522,7 +519,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
if success then
local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block)
self.can_despawn = true
self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current)
if def.sounds and def.sounds.place then

View File

@ -164,7 +164,7 @@ cat.on_spawn = function(self)
if not self._texture then
self._texture = cat.textures[math.random(#cat.textures)]
end
self.object:set_properties({textures = self._texture})
self.object:set_properties({textures = {self._texture}})
end
mcl_mobs.register_mob("mobs_mc:cat", cat)

View File

@ -6,7 +6,6 @@ mcl_mobs.register_mob("mobs_mc:pig", {
description = S("Pig"),
type = "animal",
spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 10,
hp_max = 10,

View File

@ -56,7 +56,6 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
description = S("Sheep"),
type = "animal",
spawn_class = "passive",
passive = true,
hp_min = 8,
hp_max = 8,
xp_min = 1,

View File

@ -235,7 +235,7 @@ local professions = {
librarian = {
name = N("Librarian"),
texture = "mobs_mc_villager_librarian.png",
jobsite = "mcl_lectern:lectern",
jobsite = "mcl_books:bookshelf", --FIXME: lectern
trades = {
{
{ { "mcl_core:paper", 24, 36 }, E1 },
@ -641,7 +641,7 @@ function get_activity(tod)
else
activity = "chill"
end
--mcl_log("Time is " .. tod ..". Activity is: ".. activity)
mcl_log("Time is " .. tod ..". Activity is: ".. activity)
return activity
end
@ -770,7 +770,7 @@ local function check_bed (entity)
local n = minetest.get_node(b)
local is_bed_bottom = string.find(n.name,"_bottom")
--mcl_log("is bed bottom: " .. tostring(is_bed_bottom))
mcl_log("" .. tostring(is_bed_bottom))
if n and not is_bed_bottom then
mcl_log("Where did my bed go?!")
entity._bed = nil --the stormtroopers have killed uncle owen
@ -836,7 +836,6 @@ end
local function take_bed (entity)
if not entity then return end
if not entity:ready_to_path() then return end
local p = entity.object:get_pos()
@ -1060,9 +1059,9 @@ local function look_for_job(self, requested_jobsites)
end
local function get_a_job(self)
if self.order == WORK then self.order = nil end
if not self:ready_to_path() then return end
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
@ -1136,85 +1135,68 @@ local function validate_jobsite(self)
end
local function do_work (self)
if not self or self.child then
mcl_log("No self, or a child so don't work")
--debug_trades(self)
if self.child then
mcl_log("A child so don't send to work")
return
end
--mcl_log("Time for work")
local jobsite_node = retrieve_my_jobsite (self)
if jobsite_node then
-- Don't try if looking_for_work, or gowp possibly
if validate_jobsite(self) then
--mcl_log("My jobsite is valid. Do i need to travel?")
local jobsite2 = retrieve_my_jobsite (self)
local jobsite = self._jobsite
local distance_to_jobsite = vector.distance(self.object:get_pos(), jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
if self and jobsite2 and self._jobsite then
local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
if distance_to_jobsite < 2 then
if self.state ~= PATHFINDING and self.order ~= WORK then
mcl_log("Setting order to work.")
self.order = WORK
unlock_trades(self)
else
--mcl_log("Still pathfinding.")
end
else
mcl_log("Not at job block. Need to commute.")
if self.order == WORK then
self.order = nil
return
end
self:gopath(jobsite, function(self, jobsite)
if not self then
--mcl_log("missing self. not good")
return false
end
if not self._jobsite then
--mcl_log("Jobsite not valid")
return false
end
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
--mcl_log("Made it to work ok callback!")
return true
if distance_to_jobsite < 2 then
if self.state ~= PATHFINDING and self.order ~= WORK then
mcl_log("Setting order to work.")
self.order = WORK
unlock_trades(self)
else
--mcl_log("Need to walk to work. Not sure we can get here.")
--mcl_log("Still pathfinding.")
end
end)
else
mcl_log("Not at job block. Need to commute.")
if self.order == WORK then
self.order = nil
return
end
self:gopath(jobsite, function(self,jobsite)
if not self then
--mcl_log("missing self. not good")
return false
end
if not self._jobsite then
--mcl_log("Jobsite not valid")
return false
end
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
--mcl_log("Made it to work ok callback!")
return true
else
--mcl_log("Need to walk to work. Not sure we can get here.")
end
end)
end
end
elseif self._profession == "unemployed" or has_traded(self) then
get_a_job(self)
end
end
local below_vec = vector.new(0, -1, 0)
local function get_ground_below_floating_object (float_pos)
local pos = float_pos
repeat
mcl_log("Current pos: " .. minetest.pos_to_string(pos))
pos = vector.add(pos, below_vec)
local node = minetest.get_node(pos)
mcl_log("First non air materials: ".. tostring(node.name))
until node.name ~= "air"
-- If pos is 1 below float_pos, then just return float_pos as there is no air below it
if pos.y == float_pos.y - 1 then
--mcl_log("pos is only 1 lower than float pos so no air below")
return float_pos
else
--mcl_log("pos is more than 1 lower than float pos so air is below")
return pos
end
return pos
end
local function go_to_town_bell(self)
if self.order == GATHERING then return
else mcl_log("Current order" .. self.order) end
if not self:ready_to_path() then return end
if self.order == GATHERING then
mcl_log("Already gathering")
return
else
mcl_log("Current order" .. self.order)
end
mcl_log("Go to town bell")
local looking_for_type={}
@ -1226,9 +1208,8 @@ local function go_to_town_bell(self)
--Ideally should check for closest available. It'll make pathing easier.
for _,n in pairs(nn) do
mcl_log("Found bell")
local target_point = get_ground_below_floating_object(n)
local gp = self:gopath(target_point,function(self)
local gp = self:gopath(n,function(self)
if self then
self.order = GATHERING
mcl_log("Callback has a self")
@ -1296,45 +1277,22 @@ local function validate_bed(self)
end
local function do_activity (self)
-- Maybe just check we're pathfinding first?
if self.following then
mcl_log("Following, so do not do activity.")
return
end
if self.state == PATHFINDING then
mcl_log("Pathfinding, so do not do activity.")
return
end
local jobsite_valid = false
if not mcl_beds.is_night() then
if not validate_bed(self) and self.state ~= PATHFINDING then
if self.order == SLEEP then self.order = nil end
if not validate_jobsite(self) then
--debug_trades(self)
if self._profession == "unemployed" or has_traded(self) then
get_a_job(self)
return
end
else
jobsite_valid = true
--mcl_log("My jobsite is valid. Do i need to travel?")
end
else
if self.order == WORK then self.order = nil end
if not validate_bed(self) then
if self.order == SLEEP then self.order = nil end
mcl_log("Villager at this location has no bed: " .. minetest.pos_to_string(self.object:get_pos()))
take_bed (self)
end
mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
take_bed (self)
end
-- Only check in day or during thunderstorm but wandered_too_far code won't work
local wandered_too_far = false
if check_bed (self) then
wandered_too_far = vector.distance(self.object:get_pos(),self._bed) > 50
wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
end
if wandered_too_far then
@ -1342,7 +1300,7 @@ local function do_activity (self)
go_home(self, false)
elseif get_activity() == SLEEP then
go_home(self, true)
elseif get_activity() == WORK and jobsite_valid then
elseif get_activity() == WORK then
do_work(self)
elseif get_activity() == GATHERING then
go_to_town_bell(self)
@ -1351,6 +1309,13 @@ local function do_activity (self)
self.order = nil
end
-- Daytime is work and play time
if not mcl_beds.is_night() then
if self.order == SLEEP then self.order = nil end
else
if self.order == WORK then self.order = nil end
end
end
local function update_max_tradenum(self)
@ -1930,6 +1895,8 @@ end)
--[=======[ MOB REGISTRATION AND SPAWNING ]=======]
local pick_up = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" }
mcl_mobs.register_mob("mobs_mc:villager", {
description = S("Villager"),
type = "npc",
@ -1974,7 +1941,7 @@ mcl_mobs.register_mob("mobs_mc:villager", {
head_shake_start = 131, head_shake_end = 141, head_shake_loop = false,
head_nod_start = 121, head_nod_end = 131, head_nod_loop = false,
},
follow = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" },
follow = pick_up,
nofollow = true,
view_range = 16,
fear_height = 4,
@ -1984,7 +1951,7 @@ mcl_mobs.register_mob("mobs_mc:villager", {
_id = nil,
_profession = "unemployed",
look_at_player = true,
pick_up = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" },
pick_up = pick_up,
can_open_doors = true,
on_pick_up = function(self,itementity)
local clicker
@ -2001,7 +1968,6 @@ mcl_mobs.register_mob("mobs_mc:villager", {
return it
end,
on_rightclick = function(self, clicker)
--minetest.log("In villager right click")
if self.child or self._profession == "unemployed" or self._profession == "nitwit" then
self.order = nil
return

View File

@ -109,7 +109,6 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
clicker:set_wielded_item(wielditem)
self._curing = math.random(3 * 60, 5 * 60)
self.shaking = true
self.can_despawn = false
end
end
end,

View File

@ -109,7 +109,7 @@ mcl_mobs.register_mob("mobs_mc:zombie", zombie)
local baby_zombie = table.copy(zombie)
baby_zombie.description = S("Baby Zombie")
baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.98, 0.25}
baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 1, 0.25}
baby_zombie.xp_min = 12
baby_zombie.xp_max = 12
baby_zombie.walk_velocity = 1.2

View File

@ -136,16 +136,9 @@ mcl_weather.skycolor = {
local biomesky
local biomefog
if mg_name ~= "v6" and mg_name ~= "singlenode" then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
biomesky = biome._mcl_skycolor
biomefog = biome._mcl_fogcolor
else
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
end
local biome = minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)
biomesky = minetest.registered_biomes[biome]._mcl_skycolor
biomefog = minetest.registered_biomes[biome]._mcl_fogcolor
end
if (mcl_weather.state == "none") then
-- Clear weather

View File

@ -1,4 +1,3 @@
local zombie_siege_enabled = minetest.settings:get_bool("mcl_raids_zombie_siege", false)
local function check_spawn_pos(pos)
return minetest.get_natural_light(pos) < 7
@ -34,13 +33,6 @@ mcl_events.register_event("zombie_siege",{
--minetest.log("Cond start zs")
local r = {}
if not zombie_siege_enabled then
--minetest.log("action", "Zombie siege disabled")
return r
else
--minetest.log("action", "Zombie siege start check")
end
local t = minetest.get_timeofday()
local pr = PseudoRandom(minetest.get_day_count())
local rnd = pr:next(1,10)
@ -50,7 +42,7 @@ mcl_events.register_event("zombie_siege",{
for _,p in pairs(minetest.get_connected_players()) do
local village = mcl_raids.find_village(p:get_pos())
if village then
minetest.log("action", "Zombie siege is starting")
--minetest.log("Found village")
table.insert(r,{ player = p:get_player_name(), pos = village})
end
end

View File

@ -305,7 +305,7 @@ function awards.unlock(name, award)
local one = player:hud_add({
hud_elem_type = "image",
name = "award_bg",
scale = {x = 1.25, y = 1},
scale = {x = 1, y = 1},
text = background,
position = {x = 0.5, y = 0},
offset = {x = 0, y = 138},
@ -329,7 +329,7 @@ function awards.unlock(name, award)
scale = {x = 100, y = 20},
text = hud_announce,
position = {x = 0.5, y = 0},
offset = {x = 30, y = 40},
offset = {x = 0, y = 40},
alignment = {x = 0, y = -1},
z_index = 102,
})
@ -340,7 +340,7 @@ function awards.unlock(name, award)
scale = {x = 100, y = 20},
text = title,
position = {x = 0.5, y = 0},
offset = {x = 35, y = 100},
offset = {x = 30, y = 100},
alignment = {x = 0, y = -1},
z_index = 102,
})
@ -355,7 +355,7 @@ function awards.unlock(name, award)
number = 2,
text = icon,
position = {x = 0.5, y = 0},
offset = {x = -138, y = 62},
offset = {x = -110, y = 62},
alignment = {x = 0, y = 0},
direction = 0,
z_index = 102,

View File

@ -337,7 +337,7 @@ awards.register_achievement("mcl:fishyBusiness", {
-- Triggered in mcl_compass
awards.register_achievement("mcl:countryLode", {
title = S("Country Lode, Take Me Home"),
title = S("Country Lode,\nTake Me Home"),
description = S("Use a compass on a Lodestone."),
icon = "lodestone_side4.png",
type = "Advancement",

View File

@ -67,7 +67,7 @@ Withering Heights=Les Witherables
Summon the wither from the dead.=Invoquez le Wither d'entre les morts.
Fishy Business=Merci pour le poisson
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson. \nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
Country Lode, Take Me Home=Petit Poucet
Country Lode,@nTake Me Home=Petit Poucet
Use a compass on a Lodestone.=utiliser une boussole sur une magnétite.
Serious Dedication=Sérieux dévouement
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Utilisez un lingot de netherite pour améliorez une houe, puis réévaluez complètement vos choix de vie.

View File

@ -69,7 +69,7 @@ The Cutest Predator=いちばんカワイイ捕食者
Catch an Axolotl with a bucket!=バケツでウーパールーパーを捕まえよう!
Fishy Business=フィッシー・ビジネス
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=魚を獲ろう。@nヒントタラ、サケ、クマミ、フグ等を釣ります。
Country Lode, Take Me Home=この道ずっとゆけば 鉱脈につづいてる
Country Lode,@nTake Me Home=この道ずっとゆけば@n鉱脈につづいてる
Use a compass on a Lodestone.=ロードストーンにコンパスを使おう。
Serious Dedication=真摯な取り組み
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=ネザライトインゴットでクワをアップグレードしたら、人生設計の完全な見直しを図ろう。

View File

@ -69,7 +69,7 @@ The Cutest Predator=
Catch an Axolotl with a bucket!
Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode, Take Me Home=
Country Lode,@nTake Me Home=
Use a compass on a Lodestone.=
Serious Dedication=
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=

View File

@ -36,8 +36,7 @@ return {
"SumianVoice",
"MrRar",
"talamh",
"Faerraven / Michieal",
"FossFanatic",
"Faerraven",
}},
{S("Contributors"), 0x52FF00, {
"Laurent Rocher",
@ -97,9 +96,6 @@ return {
"anarquimico",
"TheOnlyJoeEnderman",
"Ranko Saotome",
"Gregor Parzefall",
"Wbjitscool",
"b3nderman",
}},
{S("MineClone5"), 0xA60014, {
"kay27",
@ -151,13 +147,11 @@ return {
"jordan4ibanez",
"paramat",
"cora",
"Faerraven / Michieal",
}},
{S("3D Models"), 0x0019FF, {
"22i",
"tobyplowy",
"epCode",
"Faerraven / Michieal",
}},
{S("Textures"), 0xFF9705, {
"XSSheep",
@ -172,7 +166,6 @@ return {
"RandomLegoBrick",
"cora",
"Faerraven / Michieal",
"Nicu",
}},
{S("Translations"), 0x00FF60, {
"Wuzzy",
@ -186,12 +179,9 @@ return {
"Emojigit",
"snowyu",
"3raven",
"SakuraRiu",
}},
{S("Funders"), 0xF7FF00, {
"40W",
"bauknecht",
"Cora",
}},
{S("Special thanks"), 0x00E9FF, {
"celeron55 for creating Minetest",
@ -199,6 +189,5 @@ return {
"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/",
}},
}

View File

@ -149,11 +149,6 @@ mcl_death_messages = {
plain = "@1 went off with a bang",
item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional
},
sweet_berry = {
_translator = S,
plain = "@1 died a sweet death",
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
},
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
},
}

View File

@ -1,226 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
A “covered work” means either the unmodified Program or a work based on the Program.
To “propagate” a work means to do anything with it that, without permission, would make you directly or secondarily liable for infringement under applicable copyright law, except executing it on a computer or modifying a private copy. Propagation includes copying, distribution (with or without modification), making available to the public, and in some countries other activities as well.
To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
A “Standard Interface” means an interface that either is an official standard defined by a recognized standards body, or, in the case of interfaces specified for a particular programming language, one that is widely used among developers working in that language.
The “System Libraries” of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component, or to implement a Standard Interface for which an implementation is available to the public in source code form. A “Major Component”, in this context, means a major essential component (kernel, window system, and so on) of the specific operating system (if any) on which the executable work runs, or a compiler used to produce the work, or an object code interpreter used to run it.
The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright on the Program, and are irrevocable provided the stated conditions are met. This License explicitly affirms your unlimited permission to run the unmodified Program. The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey, without conditions so long as your license otherwise remains in force. You may convey covered works to others for the sole purpose of having them make modifications exclusively for you, or provide you with facilities for running those works, provided that you comply with the terms of this License in conveying all material for which you do not control copyright. Those thus making or running the covered works for you must do so exclusively on your behalf, under your direction and control, on terms that prohibit them from making any copies of your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the conditions stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological measure under any applicable law fulfilling obligations under article 11 of the WIPO copyright treaty adopted on 20 December 1996, or similar laws prohibiting or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to forbid circumvention of technological measures to the extent such circumvention is effected by exercising rights under this License with respect to the covered work, and you disclaim any intention to limit operation or modification of the work as a means of enforcing, against the work's users, your or third parties' legal rights to forbid circumvention of technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to produce it from the Program, in the form of source code under the terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified it, and giving a relevant date.
b) The work must carry prominent notices stating that it is released under this License and any conditions added under section 7. This requirement modifies the requirement in section 4 to “keep intact all notices”.
c) You must license the entire work, as a whole, under this License to anyone who comes into possession of a copy. This License will therefore apply, along with any applicable section 7 additional terms, to the whole of the work, and all its parts, regardless of how they are packaged. This License gives no permission to license the work in any other way, but it does not invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display Appropriate Legal Notices; however, if the Program has interactive interfaces that do not display Appropriate Legal Notices, your work need not make them do so.
A compilation of a covered work with other separate and independent works, which are not by their nature extensions of the covered work, and which are not combined with it such as to form a larger program, in or on a volume of a storage or distribution medium, is called an “aggregate” if the compilation and its resulting copyright are not used to limit the access or legal rights of the compilation's users beyond what the individual works permit. Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
a) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by the Corresponding Source fixed on a durable physical medium customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by a written offer, valid for at least three years and valid for as long as you offer spare parts or customer support for that product model, to give anyone who possesses the object code either (1) a copy of the Corresponding Source for all the software in the product that is covered by this License, on a durable physical medium customarily used for software interchange, for a price no more than your reasonable cost of physically performing this conveying of source, or (2) access to copy the Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the written offer to provide the Corresponding Source. This alternative is allowed only occasionally and noncommercially, and only if you received the object code with such an offer, in accord with subsection 6b.
d) Convey the object code by offering access from a designated place (gratis or for a charge), and offer equivalent access to the Corresponding Source in the same way through the same place at no further charge. You need not require recipients to copy the Corresponding Source along with the object code. If the place to copy the object code is a network server, the Corresponding Source may be on a different server (operated by you or a third party) that supports equivalent copying facilities, provided you maintain clear directions next to the object code saying where to find the Corresponding Source. Regardless of what server hosts the Corresponding Source, you remain obligated to ensure that it is available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided you inform other peers where the object code and Corresponding Source of the work are being offered to the general public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded from the Corresponding Source as a System Library, need not be included in conveying the object code work.
A “User Product” is either (1) a “consumer product”, which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling. In determining whether a product is a consumer product, doubtful cases shall be resolved in favor of coverage. For a particular product received by a particular user, “normally used” refers to a typical or common use of that class of product, regardless of the status of the particular user or of the way in which the particular user actually uses, or expects or is expected to use, the product. A product is a consumer product regardless of whether the product has substantial commercial, industrial or non-consumer uses, unless such uses represent the only significant mode of use of the product.
“Installation Information” for a User Product means any methods, procedures, authorization keys, or other information required to install and execute modified versions of a covered work in that User Product from a modified version of its Corresponding Source. The information must suffice to ensure that the continued functioning of the modified object code is in no case prevented or interfered with solely because modification has been made.
If you convey an object code work under this section in, or with, or specifically for use in, a User Product, and the conveying occurs as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized), the Corresponding Source conveyed under this section must be accompanied by the Installation Information. But this requirement does not apply if neither you nor any third party retains the ability to install modified object code on the User Product (for example, the work has been installed in ROM).
The requirement to provide Installation Information does not include a requirement to continue to provide support service, warranty, or updates for a work that has been modified or installed by the recipient, or for the User Product in which it has been modified or installed. Access to a network may be denied when the modification itself materially and adversely affects the operation of the network or violates the rules and protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided, in accord with this section must be in a format that is publicly documented (and with an implementation available to the public in source code form), and must require no special password or key for unpacking, reading or copying.
7. Additional Terms.
“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place additional permissions on material, added by you to a covered work, for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or author attributions in that material or in the Appropriate Legal Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or requiring that modified versions of such material be marked in reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or authors of the material; or
e) Declining to grant rights under trademark law for use of some trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that material by anyone who conveys the material (or modified versions of it) with contractual assumptions of liability to the recipient, for any liability that these contractual assumptions directly impose on those licensors and authors.
All other non-permissive additional terms are considered “further restrictions” within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice.
Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License.
An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it.
11. Patents.
A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version.
In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>.

View File

@ -1,26 +1,19 @@
mcl_bamboo
=========
This mod adds working, familiar bamboo nodes to your Mineclone 2 world.
This mod adds simple bamboo nodes to your Mineclone 2 world.
Code: MineClone2 dev team. Original (basic) bamboo code by: Small Joker.
Code redo for Mineclone 2: Michieal. Original bamboo code by: Krock.
License for code: GPLv3.
License for images / textures: CC-BY-SA except where noted.
Images Created by Nicu, except for:
* Inventory / wield image for Bamboo Stalk: created by RandomLegoBrick#8692 and is CC0.
License for code: GPL3; images / textures: CC-BY-SA.
Images Created by Michieal, except for:
Inventory / wield image: created by RandomLegoBrick#8692 and is CC0.
Dependencies: mcl_core, mcl_sounds, mcl_tools
Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences,
mesecons_button.
Note that "mcl_boats" may be used at a later date.
Optional Dependencies = mcl_flowerpots, mclx_stairs, mcl_doors, mcl_signs, mesecons_pressureplates, mcl_fences, mesecons_button
Special thanks to Nicu for help with a ton of things from testing, to encouragement, to graphic design and nodebox work.
Nicu - You Rock!
Special thanks to Nicu for help with the nodebox stalk design.
Small Joker's bamboo forum topic:
Forum topic: https://forum.minetest.net/viewtopic.php?id=8289
Scaffold inspiration: Cora, because she said that it couldn't be done.
Original code's forum topic:
Forum topic: https://forum.minetest.net/viewtopic.php?id=8289

View File

@ -1,401 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:33 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
local DOUBLE_DROP_CHANCE = 8
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local node_sound = mcl_sounds.node_sound_wood_defaults()
local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
local on_rotate
if minetest.get_modpath("screwdriver") then
on_rotate = screwdriver.disallow
end
-- basic bamboo nodes.
local bamboo_def = {
description = "Bamboo",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox",
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
sounds = node_sound,
drop = {
max_items = 1,
-- From the API:
-- max_items: Maximum number of item lists to drop.
-- The entries in 'items' are processed in order. For each:
-- Item filtering is applied, chance of drop is applied, if both are
-- successful the entire item list is dropped.
-- Entry processing continues until the number of dropped item lists
-- equals 'max_items'.
-- Therefore, entries should progress from low to high drop chance.
items = {
-- Examples:
{
-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
-- Default rarity is '1'.
rarity = DOUBLE_DROP_CHANCE,
items = {BAMBOO .. " 2"},
},
{
-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
-- Default rarity is '1'.
rarity = 1,
items = {BAMBOO},
},
},
},
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 1.5,
node_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
collision_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
node_placement_prediction = "",
on_rotate = on_rotate,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
local nodename = node.name -- intentional use of nodename.
mcl_bamboo.mcl_log("Node placement data:")
mcl_bamboo.mcl_log(dump(pointed_thing))
mcl_bamboo.mcl_log("node name: " .. nodename)
mcl_bamboo.mcl_log("Checking for protected placement of bamboo.")
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of bamboo is not protected.")
-- Use pointed node's on_rightclick function first, if present
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
mcl_bamboo.mcl_log("Attempting targeted node's on_rightclick.")
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
if mcl_bamboo.is_bamboo(nodename) == false and nodename ~= BAMBOO_ENDCAP_NAME then
-- not bamboo...
mcl_bamboo.mcl_log("not bamboo...")
if nodename ~= "mcl_flowerpots:flower_pot" then
if mcl_bamboo.is_dirt(nodename) == false then
mcl_bamboo.mcl_log("bamboo dirt node not found; node name: " .. nodename)
return
end
end
end
mcl_bamboo.mcl_log("placing bamboo directly.")
local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
if wdir ~= 1 then
return
end
local place_item = ItemStack(itemstack) -- make a copy so that we don't indirectly mess with the original.
local bamboo_node = mcl_bamboo.is_bamboo(nodename) or 0
mcl_bamboo.mcl_log("node name: " .. nodename .. "\nbamboo_node: " .. bamboo_node)
local rand_height
local BAMBOO_MAX_HEIGHT = 16 -- maximum height of 16, per wiki.
local first_shoot
local meta
if bamboo_node and bamboo_node > 0 then
place_item = ItemStack(mcl_bamboo.bamboo_index[bamboo_node])
-- height check for placing bamboo nodes. because... lmfao bamboo stalk to the sky.
-- variables used in more than one spot.
local chk_pos
local node_name = ""
local dist = 0
local height = -1
local BAMBOO_SOIL_DIST = BAMBOO_MAX_HEIGHT * -1
-- -------------------
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
first_shoot = vector.offset(chk_pos, 0, 1, 0)
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if first_shoot == nil then
return
end
meta = minetest.get_meta(first_shoot)
if meta then
height = meta:get_int("height", -1)
end
dist = vector.distance(first_shoot, pos) + 1 -- +1 for the ground offset.
mcl_bamboo.mcl_log("Distance: " .. dist .. " Height: " .. height .. " Bamboo to place: " .. mcl_bamboo.bamboo_index[bamboo_node])
-- okay, so don't go beyond max height...
-- Height is determined when the first node grows or is placed.
-- here, it's not found, so let them do 4-5 nodes up. (should help it grow.)
if dist < 5 and height < 5 then
-- allow
else
-- else, it's complicated.
if dist > 5 and height < 5 then
return
end
end
if dist > height - 1 then
-- height found. here, we let them do it until they reach where the endcap will go.
return
end
else
local placed_type = pr:next(1, 4) -- randomly choose which one to place.
mcl_bamboo.mcl_log("Place_Bamboo_Shoot--Type: " .. placed_type)
place_item = ItemStack(mcl_bamboo.bamboo_index[placed_type])
rand_height = pr:next(BAMBOO_MAX_HEIGHT - 4, BAMBOO_MAX_HEIGHT)
end
local node_above_name = minetest.get_node(pointed_thing.above).name
mcl_bamboo.mcl_log("\n\n\nnode_above name: " .. node_above_name)
if node_above_name ~= "mcl_core:water_source" and node_above_name ~= "mcl_core:lava_source"
and node_above_name ~= "mcl_nether:nether_lava_source" then
local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
if rand_height and rand_height > 1 then
if position then
mcl_bamboo.mcl_log("Setting Height Data...")
meta = minetest.get_meta(position)
if meta then
meta:set_int("height", rand_height)
end
end
end
return itemstack, pointed_thing.under
else
return
end
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
local bamboo_node = mcl_bamboo.is_bamboo(node_above.name) or 0
local istack = ItemStack(BAMBOO)
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
minetest.add_item(new_pos, istack)
end
minetest.add_item(new_pos, istack)
end
end,
}
minetest.register_node(BAMBOO, bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
--bamboo_top.paramtype2 = "meshoptions"
--bamboo_top.param2 = 2
-- bamboo_top.waving = 2
bamboo_top.special_tiles = {{name = "mcl_bamboo_endcap.png"}}
bamboo_top.nodebox = nil
bamboo_top.selection_box = nil
bamboo_top.collision_box = nil
bamboo_top.on_place = function(itemstack, _, _)
-- Should never occur... but, if it does, then nix it.
itemstack:set_name(BAMBOO)
return itemstack
end
minetest.register_node(BAMBOO_ENDCAP_NAME, bamboo_top)
local bamboo_block_def = {
description = "Bamboo Block",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
sounds = node_sound,
paramtype2 = "facedir",
drops = "mcl_bamboo:bamboo_block",
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
_mcl_stripped_variant = "mcl_bamboo:bamboo_block_stripped", -- this allows us to use the built in Axe's strip block.
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
if mcl_bamboo.is_protected(pos, placer) then
return
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
}
minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
local bamboo_stripped_block = table.copy(bamboo_block_def)
bamboo_stripped_block.on_rightclick = nil
bamboo_stripped_block.description = S("Stripped Bamboo Block")
bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom_stripped.png", "mcl_bamboo_bamboo_bottom_stripped.png",
"mcl_bamboo_bamboo_block_stripped.png"}
minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
minetest.register_node("mcl_bamboo:bamboo_plank", {
description = S("Bamboo Plank"),
_doc_items_longdesc = S("Bamboo Plank"),
_doc_items_hidden = false,
tiles = {"mcl_bamboo_bamboo_plank.png"},
stack_max = 64,
is_ground_content = false,
groups = {handy = 1, axey = 1, flammable = 3, wood = 1, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
})
-- Bamboo Part 2 Base nodes.
-- Bamboo Mosaic
local bamboo_mosaic = table.copy(minetest.registered_nodes[BAMBOO_PLANK])
bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank_mosaic.png"}
bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
bamboo_mosaic.description = S("Bamboo Mosaic Plank")
bamboo_mosaic._doc_items_longdesc = S("Bamboo Mosaic Plank")
minetest.register_node("mcl_bamboo:bamboo_mosaic", bamboo_mosaic)
--[[ Bamboo alternative node types. Note that the table.copy's are very important! if you use a common node def and
make changes, even after registering them, the changes overwrite the previous node definitions, and in this case,
you will end up with 4 nodes all being type 3. --]]
local bamboo_one_def = table.copy(bamboo_def)
bamboo_one_def.node_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.selection_box = {
type = "fixed",
fixed = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
bamboo_one_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
mcl_bamboo.mcl_log(dump(mcl_bamboo.bamboo_index))
minetest.register_node(mcl_bamboo.bamboo_index[2], bamboo_one_def)
local bamboo_two_def = table.copy(bamboo_def)
bamboo_two_def.node_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.selection_box = {
type = "fixed",
fixed = {
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
}
}
bamboo_two_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
minetest.register_node(mcl_bamboo.bamboo_index[3], bamboo_two_def)
local bamboo_three_def = table.copy(bamboo_def)
bamboo_three_def.node_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.collision_box = {
-- see [Node boxes] for possibilities
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.selection_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
}
}
bamboo_three_def.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
minetest.register_node(mcl_bamboo.bamboo_index[4], bamboo_three_def)

View File

@ -1,600 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:38 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
local BROKEN_DOORS = true
-- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE.
local SIDE_SCAFFOLDING = false
local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
-- ---------------------------------------------------------------------------
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local adj_nodes = {
vector.new(0, 0, 1),
vector.new(1, 0, 0),
vector.new(0, 0, -1),
vector.new(-1, 0, 0),
}
local node_sound = mcl_sounds.node_sound_wood_defaults()
-- specific bamboo nodes (Items)... Pt. 1
if minetest.get_modpath("mcl_flowerpots") then
mcl_bamboo.mcl_log("FlowerPot Section Entrance. Modpath exists.")
if mcl_flowerpots ~= nil then
-- Flower-potted Bamboo...
local flwr_name = BAMBOO
local flwr_def = {name = "bamboo_plant",
desc = S("Bamboo"),
image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube"
-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
}
-- Chose cube over "potted_flower" as "potted flower" looks bad.
mcl_flowerpots.register_potted_cube(flwr_name, flwr_def) -- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant")
end
end
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
local top_door_tiles = {}
local bot_door_tiles = {}
if BROKEN_DOORS then
top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"}
else
top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"}
end
local name = "mcl_bamboo:bamboo_door"
local def = {
description = S("Bamboo Door."),
inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png",
groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = bot_door_tiles,
tiles_top = top_door_tiles,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_door(name, def)
name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = {
description = S("Bamboo Trapdoor."),
inventory_image = "mcl_bamboo_door_complete.png",
groups = {},
tile_front = "mcl_bamboo_trapdoor_side.png",
tile_side = "mcl_bamboo_trapdoor_side.png",
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
wield_image = "mcl_bamboo_trapdoor_side.png",
inventory_image = "mcl_bamboo_trapdoor_side.png",
groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_trapdoor(name, trap_def)
minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door")
minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor")
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_block",
"mcl_bamboo:bamboo_block",
S("Bamboo Stair"),
S("Bamboo Slab"),
S("Double Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_stripped",
"mcl_bamboo:bamboo_block_stripped",
S("Stripped Bamboo Stair"),
S("Stripped Bamboo Slab"),
S("Double Stripped Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_plank",
BAMBOO_PLANK,
S("Bamboo Plank Stair"),
S("Bamboo Plank Slab"),
S("Double Bamboo Plank Slab")
)
-- let's add plank slabs to the wood_slab group.
local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank"
local node_groups = {
wood_slab = 1,
building_block = 1,
slab = 1,
axey = 1,
handy = 1,
stair = 1,
flammable = 1,
fire_encouragement = 5,
fire_flammability = 20
}
minetest.override_item(bamboo_plank_slab, {groups = node_groups})
end
end
if minetest.get_modpath("mesecons_pressureplates") then
if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
-- make sure that pressure plates are installed.
-- Bamboo Pressure Plate...
-- Register a Pressure Plate (api command doc.)
-- basename: base name of the pressure plate
-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
-- recipe: crafting recipe of the pressure plate
-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
mesecon.register_pressure_plate(
"mcl_bamboo:pressure_plate_bamboo_wood",
S("Bamboo Pressure Plate"),
{"mcl_bamboo_bamboo_plank.png"},
{"mcl_bamboo_bamboo_plank.png"},
"mcl_bamboo_bamboo_plank.png",
nil,
{{BAMBOO_PLANK, BAMBOO_PLANK}},
mcl_sounds.node_sound_wood_defaults(),
{axey = 1, material_wood = 1},
nil,
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off",
burntime = 15
})
minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood")
end
end
if minetest.get_modpath("mcl_signs") then
mcl_bamboo.mcl_log("Signs Section Entrance. Modpath exists.")
if mcl_signs ~= nil then
-- Bamboo Signs...
mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_bamboo_bamboo_sign.png",
"#ffffff", "mcl_bamboo_bamboo_sign_wield.png", "mcl_bamboo_bamboo_sign_wield.png",
"Bamboo Sign")
mcl_signs.register_sign_craft("mcl_bamboo", BAMBOO_PLANK, "_bamboo")
minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo")
end
end
if minetest.get_modpath("mcl_fences") then
mcl_bamboo.mcl_log("Fences Section Entrance. Modpath exists.")
local id = "bamboo_fence"
local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
local wood_connect = {"group:fence_wood"}
local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups,
2, 15, wood_connect, node_sound)
local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
mcl_bamboo.mcl_log(dump(fence_id))
mcl_bamboo.mcl_log(dump(gate_id))
end
if minetest.get_modpath("mesecons_button") then
if mesecon ~= nil then
mesecon.register_button(
"bamboo",
S("Bamboo Button"),
"mcl_bamboo_bamboo_plank.png",
BAMBOO_PLANK,
node_sound,
{material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, },
1,
false,
S("A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_mosaic",
"mcl_bamboo:bamboo_mosaic",
S("Bamboo Mosaic Stair"),
S("Bamboo Mosaic Slab"),
S("Double Bamboo Mosaic Slab")
)
end
end
local disallow_on_rotate
if minetest.get_modpath("screwdriver") then
disallow_on_rotate = screwdriver.disallow
end
minetest.register_node(SCAFFOLDING_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed)
mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
local node = minetest.get_node(pointed.under)
local pos = pointed.under
local h = 0
local current_base_node = node -- Current Base Node.
local below_node = minetest.get_node(vector.offset(pos, 0, -1, 0)) -- current node below the current_base_node.
mcl_bamboo.mcl_log("Below Node: " .. below_node.name)
-- check protected placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
-- place on solid nodes
-- Need to add in a check here... to prevent placing scaffolds against doors, chests, etc.
-- Added in a quick check. need to test it.
if node.name ~= SCAFFOLDING_NAME then
-- Start temp fix: This is a temp fix... will NOT work in final scaffolding implementation.
-- Use pointed node's on_rightclick function first, if present
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
mcl_bamboo.mcl_log("attempting placement of bamboo via targeted node's on_rightclick.")
return minetest.registered_nodes[node.name].on_rightclick(pointed.under, node, placer, itemstack) or itemstack
end
end
-- End: Temp fix
-- A quick check, that may or may not work, to attempt to prevent placing things on the side of other nodes.
local dir = vector.subtract(pointed.under, pointed.above)
local wdir = minetest.dir_to_wallmounted(dir)
if wdir == 1 then
minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
return itemstack
else
return
end
end
--build up when placing on existing scaffold
--[[
Quick explanation. scaffolding should be placed at the ground level ONLY. To do this, we look at a few
different nodes. Current node (current_node) is the top node being placed - make sure that it is air / unoccupied.
below_node (below node) is the node below the bottom node; Used to check to see if we are up in the air putting
more scaffolds on the top.. current_base_node (Current Base Node) is the targeted node for placement; we can only place
scaffolding on this one, to stack them up in the air.
--]]
repeat -- loop through, allowing placement.
pos = vector.offset(pos, 0, 1, 0) -- cleaned up vector.
local current_node = minetest.get_node(pos) -- current node.
if current_node.name == "air" then
-- first step to making scaffolding work like scaffolding should.
-- Prevent running up, and putting down new scaffolding
if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
return itemstack
end
-- Make sure that the uppermost scaffolding doesn't violate protected areas.
if mcl_bamboo.is_protected(pos, placer) then
return itemstack
end
-- okay, we're good. place the node and take the item unless we are in creative mode.
minetest.set_node(pos, node)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
-- set the wielded item to the correct itemstack. (possibly unneeded code. but, works.)
placer:set_wielded_item(itemstack)
return itemstack -- finally, return the itemstack to finish on_place.
end
h = h + 1
until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128 -- loop check.
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == SCAFFOLDING_NAME then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack(SCAFFOLDING_NAME)
minetest.add_item(new_pos, istack)
end
end,
})
-- FOR FUTURE USE. DO NOT ENABLE. DO NOT UNCOMMENT OUT. THIS WILL BREAK THE SCAFFOLDING, IF NOT FINISHED.
-- YOU HAVE BEEN WARNED.
--[[
if SIDE_SCAFFOLDING then
minetest.register_node(SCAFFOLDING_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed)
mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
local node = minetest.get_node(pointed.under)
local pos = pointed.under
local dir = vector.subtract(pointed.under, pointed.above)
local wdir = minetest.dir_to_wallmounted(dir)
local h = 0
mcl_bamboo.mcl_log("WDIR: " .. wdir)
local fdir = minetest.dir_to_facedir(dir, true)
mcl_bamboo.mcl_log("FDIR: " .. fdir)
local down_two = minetest.get_node(vector.offset(pointed.under, 0, -1, 0))
if wdir == 1 then
-- standing placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
-- place on solid nodes
if node.name ~= SCAFFOLDING_NAME then
minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
return itemstack
end
--build up when placing on existing scaffold
repeat
pos.y = pos.y + 1
local current_node = minetest.get_node(pos)
local current_base_node = node
local below_node = down_two
if current_node.name == "air" then
-- first step to making scaffolding work like Minecraft scaffolding.
if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
return itemstack
end
if mcl_bamboo.is_protected(pos, placer) then
return
end
minetest.set_node(pos, node)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
placer:set_wielded_item(itemstack)
return itemstack
end
h = h + 1
until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128
-- Commenting out untested code, for commit.
if SIDE_SCAFFOLDING == true then
local meta = minetest.get_meta(pos)
if not meta then
return false
end
-- local count = meta:get_int("count", 0)
h = minetest.get_node(pointed.under).param2
local new_pos = pointed.under
repeat
local ctrl = placer:get_player_control()
if ctrl and ctrl.sneak then
if node.name == SCAFFOLDING_NAME or node.name == SIDE_SCAFFOLD_NAME then
local param_2 = h
local node_param2 = param_2 + 1
fdir = fdir + 1 -- convert fdir to a base of one.
local target_offset = adj_nodes[fdir]
new_pos = vector.offset(new_pos, target_offset.x, 0, target_offset.z)
if mcl_bamboo.is_protected(new_pos, placer) then
-- disallow placement in protected area
return
end
itemstack:take_item(1)
if minetest.get_node(new_pos).name == "air" then
minetest.set_node(new_pos, {name = SIDE_SCAFFOLD_NAME, param2 = node_param2})
if node_param2 >= 6 then
node_param2 = 6
minetest.minetest.dig_node(new_pos)
end
end
return itemstack
end
h = h + 1
end
until h >= 7 or itemstack.get_count() <= 0
end
end
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == SCAFFOLDING_NAME then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack(SCAFFOLDING_NAME)
minetest.add_item(new_pos, istack)
end
end,
})
minetest.register_node(SIDE_SCAFFOLD_NAME, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drop = "mcl_bamboo:scaffolding",
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0.5, -0.375, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1},
_mcl_after_falling = function(pos)
if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then
if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= SCAFFOLDING_NAME then
minetest.remove_node(pos)
minetest.add_item(pos, SCAFFOLDING_NAME)
else
minetest.set_node(vector.offset(pos, 0, 1, 0), {name = SIDE_SCAFFOLD_NAME})
end
end
end,
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed_thing)
-- this function shouldn't be called, as this is never placed by the user.
-- it's placed only as a variant of regular scaffolding.
return false
end
})
end
--]]

View File

@ -1,269 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:34 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
local DEBUG = false
local rand = math.random
math.randomseed((os.time() + 31) * 31415) -- try to make a valid seed
local BAMBOO_MAX_HEIGHT = 16 -- base height check.
local BAMBOO_SOIL_DIST = BAMBOO_MAX_HEIGHT * -1
local BAM_MAX_HEIGHT_STPCHK = BAMBOO_MAX_HEIGHT - 5
local BAM_MAX_HEIGHT_TOP = BAMBOO_MAX_HEIGHT - 1
local GROW_DOUBLE_CHANCE = 32
--Bamboo can be planted on moss blocks, grass blocks, dirt, coarse dirt, rooted dirt, gravel, mycelium, podzol, sand, red sand, or mud
mcl_bamboo.bamboo_dirt_nodes = {
"mcl_core:redsand",
"mcl_core:sand",
"mcl_core:dirt",
"mcl_core:coarse_dirt",
"mcl_core:dirt_with_grass",
"mcl_core:podzol",
"mcl_core:mycelium",
"mcl_lush_caves:rooted_dirt",
"mcl_lush_caves:moss",
"mcl_mud:mud",
}
function mcl_bamboo.is_dirt(node_name)
local index = table.indexof(mcl_bamboo.bamboo_dirt_nodes, node_name)
if index == -1 then
return false
else
return true
end
end
mcl_bamboo.bamboo_index = {
"mcl_bamboo:bamboo",
"mcl_bamboo:bamboo_1",
"mcl_bamboo:bamboo_2",
"mcl_bamboo:bamboo_3",
}
function mcl_bamboo.is_bamboo(node_name)
local index = table.indexof(mcl_bamboo.bamboo_index, node_name)
if index == -1 then
return false
else
return index
end
end
--- pos: node position; placer: ObjectRef that is placing the item
--- returns: true if protected, otherwise false.
function mcl_bamboo.is_protected(pos, placer)
local name = placer:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return true
end
return false
end
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
function mcl_bamboo.grow_bamboo(pos, bonemeal_applied)
local node_above = minetest.get_node(vector.offset(pos, 0, 1, 0))
mcl_bamboo.mcl_log("Grow bamboo called; bonemeal: " .. tostring(bonemeal_applied))
if not bonemeal_applied and mcl_bamboo.is_bamboo(node_above.name) ~= false then
return false -- short circuit this function if we're trying to grow (std) the bamboo and it's not the top shoot.
end
if minetest.get_node_light(pos) < 8 then
return false
end
-- variables used in more than one spot.
local first_shoot
local chk_pos
local soil_pos
local node_name = ""
local dist = 0
local node_below
-- -------------------
mcl_bamboo.mcl_log("Grow bamboo; checking for soil: ")
-- the soil node below the bamboo.
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
soil_pos = chk_pos
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if soil_pos == nil then
return false -- returning false means don't use up the bonemeal.
end
mcl_bamboo.mcl_log("Grow bamboo; soil found. ")
local grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE) -- because yeah, not truly random, or even a good prng.
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
local init_height = rand(BAM_MAX_HEIGHT_STPCHK + 1, BAM_MAX_HEIGHT_TOP + 1)
mcl_bamboo.mcl_log("Grow bamboo; random height: " .. init_height)
node_name = ""
-- update: add randomized max height to first node's meta data.
first_shoot = vector.offset(soil_pos, 0, 1, 0)
local meta = minetest.get_meta(first_shoot)
node_below = minetest.get_node(first_shoot).name
mcl_bamboo.mcl_log("Grow bamboo; checking height meta ")
-- check the meta data for the first node, to see how high to make the stalk.
if not meta then
-- if no metadata, set the metadata!!!
meta:set_int("height", init_height)
end
local height = meta:get_int("height", -1)
mcl_bamboo.mcl_log("Grow bamboo; meta-height: " .. height)
if height <= 10 then
height = init_height
meta:set_int("height", init_height)
end
mcl_bamboo.mcl_log("Grow bamboo; height: " .. height)
-- Bonemeal: Grows the bamboo by 1-2 stems. (per the minecraft wiki.)
if bonemeal_applied then
-- handle applying bonemeal.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- find the top node of bamboo.
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if mcl_bamboo.is_bamboo(node_name) == false or node_name == BAMBOO_ENDCAP_NAME then
break
end
end
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
if node_name == BAMBOO_ENDCAP_NAME then
-- prevent overgrowth
return false
end
-- check to see if we have a full stalk of bamboo.
if dist >= height - 1 then
if dist == height - 1 then
-- equals top of the stalk before the cap
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(vector.offset(chk_pos, 0, 1, 0), {name = BAMBOO_ENDCAP_NAME})
return true -- returning true means use up the bonemeal.
else
return false
end
else
-- okay, we're higher than the end cap, fail out.
return false -- returning false means don't use up the bonemeal.
end
end
-- and now, the meat of the section... add bamboo to the stalk.
-- at this point, we should be lower than the generated maximum height. ~ about height -2 or lower.
if dist <= height - 2 then
if node_name == "air" then
-- here we can check to see if we can do up to 2 bamboo shoots onto the stalk
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, {name = node_below})
-- handle growing a second node.
if grow_amount == 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, {name = node_below})
end
end
return true -- exit out with a success. We've added 1-2 nodes, per the wiki.
end
end
end
-- Non-Bonemeal growth.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- Find the topmost node above the stalk, and check it for "air"
chk_pos = vector.offset(pos, 0, py, 0)
node_below = minetest.get_node(pos).name
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if node_name ~= "air" and mcl_bamboo.is_bamboo(node_name) == false then
break
end
-- stop growing check. ie, handle endcap placement.
if dist >= height - 1 then
local above_node_name = minetest.get_node(vector.offset(chk_pos, 0, 1, 0)).name
if node_name == "air" and above_node_name == "air" then
if height - 1 == dist then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(chk_pos, {name = BAMBOO_ENDCAP_NAME})
end
end
break
end
-- handle regular node placement.
-- find the air node above the top shoot. place a node. And then, if short enough,
-- check for second node placement.
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, {name = node_below})
-- handle growing a second node. (1 in 32 chance.)
if grow_amount == 2 and dist <= height - 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, {name = node_below})
end
end
break
end
end
end
-- Add Groups function, courtesy of Warr1024.
function mcl_bamboo.add_groups(name, ...)
local def = minetest.registered_items[name] or error(name .. " not found")
local groups = {}
for k, v in pairs(def.groups) do
groups[k] = v
end
local function add_all(x, ...)
if not x then
return
end
groups[x] = 1
return add_all(...)
end
addall(...)
return minetest.override_item(name, {groups = groups})
end
function mcl_bamboo.mcl_log(m, l)
if not m then
minetest.log("error", "expected string, received: " .. m)
return
end
if DEBUG then
if not l then
minetest.log("[mcl_bamboo]: " .. m)
else
minetest.log(l, "[mcl_bamboo]: " .. m)
end
end
end

View File

@ -1,73 +1,841 @@
-- [bamboo] mod by SmallJoker, Made for MineClone 2 by Michieal (as mcl_bamboo).
-- Parts of mcl_scaffolding were used. Mcl_scaffolding originally created by Cora; Fixed and heavily reworked
-- for mcl_bamboo by Michieal.
-- [bamboo] mod by Krock, modified by SmallJoker, Made for MineClone 2 by Michieal (as mcl_bamboo).
-- Parts of mcl_scaffolding were used. Mcl_scaffolding originally created by Cora; modified for mcl_bamboo by Michieal.
-- Creation date: 12-01-2022 (Dec 1st, 2022)
-- License for Media: CC-BY-SA 4.0 (except where noted); Code: GPLv3
-- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- License for everything: GPL3
-- Bamboo max height: 12-16
-- LOCALS
local modname = minetest.get_current_modname()
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local S = minetest.get_translator(modname)
local bamboo = "mcl_bamboo:bamboo"
local adj_nodes = {
vector.new(0, 0, 1),
vector.new(0, 0, -1),
vector.new(1, 0, 0),
vector.new(-1, 0, 0),
}
local node_sound = mcl_sounds.node_sound_wood_defaults()
mcl_bamboo = {}
-- CONSTS
local SIDE_SCAFFOLDING = false
local MAKE_STAIRS = true
local DEBUG = false
local USE_END_CAPS = false
-- BAMBOO GLOBALS
dofile(minetest.get_modpath(modname) .. "/globals.lua")
-- BAMBOO Base Nodes
dofile(minetest.get_modpath(modname) .. "/bamboo_base.lua")
-- BAMBOO ITEMS
dofile(minetest.get_modpath(modname) .. "/bamboo_items.lua")
-- BAMBOO RECIPES
dofile(minetest.get_modpath(modname) .. "/recipes.lua")
-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
local BROKEN_DOORS = true
-- ------------------------------------------------------------
-- LOCAL FUNCTIONS
-- Add Groups function, courtesy of Warr1024.
function addgroups(name, ...)
local def = minetest.registered_items[name] or error(name .. " not found")
local groups = {}
for k, v in pairs(def.groups) do
groups[k] = v
end
local function addall(x, ...)
if not x then
return
end
groups[x] = 1
return addall(...)
end
addall(...)
return minetest.override_item(name, {groups = groups})
end
local function create_nodes()
local bamboo_def = {
description = "Bamboo",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox",
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
sounds = node_sound,
drops = "mcl_bamboo:bamboo",
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 2,
node_box = {
type = "fixed",
fixed = {
-- {0.1875, -0.5, -0.125, 0.4125, 0.5, 0.0625},
-- {-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
-- {-0.25, -0.5, -0.3125, 0, 0.5, -0.125},
{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
}
},
--[[
Node Box definitions for alternative styles.
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
--]]
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
if DEBUG then
minetest.log("mcl_bamboo::Node placement data:")
minetest.log(dump(pointed_thing))
minetest.log(dump(node))
end
if DEBUG then
minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
end
local pname = placer:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
if DEBUG then
minetest.log("mcl_bamboo::placement of bamboo is not protected.")
end
-- Use pointed node's on_rightclick function first, if present
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
if DEBUG then
minetest.log("mcl_bamboo::attempting placement of bamboo via targeted node's on_rightclick.")
end
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
if node.name ~= "mcl_bamboo:bamboo" then
if node.name ~= "mcl_flowerpots:flower_pot" then
if minetest.get_item_group(node.name, "dirt") == 0 then
return itemstack
end
end
end
if DEBUG then
minetest.log("mcl_bamboo::placing bamboo directly.")
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == "mcl_bamboo:bamboo" then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack("mcl_bamboo:bamboo")
minetest.add_item(new_pos, istack)
end
end,
}
minetest.register_node("mcl_bamboo:bamboo", bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
bamboo_top.on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
if DEBUG then
minetest.log("mcl_bamboo::Node placement data:")
minetest.log(dump(pointed_thing))
minetest.log(dump(node))
end
if DEBUG then
minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
end
local pname = placer:get_player_name()
if pname then
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
--not for player use.
if minetest.is_creative_enabled(pname) == false then
itemstack:set_count(0)
return itemstack
end
end
if DEBUG then
minetest.log("mcl_bamboo::placement of bamboo is not protected.")
end
if node.name ~= "mcl_bamboo:bamboo" then
return itemstack
end
if DEBUG then
minetest.log("mcl_bamboo::placing bamboo directly.")
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
minetest.register_node("mcl_bamboo:bamboo_top", bamboo_top)
local bamboo_block_def = {
description = "Bamboo Block",
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
sounds = node_sound,
paramtype2 = "facedir",
drops = "mcl_bamboo:bamboo_block",
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
_mcl_stripped_variant = "mcl_bamboo:bamboo_block_stripped", -- this allows us to use the built in Axe's strip block.
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local pname = placer:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
}
-- basic bamboo nodes.
minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
local bamboo_stripped_block = table.copy(bamboo_block_def)
bamboo_stripped_block.on_rightclick = nil
bamboo_stripped_block.description = S("Stripped Bamboo Block")
bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block_stripped.png"}
minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
minetest.register_node("mcl_bamboo:bamboo_plank", {
description = S("Bamboo Plank"),
_doc_items_longdesc = S("Bamboo Plank"),
_doc_items_hidden = false,
tiles = {"mcl_bamboo_bamboo_plank.png"},
stack_max = 64,
is_ground_content = false,
groups = {handy = 1, axey = 1, flammable = 3, wood = 1, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
})
-- specific bamboo nodes...
if minetest.get_modpath("mcl_flowerpots") then
if DEBUG then
minetest.log("mcl_bamboo::FlowerPot Section Entrance. Modpath exists.")
end
if mcl_flowerpots ~= nil then
-- Flower-potted Bamboo...
local flwr_name = "mcl_bamboo:bamboo"
local flwr_def = {name = "bamboo_plant",
desc = S("Bamboo"),
image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube"
-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
}
mcl_flowerpots.register_potted_cube(flwr_name, flwr_def)
-- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant")
end
end
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
local top_door_tiles = {}
local bot_door_tiles = {}
if BROKEN_DOORS then
top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"}
else
top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"}
bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"}
end
local name = "mcl_bamboo:bamboo_door"
local def = {
description = S("Bamboo Door."),
inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png",
groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = bot_door_tiles,
tiles_top = top_door_tiles,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
--[[ Registers a door
-- name: The name of the door
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups
-- tiles_bottom: the tiles of the bottom part of the door {front, side}
-- tiles_top: the tiles of the bottom part of the door {front, side}
-- If the following fields are not defined the default values are used
-- node_box_bottom
-- node_box_top
-- selection_box_bottom
-- selection_box_top
-- only_placer_can_open: if true only the player who placed the door can
-- open it
-- only_redstone_can_open: if true, the door can only be opened by redstone,
-- not by rightclicking it
--]]
mcl_doors:register_door(name, def)
name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = {
description = S("Bamboo Trapdoor."),
inventory_image = "mcl_bamboo_door_complete.png",
groups = {},
tile_front = "mcl_bamboo_trapdoor_top.png",
tile_side = "mcl_bamboo_trapdoor_side.png",
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
wield_image = "mcl_bamboo_trapdoor_wield.png",
inventory_image = "mcl_bamboo_trapdoor_wield.png",
groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_doors:register_trapdoor(name, trap_def)
minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door")
minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor")
end
end
if MAKE_STAIRS then
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple(
"bamboo_block",
"mcl_bamboo:bamboo_block",
S("Bamboo Stair"),
S("Bamboo Slab"),
S("Double Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_stripped",
"mcl_bamboo:bamboo_block_stripped",
S("Stripped Bamboo Stair"),
S("Stripped Bamboo Slab"),
S("Double Stripped Bamboo Slab")
)
mcl_stairs.register_stair_and_slab_simple(
"bamboo_plank",
"mcl_bamboo:bamboo_plank",
S("Bamboo Plank Stair"),
S("Bamboo Plank Slab"),
S("Double Bamboo Plank Slab")
)
-- let's add plank slabs to the wood_slab group.
local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank"
local node_groups = {
wood_slab = 1,
building_block = 1,
slab = 1,
axey = 1,
handy = 1,
stair = 1,
flammable = 1,
fire_encouragement = 5,
fire_flammability = 20
}
minetest.override_item(bamboo_plank_slab, {groups = node_groups})
end
end
end
if minetest.get_modpath("mesecons_pressureplates") then
if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
-- make sure that pressure plates are installed.
-- Bamboo Pressure Plate...
-- Register a Pressure Plate (api command doc.)
-- basename: base name of the pressure plate
-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
-- recipe: crafting recipe of the pressure plate
-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
mesecon.register_pressure_plate(
"mcl_bamboo:pressure_plate_bamboo_wood",
S("Bamboo Pressure Plate"),
{"mcl_bamboo_bamboo_plank.png"},
{"mcl_bamboo_bamboo_plank.png"},
"mcl_bamboo_bamboo_plank.png",
nil,
{{"mcl_bamboo:bamboo_plank", "mcl_bamboo:bamboo_plank"}},
mcl_sounds.node_sound_wood_defaults(),
{axey = 1, material_wood = 1},
nil,
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off",
burntime = 15
})
minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood")
end
end
if minetest.get_modpath("mcl_signs") then
if DEBUG then
minetest.log("mcl_bamboo::Signs Section Entrance. Modpath exists.")
end
if mcl_signs ~= nil then
-- Bamboo Signs...
mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_signs_sign_greyscale.png",
"#f6dc91", "default_sign_greyscale.png", "default_sign_greyscale.png",
"Bamboo Sign")
mcl_signs.register_sign_craft("mcl_bamboo", "mcl_bamboo:bamboo_plank", "_bamboo")
minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo")
end
end
if minetest.get_modpath("mcl_fences") then
if DEBUG then
minetest.log("mcl_bamboo::Fences Section Entrance. Modpath exists.")
end
local id = "bamboo_fence"
local id_gate = "bamboo_fence_gate"
local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
local wood_connect = {"group:fence_wood"}
local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups,
2, 15, wood_connect, node_sound)
local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
if DEBUG then
minetest.log(dump(fence_id))
minetest.log(dump(gate_id))
end
local craft_wood = "mcl_bamboo:bamboo_plank"
minetest.register_craft({
output = "mcl_bamboo:" .. id .. " 3",
recipe = {
{craft_wood, "mcl_core:stick", craft_wood},
{craft_wood, "mcl_core:stick", craft_wood},
}
})
minetest.register_craft({
output = "mcl_bamboo:" .. id_gate,
recipe = {
{"mcl_core:stick", craft_wood, "mcl_core:stick"},
{"mcl_core:stick", craft_wood, "mcl_core:stick"},
}
})
-- mcl_fences.register_fence("nether_brick_fence", S("Nether Brick Fence"), "mcl_fences_fence_nether_brick.png", {pickaxey=1, deco_block=1, fence_nether_brick=1}, 2, 30, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
minetest.register_alias("bamboo_fence", "mcl_fences:" .. id)
minetest.register_alias("bamboo_fence_gate", "mcl_fences:" .. id_gate)
end
if minetest.get_modpath("mesecons_button") then
if mesecon ~= nil then
mesecon.register_button(
"bamboo",
S("Bamboo Button"),
"mcl_bamboo_bamboo_plank.png",
"mcl_bamboo:bamboo_plank",
node_sound,
{material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, },
1,
false,
S("A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
end
end
minetest.register_node("mcl_bamboo:scaffolding", {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_place = function(itemstack, placer, ptd)
if SIDE_SCAFFOLDING then
-- count param2 up when placing to the sides. Fall when > 6
local ctrl = placer:get_player_control()
if ctrl and ctrl.sneak then
local pp2 = minetest.get_node(ptd.under).param2
local np2 = pp2 + 1
if minetest.get_node(vector.offset(ptd.above, 0, -1, 0)).name == "air" then
minetest.set_node(ptd.above, {name = "mcl_bamboo:scaffolding_horizontal", param2 = np2})
itemstack:take_item(1)
end
if np2 > 6 then
minetest.check_single_for_falling(ptd.above)
end
return itemstack
end
end
--place on solid nodes
local node = minetest.get_node(ptd.under)
if itemstack:get_name() ~= node.name then
minetest.set_node(ptd.above, {name = "mcl_bamboo:scaffolding", param2 = 0})
itemstack:take_item(1)
return itemstack
end
--build up when placing on existing scaffold
local h = 0
local pos = ptd.under
repeat
pos.y = pos.y + 1
h = h + 1
local cn = minetest.get_node(pos)
if cn.name == "air" then
minetest.set_node(pos, node)
itemstack:take_item(1)
placer:set_wielded_item(itemstack)
return itemstack
end
until cn.name ~= node.name or h >= 32
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == "mcl_bamboo:scaffolding" then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack("mcl_bamboo:scaffolding")
minetest.add_item(new_pos, istack)
end
end,
})
if SIDE_SCAFFOLDING then
--currently, disabled.
minetest.register_node("mcl_bamboo:scaffolding_horizontal", {
description = S("Scaffolding (horizontal)"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
{-0.5, -0.5, -0.5, 0.5, -0.375, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1},
_mcl_after_falling = function(pos)
if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then
if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= "mcl_bamboo:scaffolding" then
minetest.remove_node(pos)
minetest.add_item(pos, "mcl_bamboo:scaffolding")
else
minetest.set_node(vector.offset(pos, 0, 1, 0), {name = "mcl_bamboo:scaffolding"})
end
end
end
})
end
end
local function register_craftings()
-- Craftings
minetest.register_craft({
output = bamboo .. "_block",
recipe = {
{bamboo, bamboo, bamboo},
{bamboo, bamboo, bamboo},
{bamboo, bamboo, bamboo},
}
})
minetest.register_craft({
output = bamboo .. "_plank 2",
recipe = {
{bamboo .. "_block"},
}
})
minetest.register_craft({
output = bamboo .. "_plank 2",
recipe = {
{bamboo .. "_block_stripped"},
}
})
minetest.register_craft({
output = "mcl_core:stick",
recipe = {
{bamboo},
{bamboo},
}
})
minetest.register_craft({
output = "mcl_bamboo:scaffolding 6",
recipe = {{bamboo, "mcl_mobitems:string", bamboo},
{bamboo, "", bamboo},
{bamboo, "", bamboo}}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_door 3",
recipe = {
{bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank"}
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_trapdoor 2",
recipe = {
{bamboo .. "_plank", bamboo .. "_plank", bamboo .. "_plank"},
{bamboo .. "_plank", bamboo .. "_plank", bamboo .. "_plank"},
}
})
-- Fuels
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_door",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_trapdoor",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo,
burntime = 2.5, -- supposed to be 1/2 that of a stick, per minecraft wiki as of JE 1.19.3
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_block_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = bamboo .. "_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:scaffolding",
burntime = 20
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_block",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_stripped",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mesecons_button:button_bamboo_off",
burntime = 5,
})
end
create_nodes()
register_craftings()
-- MAPGEN
dofile(minetest.get_modpath(modname) .. "/mapgen.lua")
local BAMBOO_MAX_HEIGHT_CHECK = -16
--ABMs
minetest.register_abm({
nodenames = mcl_bamboo.bamboo_index,
interval = 10,
chance = 20,
action = function(pos, _)
mcl_bamboo.grow_bamboo(pos, false)
nodenames = {"mcl_bamboo:bamboo"},
interval = 40,
chance = 40,
action = function(pos, node)
local soil_pos = nil
if minetest.get_node_light(pos) < 8 then
return
end
local found_soil = false
for py = -1, BAMBOO_MAX_HEIGHT_CHECK, -1 do
local chk_pos = vector.offset(pos, 0, py, 0)
local name = minetest.get_node(chk_pos).name
if minetest.get_item_group(name, "soil") ~= 0 then
found_soil = true
soil_pos = chk_pos
break
elseif name ~= "mcl_bamboo:bamboo" then
break
end
end
if not found_soil then
return
end
for py = 1, 14 do
local npos = vector.offset(pos, 0, py, 0)
local name = minetest.get_node(npos).name
if vector.distance(soil_pos, npos) >= 15 then
-- stop growing check.
if USE_END_CAPS then
if name == "air" then
minetest.set_node(npos, {name = "mcl_bamboo:bamboo_top"})
end
end
break
end
if name == "air" then
minetest.set_node(npos, {name = "mcl_bamboo:bamboo"})
break
elseif name ~= "mcl_bamboo:bamboo" then
break
end
end
end,
})
-- Base Aliases.
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
minetest.register_alias("bamboo_block", "mcl_bamboo:bamboo_block")
minetest.register_alias("bamboo_strippedblock", "mcl_bamboo:bamboo_block_stripped")
minetest.register_alias("bamboo", BAMBOO)
minetest.register_alias("bamboo", "mcl_bamboo:bamboo")
minetest.register_alias("bamboo_plank", "mcl_bamboo:bamboo_plank")
minetest.register_alias("bamboo_mosaic", "mcl_bamboo:bamboo_mosaic")
minetest.register_alias("mcl_stairs:stair_bamboo", "mcl_stairs:stair_bamboo_block")
minetest.register_alias("bamboo_stairs", "mcl_stairs:stair_bamboo_block")
minetest.register_alias("bamboo:bamboo", BAMBOO)
minetest.register_alias("scaffold", SCAFFOLDING_NAME)
minetest.register_alias("mcl_scaffolding:scaffolding", SCAFFOLDING_NAME)
minetest.register_alias("mcl_scaffolding:scaffolding_horizontal", SCAFFOLDING_NAME)
minetest.register_alias("bamboo_fence", "mcl_fences:bamboo_fence")
minetest.register_alias("bamboo_fence_gate", "mcl_fences:bamboo_fence_gate")
minetest.register_alias("bamboo:bamboo", "mcl_bamboo:bamboo")
--[[
todo -- make scaffolds do side scaffold blocks, so that they jut out. (Shelved.)
todo -- make scaffolds do side scaffold blocks, so that they jut out.
todo -- Also, make those blocks collapse (break) when a nearby connected scaffold breaks.
todo -- add in alternative bamboo styles to simulate random placement. (see commented out nde box definitions.
todo -- make endcap node for bamboo, so that they can be 12-16 nodes high and stop growing.
todo -- mash all of that together so that it drops as one item, and chooses what version to be, in on_place.
todo -- Raft
todo -- Raft with Chest.
todo -- Add in Extras.
todo: Added a new "Mosaic" plank variant that is unique to Bamboo called Bamboo Mosaic
It can be crafted with 1x2 Bamboo Slabs in a vertical strip
You can craft Stair and Slab variants of Bamboo Mosaic
Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be
used as fuel.
waiting on specific things:
todo -- Raft -- need model
todo -- Raft with Chest. same.
todo -- handle bonemeal... (shelved until after redoing the bonemeal api).
-----------------------------------------------------------
todo -- Add in Extras. -- Moved to Official Mod Pack.
Notes:
When bone meal is used on it, it grows by 12 blocks. Bamboo can grow up to 1216 blocks tall.
The top of a bamboo plant requires a light level of 9 or above to grow.
Design Decision - to not make bamboo saplings, and not make them go through a ton of transformations.
todo -- add in fuel recipes for:
[-] bamboo slab + stripped bamboo slab
[-] bamboo stair + stripped bamboo stair + bamboo plank stair
--]]

View File

@ -1,12 +1,7 @@
# textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo Mosaic Plank=
Bamboo Plank=
Stripped Bamboo Block=
### bamboo_items.lua ###
### init.lua ###
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=
@ -17,18 +12,18 @@ Bamboo Button=
Bamboo Door.=
Bamboo Fence=
Bamboo Fence Gate=
Bamboo Mosaic Slab=
Bamboo Mosaic Stair=
Bamboo Plank=
Bamboo Plank Slab=
Bamboo Plank Stair=
Bamboo Pressure Plate=
Bamboo Sign=
Bamboo Slab=
Bamboo Stair=
Bamboo Trapdoor.=
Double Bamboo Mosaic Slab=
Double Bamboo Plank Slab=
Double Bamboo Slab=
Double Stripped Bamboo Slab=
Nether Brick Fence=
Scaffolding=
Scaffolding (horizontal)=
Scaffolding block used to climb up or out across areas.=
@ -38,3 +33,4 @@ Stripped Bamboo Stair=
To open or close the trapdoor, rightclick it or send a redstone signal to it.=
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=

View File

@ -0,0 +1,60 @@
local item_water, item_dirt, item_grass
item_water = "mcl_core:water_source"
item_dirt = "mcl_core:dirt"
item_grass = "mcl_core:dirt_with_grass"
local function make_bamboo(pos, size)
for y = 0, size - 1 do
local p = {x = pos.x, y = pos.y + y, z = pos.z}
if minetest.get_node(p).name ~= "air" then
return
end
minetest.set_node(p, {name = "mcl_bamboo:bamboo"})
end
end
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 2 and minp.y > 0 then
return
end
local c_grass = minetest.get_content_id(item_grass)
local n_bamboo = minetest.get_perlin(8234, 3, 0.6, 100)
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(minp, maxp)
local area = VoxelArea:new {MinEdge = emin, MaxEdge = emax}
local data = vm:get_data()
local rand = PseudoRandom(seed % 8000)
for z = minp.z + 2, maxp.z - 2, 4 do
for x = minp.x + 2, maxp.x - 2, 4 do
local bamboo_amount = math.floor(n_bamboo:get_2d({x = x, y = z}) * 7 - 3)
for i = 1, bamboo_amount do
local p_pos = {
x = rand:next(x - 2, x + 2),
y = 0,
z = rand:next(z - 2, z + 2)
}
local found = false
local node = -1
for y = 4, 0, -1 do
p_pos.y = y
node = data[area:index(p_pos.x, p_pos.y, p_pos.z)]
if node == c_grass then
found = true
break
end
end
if found and
minetest.find_node_near(p_pos, 5, {"group:water", item_water}) then
p_pos.y = p_pos.y + 1
make_bamboo(p_pos, rand:next(4, 12))
end
end
end
end
end
)

View File

@ -1,200 +0,0 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:46 PM -- Restructure Date
--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- Craftings
-- Basic Bamboo craftings
minetest.register_craft({
output = "mcl_core:stick",
recipe = {
{BAMBOO},
{BAMBOO},
}
})
minetest.register_craft({
output = BAMBOO .. "_block",
recipe = {
{BAMBOO, BAMBOO, BAMBOO},
{BAMBOO, BAMBOO, BAMBOO},
{BAMBOO, BAMBOO, BAMBOO},
}
})
minetest.register_craft({
output = BAMBOO_PLANK .. " 2",
recipe = {
{BAMBOO .. "_block"},
}
})
minetest.register_craft({
output = BAMBOO_PLANK .. " 2",
recipe = {
{BAMBOO .. "_block_stripped"},
}
})
minetest.register_craft({
output = BAMBOO .. "_mosaic",
recipe = {
{"mcl_stair:slab_bamboo_plank"},
{"mcl_stair:slab_bamboo_plank"},
}
})
-- Bamboo specific items
if minetest.get_modpath("mcl_doors") and mcl_doors then
minetest.register_craft({
output = "mcl_bamboo:bamboo_door 3",
recipe = {
{BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK}
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_trapdoor 2",
recipe = {
{BAMBOO_PLANK, BAMBOO_PLANK, BAMBOO_PLANK},
{BAMBOO_PLANK, BAMBOO_PLANK, BAMBOO_PLANK},
}
})
end
if minetest.get_modpath("mcl_fences") then
minetest.register_craft({
output = "mcl_bamboo:bamboo_fence 3",
recipe = {
{BAMBOO_PLANK, "mcl_core:stick", BAMBOO_PLANK},
{BAMBOO_PLANK, "mcl_core:stick", BAMBOO_PLANK},
}
})
minetest.register_craft({
output = "mcl_bamboo:bamboo_fence_gate",
recipe = {
{"mcl_core:stick", BAMBOO_PLANK, "mcl_core:stick"},
{"mcl_core:stick", BAMBOO_PLANK, "mcl_core:stick"},
}
})
end
minetest.register_craft({
output = "mcl_bamboo:scaffolding 6",
recipe = {{BAMBOO, "mcl_mobitems:string", BAMBOO},
{BAMBOO, "", BAMBOO},
{BAMBOO, "", BAMBOO}}
})
-- Fuels
-- Basic Bamboo nodes
minetest.register_craft({
type = "fuel",
recipe = BAMBOO,
burntime = 2.5, -- supposed to be 1/2 that of a stick, per minecraft wiki as of JE 1.19.3
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_block_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO_PLANK,
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = BAMBOO .. "_mosaic",
burntime = 7.5,
})
-- Bamboo Items
if minetest.get_modpath("mcl_doors") then
if mcl_doors then
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_door",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:bamboo_trapdoor",
burntime = 15,
})
end
end
if minetest.get_modpath("mcl_stairs") then
if mcl_stairs ~= nil then
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_plank",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_block",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_stripped",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_plank",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_block",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_stripped",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:slab_bamboo_mosaic",
burntime = 7.5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_stairs:stair_bamboo_mosaic",
burntime = 15,
})
end
end
minetest.register_craft({
type = "fuel",
recipe = "mesecons_button:button_bamboo_off",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_bamboo:scaffolding",
burntime = 20
})

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 243 B

After

Width:  |  Height:  |  Size: 375 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 234 B

After

Width:  |  Height:  |  Size: 375 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 151 B

After

Width:  |  Height:  |  Size: 516 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 148 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 338 B

After

Width:  |  Height:  |  Size: 427 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 376 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 448 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 612 B

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 622 B

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 577 B

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 567 B

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 485 B

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 257 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 451 B

After

Width:  |  Height:  |  Size: 388 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 451 B

After

Width:  |  Height:  |  Size: 371 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 324 B

After

Width:  |  Height:  |  Size: 205 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 662 B

After

Width:  |  Height:  |  Size: 244 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 588 B

After

Width:  |  Height:  |  Size: 650 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 628 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 684 B

View File

@ -139,7 +139,7 @@ local function bucket_get_pointed_thing(user)
local start = user:get_pos()
start.y = start.y + user:get_properties().eye_height
local look_dir = user:get_look_dir()
local _end = vector.add(start, vector.multiply(look_dir, 5))
_end = vector.add(start, vector.multiply(look_dir, 5))
local ray = raycast(start, _end, false, true)
for pointed_thing in ray do

View File

@ -3,7 +3,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
mcl_cocoas = {}
-- Place cocoa
local function cocoa_place(itemstack, placer, pt, plantname)
function mcl_cocoas.place(itemstack, placer, pt, plantname)
-- check if pointing at a node
if not pt or pt.type ~= "node" then
return
@ -90,11 +90,7 @@ local crop_def = {
},
},
groups = {
handy = 1, axey = 1,
dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1,
attached_node_facedir=1,
not_in_creative_inventory=1,
cocoa=1
handy=1,axey=1, cocoa=1, not_in_creative_inventory=1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1, attached_node_facedir=1,
},
sounds = mcl_sounds.node_sound_wood_defaults(),
on_rotate = false,

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=Andesit ist ein magmatisches Gestein.
Apple=Apfel
Apples are food items which can be eaten.=Äpfel sind essbare Gegenstände.
Barrier=Barriere
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Barrieren sind unsichtbare feste Blöcke. Sie sind nützlich, um Grenzen für Abenteuerkarten und ähnliches zu bauen. Monster und Tiere werden auf Barrieren nicht auftauchen, und Zäune verbinden sich nicht mit Barrieren. Andere Blöcke können an Barrieren gebaut werden, wie bei allen anderen Blöcken.
Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Barrieren sind unsichtbare feste Blöcke. Sie sind nützlich, um Grenzen für Abenteuerkarten und ähnliches zu bauen. Monster und Tiere werden auf Barrieren nicht auftauchen, und Zäune verbinden sich nicht mit Barrieren. Andere Blöcke können an Barrieren gebaut werden, wie bei allen anderen Blöcken.
Bedrock=Grundgestein
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Grundgestein ist ein sehr harter Gesteinstyp. Er kann unter normalen Umständen nicht abgebaut, zerstört, aufgesammelt oder verschoben werden, außer im Kreativmodus.
Birch Bark=Birkenrinde

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=La andesita es una roca ígnea.
Apple=Manzana
Apples are food items which can be eaten.=Las manzanas son alimentos que se pueden comer.
Barrier=Barrera
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Las barreras son bloques transitables invisibles. Se utilizan para crear límites de mapas de aventura y similares. Los monstruos y los animales no aparecerán en las barreras, y las cercas no se conectan a las barreras. Otros bloques pueden construirse sobre barreras como en cualquier otro bloque.
Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Las barreras son bloques transitables invisibles. Se utilizan para crear límites de mapas de aventura y similares. Los monstruos y los animales no aparecerán en las barreras, y las cercas no se conectan a las barreras. Otros bloques pueden construirse sobre barreras como en cualquier otro bloque.
Bedrock=Lecho de roca
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=El lecho de roca es un tipo de roca muy duro. No se puede romper, destruir, recoger o mover por medios normales, a menos que esté en modo creativo.
Birch Bark=Madera de abedul sin corteza

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=L'andésite est une roche ignée.
Apple=Pomme
Apples are food items which can be eaten.=Les pommes sont des aliments qui peuvent être consommés.
Barrier=Barrière invisible
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Les barrières sont des blocs accessibles à pied. Ils sont utilisés pour créer des limites de cartes d'aventure et similaires. Les monstres et les animaux n'apparaissent pas sur les barrières, et les clôtures ne se connectent pas aux barrières. D'autres blocs peuvent être construits sur des barrières comme sur n'importe quel autre bloc.
Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Les barrières sont des blocs accessibles à pied. Ils sont utilisés pour créer des limites de cartes d'aventure et similaires. Les monstres et les animaux n'apparaissent pas sur les barrières, et les clôtures ne se connectent pas aux barrières. D'autres blocs peuvent être construits sur des barrières comme sur n'importe quel autre bloc.
Bedrock=Bedrock
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Le bedrock est un type de roche très dur. Il ne peut pas être brisé, détruit, collecté ou déplacé par des moyens normaux, sauf en mode créatif.
Birch Bark=Bois de Bouleau
@ -286,6 +286,3 @@ Stackable=Empilable
Crying Obsidian=Obsidienne pleureuse
Crying obsidian is a luminous obsidian that can generate as part of ruined portals.=L'obsidienne pleureuse est une obsidienne luminause qui peut être générée dans les portails en ruine.
Enchanted Golden Apple=Pomme dorée enchantée
Light=Lumière
Lights are invisible blocks. They are used to light up adventure maps and the like.=Les lumières sont des blocs invisibles. Ils sont utilisés pour éclairer les cartes d'aventure.
When you hold a light in hand, you reveal all placed lights in a short distance around you.=Lorsque vous tenez une lumière en main, vous révélez toutes les lumières placées à une courte distance autour de vous.

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=Andezyt jest skałą pochodzenia wulkanicznego.
Apple=Jabłko
Apples are food items which can be eaten.=Jabłka to przedmioty które można zjeść.
Barrier=Bariera
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Bariery to niewidzialne bloki po których można chodzić. Są użyteczne do tworzenia ograniczeń na mapach przygodowych i im podobnych. Potwory i zwierzęta nie pojawiają się na barierach, a płoty się z nimi nie łączą. Inne bloki mogą być na nich budowane podobnie jak na innych blokach.
Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Bariery to niewidzialne bloki po których można chodzić. Są użyteczne do tworzenia ograniczeń na mapach przygodowych i im podobnych. Potwory i zwierzęta nie pojawiają się na barierach, a płoty się z nimi nie łączą. Inne bloki mogą być na nich budowane podobnie jak na innych blokach.
Bedrock=Skała macierzysta
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Skała macierzysta jest rodzajem bardzo twardej skały. Nie może być ona zniszczona, zebrana lub przesunięta normalnymi metodami, jeśli nie jesteś w trybie kreatywnym.
Birch Bark=Brzozowa kora

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=Андезит это камень вулканич
Apple=Яблоко
Apples are food items which can be eaten.=Яблоки относятся к продуктовым предметам, которые можно есть.
Barrier=Барьер
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Барьеры это невидимые блоки-препятствия. Они могут использоваться, например, для создания границ карты. Монстры и животные не будут появляться на барьерах. Заборы с барьерами визуально не связываются. Другие блоки могут строиться на барьерах, как на любых других блоках.
Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=Барьеры это невидимые блоки-препятствия. Они могут использоваться, например, для создания границ карты. Монстры и животные не будут появляться на барьерах. Заборы с барьерами визуально не связываются. Другие блоки могут строиться на барьерах, как на любых других блоках.
Bedrock=Бедрок
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=Бедрок это очень твёрдый камень. Его невозможно сломать, выкопать или сдвинуть обычным способом, за исключением творческого режима.
Birch Bark=Кора берёзы

View File

@ -23,7 +23,7 @@ Andesite is an igneous rock.=安山岩是一種火成岩。
Apple=蘋果
Apples are food items which can be eaten.=蘋果是一種可以被食用的食物
Barrier=屏障
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=屏障是看不見但可行走的方塊。它們通常被用來創建冒險地圖的邊界。怪物和動物不會出現在屏障上,柵欄也不會連接到屏障上。其他方塊可以像在其他方塊上一樣被放置在屏障上。
Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=屏障是看不見但可行走的方塊。它們通常被用來創建冒險地圖的邊界。怪物和動物不會出現在屏障上,柵欄也不會連接到屏障上。其他方塊可以像在其他方塊上一樣被放置在屏障上。
Bedrock=基岩
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=基岩是一種堅實無比的石頭。除了創造模式的玩家,沒有人可以以正常方式破壞、銷毀、收集或移動它。
Birch Bark=白樺樹皮

View File

@ -24,7 +24,7 @@ Andesite is an igneous rock.=
Apple=
Apples are food items which can be eaten.=
Barrier=
Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=
Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.=
Bedrock=
Bedrock is a very hard type of rock. It can not be broken, destroyed, collected or moved by normal means, unless in Creative Mode.=
Birch Bark=
@ -286,6 +286,3 @@ Stackable=
Crying Obsidian=
Crying obsidian is a luminous obsidian that can generate as part of ruined portals.=
Enchanted Golden Apple=
Light=
Lights are invisible blocks. They are used to light up adventure maps and the like.=
When you hold a light in hand, you reveal all placed lights in a short distance around you.=

View File

@ -24,6 +24,7 @@ minetest.register_node("mcl_core:ladder", {
paramtype2 = "wallmounted",
walkable = true,
climbable = true,
move_resistance = 1,
node_box = {
type = "wallmounted",
wall_side = { -0.5, -0.5, -0.5, -7/16, 0.5, 0.5 },
@ -32,8 +33,15 @@ minetest.register_node("mcl_core:ladder", {
type = "wallmounted",
wall_side = { -0.5, -0.5, -0.5, -7/16, 0.5, 0.5 },
},
collision_box = {
type = "wallmounted",
wall_side = { -0.5, -0.5, -0.5, -7/16, 0.5, 0.5 },
},
stack_max = 64,
groups = {handy=1,axey=1, attached_node=1, deco_block=1, dig_by_piston=1},
groups = {
handy=1, axey=1, attached_node=1, deco_block=1, dig_by_piston=1,
no_fall_damage=1
},
sounds = mcl_sounds.node_sound_wood_defaults(),
node_placement_prediction = "",
-- Restrict placement of ladders
@ -99,6 +107,7 @@ minetest.register_node("mcl_core:vine", {
paramtype2 = "wallmounted",
walkable = false,
climbable = true,
move_resistance = 1,
buildable_to = true,
selection_box = {
type = "wallmounted",
@ -107,7 +116,7 @@ minetest.register_node("mcl_core:vine", {
groups = {
handy = 1, axey = 1, shearsy = 1, swordy = 1, deco_block = 1,
dig_by_piston = 1, destroy_by_lava_flow = 1, compostability = 50,
flammable = 2, fire_encouragement = 15, fire_flammability = 100
flammable = 2, fire_encouragement = 15, fire_flammability = 100, no_fall_damage=1
},
sounds = mcl_sounds.node_sound_leaves_defaults(),
drop = "",

View File

@ -8,14 +8,7 @@ if mod_screwdriver then
on_rotate = screwdriver.rotate_3way
end
local alldirs = {
vector.new(0, 0, 1),
vector.new(1, 0, 0),
vector.new(0, 0, -1),
vector.new(-1, 0, 0),
vector.new(0, -1, 0),
vector.new(0, 1, 0),
}
local alldirs = {{x=0,y=0,z=1}, {x=1,y=0,z=0}, {x=0,y=0,z=-1}, {x=-1,y=0,z=0}, {x=0,y=-1,z=0}, {x=0,y=1,z=0}}
minetest.register_node("mcl_core:bone_block", {
description = S("Bone Block"),
@ -24,7 +17,7 @@ minetest.register_node("mcl_core:bone_block", {
is_ground_content = false,
paramtype2 = "facedir",
on_place = mcl_util.rotate_axis,
groups = {pickaxey = 1, building_block = 1, material_stone = 1},
groups = {pickaxey=1, building_block=1, material_stone=1},
sounds = mcl_sounds.node_sound_stone_defaults(),
on_rotate = on_rotate,
_mcl_blast_resistance = 2,
@ -48,15 +41,16 @@ minetest.register_node("mcl_core:slimeblock", {
type = "regular",
},
tiles = {"mcl_core_slime.png"},
use_texture_alpha = "blend",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "blend" or true,
stack_max = 64,
-- According to Minecraft Wiki, bouncing off a slime block from a height off 255 blocks should result in a bounce height of 50 blocks
-- bouncy=44 makes the player bounce up to 49.6. This value was chosen by experiment.
-- bouncy=80 was chosen because it is higher than 66 (bounciness of bed)
groups = {dig_immediate = 3, bouncy = 80, fall_damage_add_percent = -100, deco_block = 1},
groups = {dig_immediate=3, bouncy=80,fall_damage_add_percent=-100,deco_block=1},
sounds = {
dug = {name = "slimenodes_dug", gain = 0.6},
place = {name = "slimenodes_place", gain = 0.6},
footstep = {name = "slimenodes_step", gain = 0.3},
dug = {name="slimenodes_dug", gain=0.6},
place = {name="slimenodes_place", gain=0.6},
footstep = {name="slimenodes_step", gain=0.3},
},
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
@ -80,8 +74,7 @@ minetest.register_node("mcl_core:slimeblock", {
elseif name == "mesecons_pistons:piston_down_sticky_off" or name == "mesecons_pistons:piston_down_normal_off" then
piston, piston_down = true, true
end
if not
((piston_side and (n - 1 == neighbor_node.param2)) or (piston_up and (n == 5)) or (piston_down and (n == 6))) then
if not( (piston_side and (n-1==neighbor_node.param2)) or (piston_up and (n==5)) or (piston_down and (n==6)) ) then
if piston and piston_pos then
if piston_pos.x == neighbor_pos.x and piston_pos.y == neighbor_pos.y and piston_pos.z == neighbor_pos.z then
-- Loopback to the same piston! Preventing unwanted behavior:
@ -105,18 +98,22 @@ minetest.register_node("mcl_core:cobweb", {
drawtype = "plantlike",
paramtype2 = "degrotate",
visual_scale = 1.1,
stack_max = 64,
tiles = {"mcl_core_web.png"},
inventory_image = "mcl_core_web.png",
paramtype = "light",
liquid_viscosity = 14,
liquid_viscosity = 60,
liquidtype = "source",
liquid_alternative_flowing = "mcl_core:cobweb",
liquid_alternative_source = "mcl_core:cobweb",
liquid_renewable = false,
liquid_range = 0,
walkable = false,
groups = {swordy_cobweb = 1, shearsy_cobweb = 1, fake_liquid = 1, disable_jump = 1, deco_block = 1, dig_by_piston = 1,
dig_by_water = 1, destroy_by_lava_flow = 1,},
groups = {
swordy_cobweb=1, shearsy_cobweb=1, fake_liquid=1, disable_jump=1,
deco_block=1, dig_by_piston=1, dig_by_water=1,destroy_by_lava_flow=1,
no_fall_damage=1
},
drop = "mcl_mobitems:string",
_mcl_shears_drop = true,
sounds = mcl_sounds.node_sound_leaves_defaults(),
@ -138,9 +135,9 @@ minetest.register_node("mcl_core:deadbush", {
paramtype = "light",
sunlight_propagates = true,
walkable = false,
stack_max = 64,
buildable_to = true,
groups = {handy = 1, shearsy = 1, flammable = 3, attached_node = 1, plant = 1, non_mycelium_plant = 1, dig_by_water = 1,
destroy_by_lava_flow = 1, deco_block = 1, fire_encouragement = 60, fire_flammability = 100},
groups = {handy=1,shearsy=1, flammable=3,attached_node=1,plant=1,non_mycelium_plant=1,dig_by_water=1,destroy_by_lava_flow=1,deco_block=1, fire_encouragement=60, fire_flammability=100},
drop = {
max_items = 1,
items = {
@ -158,7 +155,7 @@ minetest.register_node("mcl_core:deadbush", {
sounds = mcl_sounds.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-5 / 16, -8 / 16, -5 / 16, 5 / 16, 1 / 16, 5 / 16},
fixed = {-5/16, -8/16, -5/16, 5/16, 1/16, 5/16},
},
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
@ -166,17 +163,18 @@ minetest.register_node("mcl_core:deadbush", {
minetest.register_node("mcl_core:barrier", {
description = S("Barrier"),
_doc_items_longdesc = S("Barriers are invisible walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block."),
_doc_items_longdesc = S("Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block."),
_doc_items_usagehelp = S("When you hold a barrier in hand, you reveal all placed barriers in a short distance around you."),
drawtype = "airlike",
paramtype = "light",
inventory_image = "mcl_core_barrier.png",
wield_image = "mcl_core_barrier.png",
tiles = {"blank.png"},
tiles = { "blank.png" },
stack_max = 64,
sunlight_propagates = true,
is_ground_content = false,
groups = {creative_breakable = 1, not_in_creative_inventory = 1, not_solid = 1},
on_blast = function(pos, intensity) end,
groups = {creative_breakable=1, not_in_creative_inventory = 1, not_solid = 1 },
on_blast = function() end,
drop = "",
_mcl_blast_resistance = 36000008,
_mcl_hardness = -1,
@ -199,9 +197,11 @@ minetest.register_node("mcl_core:barrier", {
end
-- Use pointed node's on_rightclick function first, if present
local new_stack = mcl_util.call_on_rightclick(itemstack, placer, pointed_thing)
if new_stack then
return new_stack
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
local name = placer:get_player_name()
@ -226,84 +226,27 @@ minetest.register_node("mcl_core:realm_barrier", {
paramtype = "light",
inventory_image = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX",
wield_image = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX",
tiles = {"blank.png"},
tiles = { "blank.png" },
stack_max = 64,
-- To avoid players getting stuck forever between realms
damage_per_second = 8,
sunlight_propagates = true,
is_ground_content = false,
pointable = false,
groups = {not_in_creative_inventory = 1, not_solid = 1},
on_blast = function(pos, intensity) end,
groups = {not_in_creative_inventory = 1, not_solid = 1 },
on_blast = function() end,
drop = "",
_mcl_blast_resistance = 36000008,
_mcl_hardness = -1,
-- Prevent placement to protect player from screwing up the world, because the node is not pointable and hard to get rid of.
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
if placer then
minetest.chat_send_player(placer:get_player_name(),
minetest.colorize(mcl_colors.RED, "You can't just place a realm barrier by hand!"))
end
on_place = function(pos, placer, itemstack, pointed_thing)
minetest.chat_send_player(placer:get_player_name(), minetest.colorize(mcl_colors.RED, "You can't just place a realm barrier by hand!"))
return
end,
})
--- Light blocks
--- TODO: make node only pointable when wielding it
local light_block_pattern = "^mcl_core:light_(%d+)$"
for i = 0, 14 do --minetest.LIGHT_MAX
minetest.register_node("mcl_core:light_" .. i, {
description = S("Light"),
_doc_items_longdesc = S("Lights are invisible blocks. They are used to light up adventure maps and the like."),
_doc_items_usagehelp = S("When you hold a light in hand, you reveal all placed lights in a short distance around you."),
drawtype = "airlike",
paramtype = "light",
walkable = false,
light_source = i,
drop = "",
buildable_to = true,
node_placement_prediction = "",
inventory_image = "mcl_core_light_" .. i .. ".png",
wield_image = "mcl_core_light_" .. i .. ".png",
sunlight_propagates = true,
is_ground_content = false,
groups = {creative_breakable = 1, not_solid = 1, light_block = i + 1},
on_blast = function(pos, intensity) end,
on_use = function(itemstack, user, pointed_thing)
-- user:get_player_control() returns {} for non players, so we don't need user:is_player()
if pointed_thing.type == "node" and string.match(minetest.get_node(pointed_thing.under).name, light_block_pattern) and not user:get_player_control().sneak then
minetest.dig_node(pointed_thing.under)
return
end
itemstack:set_name("mcl_core:light_" .. ((i == 14) and 0 or i + 1))
return itemstack
end,
on_place = mcl_util.bypass_buildable_to(function(node_name)
return string.match(node_name, light_block_pattern)
end),
after_place_node = function(pos, placer, itemstack, pointed_thing)
if not placer then
return
end
minetest.add_particle({
pos = pos,
expirationtime = 1,
size = 8,
texture = "mcl_core_light_" .. i .. ".png",
glow = 14,
playername = placer:get_player_name()
})
end,
_mcl_blast_resistance = 36000008,
_mcl_hardness = -1,
})
end
-- The void below the bedrock. Void damage is handled in mcl_playerplus.
@ -320,17 +263,15 @@ minetest.register_node("mcl_core:void", {
buildable_to = false,
inventory_image = "mcl_core_void.png",
wield_image = "mcl_core_void.png",
stack_max = 64,
sunlight_propagates = true,
is_ground_content = false,
groups = {not_in_creative_inventory = 1},
on_blast = function(pos, intensity) end,
groups = { not_in_creative_inventory = 1 },
on_blast = function() end,
-- Prevent placement to protect player from screwing up the world, because the node is not pointable and hard to get rid of.
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
if placer then
minetest.chat_send_player(placer:get_player_name(),
minetest.colorize(mcl_colors.RED, "You can't just place the void by hand!"))
end
on_place = function(pos, placer, itemstack, pointed_thing)
minetest.chat_send_player(placer:get_player_name(), minetest.colorize(mcl_colors.RED, "You can't just place the void by hand!"))
return
end,
drop = "",

Binary file not shown.

Before

Width:  |  Height:  |  Size: 210 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 220 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 291 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 287 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 291 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 267 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 249 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 211 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 212 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 214 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 370 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 354 B

Some files were not shown because too many files have changed in this diff Show More