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Wuzzy c25d3e574a Make flat layers configurable 2017-03-21 21:21:07 +01:00
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API.md
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# API
## Groups
MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
MineClone 2 makes very extensive use of groups. Making sure your items and objects are members of the correct group is a good and easy way to ensure compability without using any function calls.
Groups are explained in `GROUPS.md`.
## Mod naming convention
Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix “`mcl_`” are specific to MineClone 2, although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
## APIs for adding simple things
You can add simple things by calling functions in the various MineClone 2 mods.
## Adding items
### Special fields
* Fences and fence gates: See `mods/ITEMS/mcl_fences/API.md`.
* Walls: See `mods/ITEMS/mcl_walls/API.md`
Items can have these fields:
* `_mcl_generate_description(itemstack)`: Required for any items which manipulate their
description in any way. This function takes an itemstack of its own type and must set
the proper advanced description for this itemstack. If you don't do this, anvils will
fail at properly restoring the description when their custom name gets cleared at an
anvil.
See `mcl_banners` for an example.
### Undocumented APIs
You can also add stuff for the following thins, but the APIs are currently undocumented. These mods are very similar to Minetest Game.
All nodes can have these fields:
* Doors: See `mods/ITEMS/doors`
* Stairs and slabs: See `mods/ITEMS/stairs` and `mods/ITEMS/mcstair`
* Beds: See `mods/ITEMS/beds`
* Buckets (for new liquids): See `mods/ITEMS/bucket`
* Panes (like glass panes and iron bars): See `mods/ITEMS/xpanes`
* `_mcl_hardness`: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
* `_mcl_blast_resistance`: How well this block blocks and resists explosions. Default: 0
* `_mcl_after_falling(pos)`: Called after a falling node finished falling and turned into a node.
Use the `mcl_sounds` mod for the sounds.
## APIs
A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that MineClone 2 is still unfinished. All directory names are relative to `mods/`
### Items
* Doors: `ITEMS/mcl_doors`
* Fences and fence gates: `ITEMS/mcl_fences`
* Stairs and slabs: `ITEM/mcl_stairs`
* Walls: `ITEMS/mcl_walls`
* Beds: `ITEMS/mcl_beds`
* Buckets: `ITEMS/mcl_buckets`
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
WARNING! These 5 mods may be renamed or changed in future releases, and compability could be broken.
## Mobs
* Mobs: `ENTITIES/mcl_mods`
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
This mod uses Mobs Redo [`mobs`] by TenPlus1, a very powerful mod for adding mods of various kinds.
There are minor modificiations for MineClone 2 compability and some items have been removed or moved to other mods, but the API is identical to the original.
You can add your own mobs, spawn eggs and spawning rules with this mod.
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
API documnetation is included in `mods/ENTITIES/mobs/api.txt`.
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
The API is mostly identical, but a few features have been added. Compability is not really a goal,
but function and attribute names of Mobs Redo 1.41 are kept.
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
chances are good that it works out of the box.
Note that mobs in MineClone 2 are still very experimental, everything about mobs may change radically at any time!
### Help
* Item help texts: `HELP/doc/doc_items`
* Low-level help entry and category framework: `HELP/doc/doc`
* Support for lookup tool (required for all entities): `HELP/doc/doc_identifier`
## Other APIs
* Statbars / HUD bars: See `mods/HUD/hudbars`
* Hunger: See `mods/PLAYER/mcl_hunger/API.md`
### HUD
* Statbars: `HUD/hudbars`
### Utility APIs
* Change player physics: `PLAYER/playerphysics`
* Select random treasures: `CORE/mcl_loot`
* Get flowing direction of liquids: `CORE/flowlib`
* `on_walk_over` callback for nodes: `CORE/walkover`
* Get node names close to player (to reduce constant querying): `PLAYER/mcl_playerinfo`
### Unstable APIs
The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
* Panes (like glass panes and iron bars): `ITEMS/xpanes`
* `_on_ignite` callback: `ITEMS/mcl_fire`
* Farming: `ITEMS/mcl_farming`
* Anything related to redstone: Don't touch (yet)
* Any other mod not explicitly mentioned above
### Planned APIs
* Flowers
* Saplings and trees
* Custom banner patterns
* Custom dimensions
* Custom portals
* Music discs
* Dispenser and dropper support
* Proper sky and weather APIs
* Explosion API
## Other things of interest
Mods found in `mods/CORE` contain important core APIs and utility functions, used throughout the subgame.

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@ -14,7 +14,7 @@ channel on irc.freenode.net. And finally, you can send e-mails to
There is **no** guarantee I will accept anything from anybody.
By sending me patches or asking me to include your changes in this game,
By sending me patches or asking me to include your changes in this subgame,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
@ -70,4 +70,4 @@ Depending on what you add, the chances for inclusion vary:
## Reporting bugs
Report all bugs and missing Minecraft features here:
<https://git.minetest.land/Wuzzy/MineClone2-Bugs>
<https://github.com/Wuzzy2/MineClone2-Bugs>

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@ -1,5 +1,5 @@
## Groups
This document explains all the groups used in this game.
This document explains all the groups used in this subgame.
### Special groups
@ -29,33 +29,17 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
### Groups for interactions
* `crush_after_fall=1`: For falling nodes. These will crush whatever they hit after falling, not dropping as an item
* `falling_node_damage=1`: For falling nodes. Hurts any objects it hits while falling. Damage is based on anvils
* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
* `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
* `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
* `cultivatable=2`: Block will be turned into Farmland by using a hoe on it
* `cultivatable=1`: Block will be turned into Dirt by using a hoe on it
* `flammable`: Block helps spreading fire and gets destroyed by nearby fire (rating doesn't matter)
* `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
* `dirtifier=1`: This node turns nodes the above group into dirt when placed above
* `non_mycelium_plant=1`: A plant which can't grow on mycelium. Placing it on mycelium fails and if mycelium spreads below it, it uproots
* `soil=1`: Saplings and other small plants can grow on it
* `soil_sapling=2`: Soil for saplings. Intended to be natural soil. All saplings will grow on this
* `soil_sapling=1`: Artificial soil (such as farmland) for saplings. Some saplings will not grow on this
* `soil_sugarcane=1`: Sugar canes will grow on this near water
* `soil_nether_wart=1`: Nether wart will grow on this
* `enderman_takable=1`: Block can be taken and placed by endermen
* `disable_suffocation=1`: Disables suffocation for full solid cubes (1)
* `destroys_items=1`: If an item happens to be *inside* this node, the item will be destroyed
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
* `no_rename=1`: Item cannot be renamed by anvil
* `comparator_signal=X`: If set, this node outputs a constant (!) comparator signal output of strength X.
#### Footnotes
@ -79,7 +63,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `wool=1`: Wool (only full blocks)
* `carpet=1:` (Wool) carpet
* `stick=1`: Stick
* `water_bucket=1`: Bucket containing a liquid of group “water”
### Material groups
@ -98,12 +81,9 @@ These groups are used mostly for informational purposes
* `solid=1`: Solid full-cube block (automatically assigned)
* `opaque=1`: Opaque block (automatically assigned)
* `not_solid=1`: Block is not solid (only assign this group for nodes which are automatically detected as “solid” in error
* `not_opaque=1`: Block is not opaque (only assign this group for nodes which are automatically detected as “opaque” in error
* `fire=1`: Fire
* `not_solid=1`: Block is sold (only assign this group for nodes which are automatically detected as “solid” in error
* `water=1`: Water
* `lava=1`: Lava
* `top_snow=X`: Top snow with X layers (1-8)
* `torch`: Torch or torch-like node
* `torch=1`: Torch on floor
* `torch=2`: Torch at wall
@ -118,16 +98,11 @@ These groups are used mostly for informational purposes
* `flower_pot`: Flower pot
* `flower_pot=1`: Empty flower pot
* `flower_pot=2`: Flower pot with a plant or flower
* `flower=1`: Flower
* `place_flowerlike=1`: Node has placement rules like that of a flower
* `place_flowerlike=2`: Node has placement rules like tall grass
* `cake`: Cake (rating = slices left)
* `book=1`: Book
* `pane=1`: Node is a “pane”-like node glass pane or iron bars
* `bed=1`: Bed
* `door=1`: Door
* `trapdoor=1`: Closed trapdoor
* `trapdoor=2`: Open trapdoor
* `door=2`: Trapdoor
* `glass=1`: Glass (full cubes only)
* `rail=1`: Rail
* `music_record`: Music Disc (rating is track ID)
@ -142,37 +117,13 @@ These groups are used mostly for informational purposes
* `cocoa`: Node is a cocoa pod (rating is growth stage, ranging from 1 to 3)
* `ammo=1`: Item is used as ammo for a weapon
* `ammo_bow=1`: Item is used as ammo for bows
* `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin)
* `container`: Node is a container which physically stores items within and has at least 1 inventory
* `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
* `container=3`: Same as `container=2`, but shulker boxes can not be inserted
* `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`.
It is expected that this also reacts on `on_timer`;
the node timer must be started from other mods when they add into `"src"` or `"fuel"`
* `container=5`: Left part of a 2-part horizontal connected container. Both parts have a `"main"` inventory
list. Both inventories are considered to belong together. This is used for large chests.
* `container=6`: Same as above, but for the right part.
* `container=7`: Has inventory list "`main`", no movement allowed
* `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`
* `container=1`: Other/unspecified container type
* `spawn_egg=1`: Spawn egg
* `pressure_plate=1`: Pressure plate (off)
* `pressure_plate=2`: Wooden pressure (on)
* `button=1`: Button (off)
* `button=2`: Button (on)
* `redstone_torch=1`: Redstone Torch (lit)
* `redstone_torch=2`: Redstone Torch (unlit)
* `plant=1`: Plant or part of a plant
* `double_plant`: Part of a double-sized plant. 1 = lower part, 2 = upper part
* `pickaxe=1`: Pickaxe
* `shovel=1`: Shovel
* `axe=1`: Axe
* `sword=1`: Sword
* `hoe=1`: Hoe (farming tool)
* `shears=1`: Shears
* `weapon=1`: Item is primarily (!) a weapon
* `tool=1`: Item is primarily (!) a tool
* `craftitem=1`: Item is primarily (!) used for crafting
@ -185,8 +136,8 @@ These groups are used mostly for informational purposes
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.
You should not add custom items to these groups for no good reason, this is likely to cause a ton of conflicts.
* `clock`: Clock (rating indicates the “frame”)
* `compass`: Compass (rating indicates the “frame”)
* `clock=1`: Clock
* `compass`: Compass (rating doesn't matter)
This has the following implication: If you want to use a compass or clock in a crafting recipe, you *must*
use `group:compass` or `group:clock`, respectively.

195
README.md
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@ -2,7 +2,7 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by daredevils.
Developed by Wuzzy and contributors. Not developed or endorsed by Mojang AB.
Version: 0.49.0
Version: 0.16.0
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -27,6 +27,7 @@ Or you can play in “creative mode” in which you can build almost anything in
## How to play (quick start)
### Getting started
* **Use the world generator “v6”!**
* **Punch a tree** trunk until it breaks and collect wood
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
@ -55,136 +56,99 @@ Or you can play in “creative mode” in which you can build almost anything in
More help about the gameplay, blocks items and much more can be found from inside
the game. You can access the help from your inventory menu.
### Special items
The following items are interesting for Creative Mode and for adventure
map builders. They can not be obtained in-game or in the creative inventory.
* Barrier: `mcl_core:barrier`
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Fishing Rod: `mcl_fishing:fishing_rod`
* Activator Rail: `mcl_minecarts:activator_rail`
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
This game requires [Minetest](http://minetest.net) 0.4.15 (or later) to run,
so you need to install Minetest first. To install MineClone 2, move this
directory into the “games” directory of your Minetest data directory.
Consult the help of Minetest to learn more.
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft, PC Edition, version 1.11** (later known as “Java Edition”)
* Features of later Minecraft versions might sneak in, but they have a low priority
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
* Cloning the gameplay has highest priority
* MineClone 2 will use different graphics and sounds, but with a similar style
* Cloning the interface has no priority. It will only be roughly imitated
* Limitations found in Minetest will be written down and reported in the course of development
The logo of MineClone 2 has two grass blocks.
## Completion status
This game is currently in **alpha** stage.
It is playable, but unfinished, many bugs are to be expected.
Backwards-compability is *not* guaranteed, updating your world might cause small and
big bugs (such as “missing node” errors or even crashes).
This game is very unfinished at this moment. Expect bugs! Expect chaos
and destruction to rain down on your worlds whenever you update! ;-)
The following main features are available:
* Tools, weapons
* Armor (unbalanced)
* Tools, weapons and armor
* Crafting system: 2×2 grid, crafting table (3×3 grid), furnace, including a crafting guide
* Chests, large chests, ender chests, shulker boxes
* Furnaces, hoppers
* Hunger
* Most monsters and animals
* Hunger (incomplete)
* All ores from Minecraft
* Most blocks in the overworld
* Water and lava
* Weather
* 28 biomes
* The Nether, a fiery underworld in another dimension
* Redstone circuits (partially)
* Redstone circuits (partially): Redstone ore, redstone, redstone repeater, levers, buttons, redstone blocks, redstone lamps
* Minecarts (partial)
* Boats
* Fire
* Buidling blocks: Stairs, slabs, doors, trapdoors, fences, fence gates, walls
* Clock
* Compass
* Sponge
* Slime block (does not interact with redstone)
* Small plants and saplings
* Slime block (incomplete)
* A variety of flowers
* Dyes
* Banners
* Deco blocks: Glass, stained glass, glass panes, iron bars, hardened clay (and colors), heads and more
* Item frames
* Jukeboxes
* Beds
* Inventory menu
* Creative inventory
* Farming
* Writable books
* A few server commands
* Farming (needs balancing)
* Bookshelves
* Books
* More server commands
* 3D torches
* And more!
The following features are incomplete:
* Generated structures (especially villages)
* NPCs
* Some monsters and animals
* Redstone-related things
* Monsters and NPCs
* Some redstone-related things
* The Nether
* The End
* Enchanting
* Experience
* Status effects
* Brewing, potions, tipped arrows
* Special minecarts
* Anvil
* Trees, biomes, generated structures
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft 1.11):
Bonus features (not found in Minecraft):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
* Saplings in chests in mapgen v6
* Fully moddable (thanks to Minetest's powerful Lua API)
* New blocks and items:
* Lookup tool, shows you the help for whatever it touches
* More slabs and stairs
* Nether Brick Fence Gate
* Red Nether Brick Fence
* Red Nether Brick Fence Gate
* New temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
Technical differences from Minecraft:
* Height limit of ca. 31000 blocks (much higher than in Minecraft)
* Horizontal world size is ca. 62000×62000 blocks (much smaller than in Minecraft, but it is still very large)
* Still very incomplete and buggy
* Blocks, items, enemies and other features are missing
* Still very, very incomplete and buggy
* Many blocks, items, enemies and other features are missing
* A few items have slightly different names to make them easier to distinguish
* Free software (“free” as in freedom *and* free beer)
* Different music for jukebox
* Different textures (Pixel Perfection)
* Different sounds (various sources)
* Different engine (Minetest)
* Different textures (Faithful 1.11)
* Different engine
* Height limit of ca. 31000 blocks
* Horizontal world size is ca. 62000×62000 blocks
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
The focus on this clone lies especially on gameplay and to reflect it as good as possible.
Ideally, no gameplay features will be added or removed.
A secondary goal is to make modding easy as pie. Minetest is of great help here!
Trying to stay faithful to the original look and feel is a side goal, but not an important one.
If deemed neccessary, MineClone 2 *will* deviate from Minecraft in interface issues.
There's already a built-in crafting guide and a full-blown in-game help system.
Finally, any limitations found in Minetest (the game engine) will be written down in the course
of development.
## Reporting bugs
Please report all bugs and missing Minecraft features here:
Report all bugs and missing Minecraft features here:
<https://git.minetest.land/Wuzzy/MineClone2-Bugs>
<https://github.com/Wuzzy2/MineClone2-Bugs>
## Other readme files
@ -194,40 +158,22 @@ Please report all bugs and missing Minecraft features here:
* `API.md`: For Minetest modders who want to mod this game
## Credits
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
There are so many people to list (sorry).
### Coding
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods
* daredevils: Creator of MineClone on which MineClone 2 is based on
* [ex-bart](https://github.com/ex-bart): Redstone comparators
* Lots of other people: TO BE WRITTEN (see mod directories for details)
### Textures
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
* [leorockway](https://github.com/leorockway): Some edits of mob textures
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
* Other authors: GUI images,
### Models
* [22i](https://github.com/22i): Creator of all models
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
### Sounds and music
Various sources. See the respective mod directories for details.
### Mods
TO BE WRITTEN.
### Special thanks
* daredevils for starting MineClone, the original version of this game
* daredevils for starting this project
* Tox82, MinetestForFun & Calinou for help in dev
* GravGun & Obani for Help in Build struct
* celeron55 for creating Minetest
* Bob Lennon because it's a pyro-barbare
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* XSSheep for creating the Pixel Perfection resource pack
* [22i](https://github.com/22i) for providing great models and support
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
* The workaholics who spent hours writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the bigg
## Info for programmers
You find interesting and useful infos in `API.md`.
@ -237,33 +183,28 @@ This project is currently mostly a one-person project.
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
But, oh well, if you insist, here is the legalese for you:
### License of source code
MineClone 2 is a clean-room implementation of Minecraft
and licensed under the
GNU LGPL v2.1 (Wuzzy, daredevils and countless others) (see `LICENSE.txt`).
MineClone 2 is a direct continuation of the discontinued MineClone
project by daredevils which fell under the same license.
MineClone source code:
LGPL v2.1 (daredevils and others) (see `LICENSE.txt`)
Mods credit:
See `README.txt` or `README.md` in each mod directory for information about other authors.
### License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are taken from the Faithful 1.11 resource pack for Minecraft,
authored by Vattic, xMrVizzy and many others.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
Source:
http://www.minecraftforum.net/topic/72747-/
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
The license of this texture pack is the MIT license.
License of all main menu images: WTFPL
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 4.0)
http://creativecommons.org/licenses/by-sa/4.0/
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.
See README.txt in each mod directory for information about other authors.

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@ -1 +0,0 @@
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.11. This is a work in progress! Expect bugs!

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@ -1,2 +1 @@
name = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.

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@ -8,15 +8,15 @@ movement_acceleration_air = 1.2
movement_speed_walk = 4.317
movement_speed_crouch = 1.295
movement_speed_fast = 25.0
movement_speed_fast = 10.89
movement_speed_jump = 6.6
movement_speed_climb = 2.35
# TODO: Add descend speed (3.0) when available
movement_speed_climb = 2
movement_speed_descend = 6
movement_liquid_fluidity = 1.13
movement_liquid_fluidity_smooth = 0.5
movement_liquid_sink = 23
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
movement_liquid_sink = 15
movement_gravity = 10.4

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@ -1,10 +0,0 @@
This mod automatically adds groups to items based on item metadata.
Specifically, this mod has 2 purposes:
1) Automatically adding the group “solid” for blocks considered “solid” in Minecraft.
2) Generating digging time group for all nodes based on node metadata (it's complicated)
See init.lua for more infos.
The leading underscore in the name “_mcl_autogroup” was added to force Minetest to load this mod as late as possible.
As of 0.4.16, Minetest loads mods in reverse alphabetical order.

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@ -1 +0,0 @@
MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

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@ -1,151 +0,0 @@
--[[ Mining times. Yeah, mining times … Alright, this is going to be FUN!
This mod does include a HACK to make 100% sure the digging times of all tools match Minecraft's perfectly.
The digging times system of Minetest is very different, so this weird group trickery has to be used.
In Minecraft, each block has a hardness and the actual Minecraft digging time is determined by this:
1) The block's hardness
2) The tool being used
3) Whether the tool is considered as eligible for the block
(e.g. only diamond pick eligible for obsidian)
See Minecraft Wiki <http://minecraft.gamepedia.com/Minecraft_Wiki> for more information.
In MineClone 2, all diggable node have the hardness set in the custom field _mcl_hardness (0 by default).
The nodes are also required to specify the eligible tools in groups like pickaxey, shovely, etc.
This mod then calculates the real digging time based on the node meta data. The real digging times
are then added into mcl_autogroup.digtimes where the table indices are group rating and the values are the
digging times in seconds. These digging times can be then added verbatim into the tool definitions.
Example:
mcl_autogroup.digtimes.pickaxey_dig_diamond[1] = 0.2
This menas that when a node has been assigned the group pickaxey_dig_diamond=1, it can be dug by the
diamond pickaxe in 0.2 seconds.
This strange setup with mcl_autogroup has been done to minimize the amount of required digging times
a single tool needs to use. If this is not being done, the loading time will increase considerably
(>10s).
]]
local materials = { "wood", "gold", "stone", "iron", "diamond" }
local basegroups = { "pickaxey", "axey", "shovely" }
local minigroups = { "handy", "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
local divisors = {
["wood"] = 2,
["gold"] = 12,
["stone"] = 4,
["iron"] = 6,
["diamond"] = 8,
["handy"] = 1,
["shearsy"] = 15,
["swordy"] = 1.5,
["shearsy_wool"] = 5,
["swordy_cobweb"] = 15,
}
mcl_autogroup = {}
mcl_autogroup.digtimes = {}
mcl_autogroup.creativetimes = {} -- Copy of digtimes, except that all values are 0. Used for creative mode
for m=1, #materials do
for g=1, #basegroups do
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m]] = {}
mcl_autogroup.creativetimes[basegroups[g].."_dig_"..materials[m]] = {}
end
end
for g=1, #minigroups do
mcl_autogroup.digtimes[minigroups[g].."_dig"] = {}
mcl_autogroup.creativetimes[minigroups[g].."_dig"] = {}
end
local overwrite = function()
for nname, ndef in pairs(minetest.registered_nodes) do
local groups_changed = false
local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then
-- Automatically assign the “solid” group for solid nodes
if (ndef.walkable == nil or ndef.walkable == true)
and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
and (ndef.node_box == nil or ndef.node_box.type == "regular")
and (ndef.groups.not_solid == 0 or ndef.groups.not_solid == nil) then
newgroups.solid = 1
groups_changed = true
end
-- Automatically assign the “opaque” group for opaque nodes
if (not (ndef.paramtype == "light" or ndef.sunlight_propagates)) and
(ndef.groups.not_opaque == 0 or ndef.groups.not_opaque == nil) then
newgroups.opaque = 1
groups_changed = true
end
local function calculate_group(hardness, material, diggroup, newgroups, actual_rating, expected_rating)
local time, validity_factor
if actual_rating >= expected_rating then
-- Valid tool
validity_factor = 1.5
else
-- Wrong tool (higher digging time)
validity_factor = 5
end
time = (hardness * validity_factor) / divisors[material]
if time <= 0.05 then
time = 0
else
time = math.ceil(time * 20) / 20
end
table.insert(mcl_autogroup.digtimes[diggroup], time)
table.insert(mcl_autogroup.creativetimes[diggroup], 0)
newgroups[diggroup] = #mcl_autogroup.digtimes[diggroup]
return newgroups
end
-- Hack in digging times
local hardness = ndef._mcl_hardness
if not hardness then
hardness = 0
end
-- Handle pickaxey, axey and shovely
for _, basegroup in pairs(basegroups) do
if (hardness ~= -1 and ndef.groups[basegroup]) then
for g=1,#materials do
local diggroup = basegroup.."_dig_"..materials[g]
newgroups = calculate_group(hardness, materials[g], diggroup, newgroups, g, ndef.groups[basegroup])
groups_changed = true
end
end
end
for m=1, #minigroups do
local minigroup = minigroups[m]
if hardness ~= -1 then
local diggroup = minigroup.."_dig"
-- actual rating
local ar = ndef.groups[minigroup]
if ar == nil then
ar = 0
end
if (minigroup == "handy")
or
(ndef.groups.shearsy_wool and minigroup == "shearsy_wool" and ndef.groups.wool)
or
(ndef.groups.swordy_cobweb and minigroup == "swordy_cobweb" and nname == "mcl_core:cobweb")
or
(ndef.groups[minigroup] and minigroup ~= "swordy_cobweb" and minigroup ~= "shearsy_wool") then
newgroups = calculate_group(hardness, minigroup, diggroup, newgroups, ar, 1)
groups_changed = true
end
end
end
if groups_changed then
minetest.override_item(nname, {
groups = newgroups
})
end
end
end
end
overwrite()

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@ -1 +0,0 @@
name = _mcl_autogroup

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@ -1,504 +0,0 @@
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How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms of the
ordinary General Public License).
To apply these terms, attach the following notices to the library. It is
safest to attach them to the start of each source file to most effectively
convey 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 library's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301
USA
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random
Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

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@ -1,2 +0,0 @@
Controls framework by Arcelmi.
https://github.com/Arcelmi/minetest-controls

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@ -1,63 +0,0 @@
controls = {}
controls.players = {}
controls.registered_on_press = {}
function controls.register_on_press(func)
controls.registered_on_press[#controls.registered_on_press+1] = func
end
controls.registered_on_release = {}
function controls.register_on_release(func)
controls.registered_on_release[#controls.registered_on_release+1] = func
end
controls.registered_on_hold = {}
function controls.register_on_hold(func)
controls.registered_on_hold[#controls.registered_on_hold+1]=func
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
controls.players[name] = {
jump={false},
right={false},
left={false},
LMB={false},
RMB={false},
sneak={false},
aux1={false},
down={false},
up={false}
}
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
controls.players[name] = nil
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local player_controls = player:get_player_control()
for cname, cbool in pairs(player_controls) do
--Press a key
if cbool==true and controls.players[player_name][cname][1]==false then
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
end
controls.players[player_name][cname] = {true, os.clock()}
elseif cbool==true and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, os.clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, os.clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end
end
end)

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@ -1 +0,0 @@
name=controls

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@ -64,15 +64,9 @@ flowlib.node_is_liquid = node_is_liquid
--This code is more efficient
local function quick_flow_logic(node,pos_testing,direction)
local name = node.name
if not minetest.registered_nodes[name] then
return 0
end
if minetest.registered_nodes[name].liquidtype == "source" then
local node_testing = minetest.get_node(pos_testing)
local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then
return 0
end
if minetest.registered_nodes[node_testing.name].liquidtype
~= "flowing" then
return 0
@ -82,9 +76,6 @@ local function quick_flow_logic(node,pos_testing,direction)
elseif minetest.registered_nodes[name].liquidtype == "flowing" then
local node_testing = minetest.get_node(pos_testing)
local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then
return 0
end
if minetest.registered_nodes[node_testing.name].liquidtype
== "source" then
return -direction

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@ -1 +0,0 @@
Adds additional ways for nodes to be attached.

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@ -1,24 +0,0 @@
local original_function = minetest.check_single_for_falling
minetest.check_single_for_falling = function(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = minetest.facedir_to_dir(node.param2)
local cpos = vector.add(pos, dir)
local cnode = minetest.get_node(cpos)
if minetest.get_item_group(cnode.name, "solid") == 0 then
minetest.remove_node(pos)
local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
end
ret = true
end
end
return ret_o or ret
end

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@ -0,0 +1,158 @@
--[[ This mod automatically adds groups to items based on item metadata.
Specifically, this mod has 2 purposes:
1) Automatically adding the group solid for blocks considered solid in Minecraft.
2) Generating digging time group for all nodes based on node metadata (it's complicated)
]]
--[[ Mining times. Yeah, mining times … Alright, this is going to be FUN!
This mod does include a HACK to make 100% sure the digging times of all tools match Minecraft's perfectly.
The digging times system of Minetest is very different, so this weird group trickery has to be used.so this weird group trickery has to be used.so this weird group trickery has to be used.so this weird group trickery has to be used.
In Minecraft, each block has a hardness and the actual Minecraft digging time is determined by this:
1) The block's hardness
2) The tool being used
3) Whether the tool is considered as eligible for the block
(e.g. only diamond pick eligible for obsidian)
See Minecraft Wiki <http://minecraft.gamepedia.com/Minecraft_Wiki> for more information.
In MineClone 2, all diggable node have the hardness set in the custom field _mcl_hardness (0 by default).
The nodes are also required to specify the eligible tools in groups like pickaxey, shovely, etc.
This mod then calculates the real digging time based on the node meta data. The real digging times
are then added into mcl_autogroup.digtimes where the table indices are group rating and the values are the
digging times in seconds. These digging times can be then added verbatim into the tool definitions.
Example:
mcl_autogroup.digtimes.pickaxey_dig_diamond[1] = 0.2
This menas that when a node has been assigned the group pickaxey_dig_diamond=1, it can be dug by the
diamond pickaxe in 0.2 seconds.
This strange setup with mcl_autogroup has been done to minimize the amount of required digging times
a single tool needs to use. If this is not being done, the loading time will increase considerably
(>10s).
]]
local materials = { "wood", "gold", "stone", "iron", "diamond" }
local basegroups = { "pickaxey", "axey", "shovely" }
local minigroups = { "handy", "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
local divisors = {
["wood"] = 2,
["gold"] = 12,
["stone"] = 4,
["iron"] = 6,
["diamond"] = 8,
["handy"] = 1,
["shearsy"] = 15,
["swordy"] = 1.5,
["shearsy_wool"] = 5,
["swordy_cobweb"] = 15,
}
mcl_autogroup = {}
mcl_autogroup.digtimes = {}
mcl_autogroup.creativetimes = {} -- Copy of digtimes, except that all values are 0. Used for creative mode
for m=1, #materials do
for g=1, #basegroups do
mcl_autogroup.digtimes[basegroups[g].."_dig_"..materials[m]] = {}
mcl_autogroup.creativetimes[basegroups[g].."_dig_"..materials[m]] = {}
end
end
for g=1, #minigroups do
mcl_autogroup.digtimes[minigroups[g].."_dig"] = {}
mcl_autogroup.creativetimes[minigroups[g].."_dig"] = {}
end
local overwrite = function()
for nname, ndef in pairs(minetest.registered_nodes) do
local groups_changed = false
local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore") then
-- Automatically assign the “solid” group for solid nodes
if (ndef.walkable == nil or ndef.walkable == true)
and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
and (ndef.node_box == nil or ndef.node_box.type == "regular")
and (ndef.groups.not_solid == 0 or ndef.groups.not_solid == nil) then
newgroups.solid = 1
groups_changed = true
end
-- Automatically assign the “opaque” group for opaque nodes
if not (ndef.paramtype == "light" or ndef.sunlight_propagates) then
newgroups.opaque = 1
groups_changed = true
end
local function calculate_group(hardness, material, diggroup, newgroups, actual_rating, expected_rating)
local time, validity_factor
if actual_rating >= expected_rating then
-- Valid tool
validity_factor = 1.5
else
-- Wrong tool (higher digging time)
validity_factor = 5
end
time = (hardness * validity_factor) / divisors[material]
if time <= 0.05 then
time = 0
else
time = math.ceil(time * 20) / 20
end
table.insert(mcl_autogroup.digtimes[diggroup], time)
table.insert(mcl_autogroup.creativetimes[diggroup], 0)
newgroups[diggroup] = #mcl_autogroup.digtimes[diggroup]
return newgroups
end
-- Hack in digging times
local hardness = ndef._mcl_hardness
if not hardness then
hardness = 0
end
-- Handle pickaxey, axey and shovely
for _, basegroup in pairs(basegroups) do
if (hardness ~= -1 and ndef.groups[basegroup]) then
for g=1,#materials do
local diggroup = basegroup.."_dig_"..materials[g]
newgroups = calculate_group(hardness, materials[g], diggroup, newgroups, g, ndef.groups[basegroup])
groups_changed = true
end
end
end
for m=1, #minigroups do
local minigroup = minigroups[m]
if hardness ~= -1 then
local diggroup = minigroup.."_dig"
-- actual rating
local ar = ndef.groups[minigroup]
if ar == nil then
ar = 0
end
if (minigroup == "handy")
or
(ndef.groups.shearsy_wool and minigroup == "shearsy_wool" and ndef.groups.wool)
or
(ndef.groups.swordy_cobweb and minigroup == "swordy_cobweb" and nname == "mcl_core:cobweb")
or
(ndef.groups[minigroup] and minigroup ~= "swordy_cobweb" and minigroup ~= "shearsy_wool") then
newgroups = calculate_group(hardness, minigroup, diggroup, newgroups, ar, 1)
groups_changed = true
end
end
end
if groups_changed then
minetest.override_item(nname, {
groups = newgroups
})
end
end
end
end
overwrite()

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@ -0,0 +1 @@
name = mcl_autogroup

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@ -1,96 +1,65 @@
-- Some global variables (don't overwrite them!)
mcl_vars = {}
--- GUI / inventory menu settings
--- GUI / inventory menu colors
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
-- nonbg is added as formspec prepend in mcl_formspec_prepend
mcl_vars.gui_nonbg = mcl_vars.gui_slots
-- Background stuff must be manually added by mods (no formspec prepend)
mcl_vars.gui_bg = "bgcolor[#080808BB;true]"
mcl_vars.gui_bg_img = ""
mcl_vars.inventory_header = mcl_vars.gui_bg
mcl_vars.inventory_header = mcl_vars.gui_slots .. mcl_vars.gui_bg
-- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name")
local minecraft_height_limit = 256
local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
if not superflat then
-- Normal mode
--[[ Realm stacking (h is for height)
- Overworld (h>=256)
- Void (h>=1000)
- Realm Barrier (h=11), to allow escaping the End
- End (h>=256)
- Void (h>=1000)
- Nether (h=128)
- Void (h>=1000)
]]
-- Overworld
if mg_name ~= "flat" then
mcl_vars.mg_overworld_min = -62
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
mcl_vars.mg_overworld_max = mcl_vars.mg_overworld_min + minecraft_height_limit
-- 1 flat bedrock layer with 4 rough layers above
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min + 4
mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min + 10
mcl_vars.mg_lava = true
mcl_vars.mg_bedrock_is_rough = true
else
-- Classic superflat
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
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min
mcl_vars.mg_lava = false
mcl_vars.mg_lava_overworld_max = mcl_vars.mg_overworld_min
mcl_vars.mg_bedrock_is_rough = false
end
mcl_vars.mg_overworld_max = 31000
-- The Nether (around Y = -29000)
mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
if not superflat then
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 31
else
-- Thin bedrock in classic superflat mapgen
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 2
end
if mg_name == "flat" then
if superflat then
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_bedrock_nether_bottom_max + 4
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_bedrock_nether_bottom_max + 52
else
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_lava_nether_max + 4
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_lava_nether_max + 52
local layer_setting = minetest.get_mapgen_setting("mcl_superflat_layers")
local layers
if layer_setting then
layers = {}
local s_version, s_layers, _, _ = string.split(layer_setting, ";", true, 4)
if tonumber(s_version) == 3 then
local split_layers = string.split(s_layers, ",")
if split_layers then
for s=1, #split_layers do
local node, repetitions = string.match(split_layers[s], "([0-9a-zA-Z:]+)%*([0-9]+)")
if not node then
node = string.match(split_layers[s], "([0-9a-zA-Z:]+)")
repetitions = 1
end
for r=1, repetitions do
table.insert(layers, node)
end
end
end
end
end
if not layers then
layers = {
"mcl_core:bedrock",
"mcl_core:dirt",
"mcl_core:dirt",
"mcl_core:dirt_with_grass",
}
end
mcl_vars.mg_flat_layers = layers
mcl_vars.mg_overworld_min = ground - #layers + 1
mcl_vars.mg_overworld_max = mcl_vars.mg_overworld_min + minecraft_height_limit
end
-- The End (surface at ca. Y = -27000)
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 80, z = 0 }
-- Realm barrier used to safely separate the End from the void below the Overworld
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11
-- Set default stack sizes
minetest.nodedef_default.stack_max = 64
minetest.craftitemdef_default.stack_max = 64

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@ -1 +0,0 @@
API for filling a chest with random treasures.

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@ -1,151 +0,0 @@
mcl_loot = {}
--[[
Select a number of itemstacks out of a pool of treasure definitions randomly.
Parameters:
* loot_definitions: Probabilities and information about the loot to select. Syntax:
{
stacks_min = 1, -- Minimum number of item stacks to get. Default: 1
stacks_max = 3, -- Maximum number of item stacks to get. Default: 1
items = { -- Table of possible loot items. This function selects between stacks_min and stacks_max of these.
{
itemstring = "example:item1", -- Which item to select
amount_min = 1, -- Minimum size of itemstack. Must not be larger than 6553. Optional (default: 1)
amount_max = 10, -- Maximum size of item stack. Must not be larger than item definition's stack_max or 6553. Optional (default: 1)
wear_min = 1, -- Minimum wear value. Must be at least 1. Optional (default: no wear)
wear_max = 1, -- Maxiumum wear value. Must be at least 1. Optional (default: no wear)
weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1)
},
{ -- more tables like above, one table per item stack }
}
}
* pr: PseudoRandom object used for the randomness
How weight works: The probability of a single item stack being selected is weight/total_weight, with
total_weight being the sum of all weight values in the items table. If you leave out the weight for
all items, the likelihood of each item being selected is equal.
Returns: Table of itemstrings
]]
function mcl_loot.get_loot(loot_definitions, pr)
local items = {}
local total_weight = 0
for i=1, #loot_definitions.items do
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
end
local stacks_min = loot_definitions.stacks_min
local stacks_max = loot_definitions.stacks_max
if not stacks_min then stacks_min = 1 end
if not stacks_max then stacks_max = 1 end
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
for s=1, stacks do
local r = pr:next(1, total_weight)
local accumulated_weight = 0
local item
for i=1, #loot_definitions.items do
accumulated_weight = accumulated_weight + (loot_definitions.items[i].weight or 1)
if accumulated_weight >= r then
item = loot_definitions.items[i]
break
end
end
if item then
local itemstring = item.itemstring
if item.amount_min and item.amount_max then
itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
end
if item.wear_min and item.wear_max then
-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
local wear_min = math.floor(item.wear_min / 10)
local wear_max = math.floor(item.wear_max / 10)
local wear = pr:next(wear_min, wear_max) * 10
if not item.amount_min and not item.amount_max then
itemstring = itemstring .. " 1"
end
itemstring = itemstring .. " " .. tostring(wear)
end
table.insert(items, itemstring)
else
minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
end
end
return items
end
--[[
Repeat mcl_loot.get_loot multiple times for various loot_definitions.
Useful for filling chests.
* multi_loot_definitions: Table of loot_definitions (see mcl_loot.get_loot)
* pr: PseudoRandom object used for the randomness
Returns: Table of itemstrings ]]
function mcl_loot.get_multi_loot(multi_loot_definitions, pr)
local items = {}
for m=1, #multi_loot_definitions do
local group = mcl_loot.get_loot(multi_loot_definitions[m], pr)
for g=1, #group do
table.insert(items, group[g])
end
end
return items
end
--[[
Returns a table of length `max_slot` and all natural numbers between 1 and `max_slot`
in a random order.
]]
local function get_random_slots(max_slot)
local slots = {}
for s=1, max_slot do
slots[s] = s
end
local slots_out = {}
while #slots > 0 do
local r = math.random(1, #slots)
table.insert(slots_out, slots[r])
table.remove(slots, r)
end
return slots_out
end
--[[
Puts items in an inventory list into random slots.
* inv: InvRef
* listname: Inventory list name
* items: table of items to add
Items will be added from start of the table to end.
If the inventory already has occupied slots, or is
too small, placement of some items might fail.
]]
function mcl_loot.fill_inventory(inv, listname, items)
local size = inv:get_size(listname)
local slots = get_random_slots(size)
local leftovers = {}
-- 1st pass: Add items into random slots
for i=1, math.min(#items, size) do
local item = items[i]
local slot = slots[i]
local old_item = inv:get_stack(listname, slot)
local leftover = old_item:add_item(item)
inv:set_stack(listname, slot, old_item)
if not leftover:is_empty() then
table.insert(leftovers, item)
end
end
-- 2nd pass: If some items couldn't be added in first pass,
-- try again in a non-random fashion
for l=1, math.min(#leftovers, size) do
inv:add_item(listname, leftovers[l])
end
-- If there are still items left, tough luck!
end

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@ -1 +0,0 @@
name = mcl_loot

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@ -1 +0,0 @@
Contains particle images of MineClone 2. No code.

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@ -1 +0,0 @@
name = mcl_particles

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@ -1,17 +1,14 @@
Licenses of sounds
License of sounds
-----------------
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Creative Commons Attribution 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by/3.0/
Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition
Mito551 (sounds) (CC BY-SA 3.0):
@ -35,6 +32,8 @@ Mito551 (sounds) (CC BY-SA 3.0):
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_snow_footstep.1.ogg
default_snow_footstep.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
@ -46,45 +45,3 @@ Mito551 (sounds) (CC BY-SA 3.0):
default_dirt_footstep.2.ogg
default_glass_footstep.ogg
Metal sounds:
default_dig_metal.ogg - yadronoff - CC-BY-3.0
- https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
AGFX (CC BY 3.0)
https://www.freesound.org/people/AGFX/packs/1253/
default_water_footstep.1.ogg
default_water_footstep.2.ogg
default_water_footstep.3.ogg
(default_water_footstep.4.ogg is silent)
blukotek (CC0 1.0)
https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg
sonictechtonic (CC BY 3.0)
https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
mcl_sounds_place_node_water.ogg
mcl_sounds_dug_water.ogg
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
Tom Peter, Telaron, juskiddink)
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
default_place_node_lava.ogg
Adam_N (CC0 1.0):
player_falling_damage.ogg
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
Unknown authors (WTFPL):
pedology_snow_soft_footstep.*.ogg

View File

@ -29,19 +29,8 @@ function mcl_sounds.node_sound_stone_defaults(table)
return table
end
function mcl_sounds.node_sound_metal_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_metal_footstep", gain=0.5}
table.dug = table.dug or
{name="default_dug_metal", gain=1.0}
table.dig = table.dig or
{name="default_dig_metal", gain=1.0}
table.place = table.place or
{name="default_place_node_metal", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
-- TODO: Maybe add custom metal sounds
mcl_sounds.node_sound_metal_defaults = mcl_sounds.node_sound_stone_defaults
function mcl_sounds.node_sound_dirt_defaults(table)
table = table or {}
@ -74,9 +63,9 @@ end
function mcl_sounds.node_sound_snow_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="pedology_snow_soft_footstep", gain=0.5}
{name="default_snow_footstep", gain=0.5}
table.dug = table.dug or
{name="pedology_snow_soft_footstep", gain=1.0}
{name="default_snow_footstep", gain=1.0}
table.dig = table.dig or
{name="default_dig_crumbly", gain=1.0}
table.place = table.place or
@ -104,7 +93,7 @@ function mcl_sounds.node_sound_leaves_defaults(table)
table.dug = table.dug or
{name="default_grass_footstep", gain=0.85}
table.dig = table.dig or
{name="default_dig_snappy", gain=0.4}
{name="default_dig_crumbly", gain=0.4}
table.place = table.place or
{name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table)
@ -122,33 +111,3 @@ function mcl_sounds.node_sound_glass_defaults(table)
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_water_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_water_footstep", gain = 0.2}
table.place = table.place or
{name = "mcl_sounds_place_node_water", gain = 1.0}
table.dug = table.dug or
{name = "mcl_sounds_dug_water", gain = 1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_lava_defaults(table)
table = table or {}
-- TODO: Footstep
table.place = table.place or
{name = "default_place_node_lava", gain = 1.0}
table.dug = table.dug or
{name = "default_place_node_lava", gain = 1.0}
-- TODO: Different dug sound
mcl_sounds.node_sound_defaults(table)
return table
end
-- Player death sound
minetest.register_on_dieplayer(function(player)
-- TODO: Add separate death sound
minetest.sound_play({name="player_damage", gain = 1.0}, {pos=player:get_pos(), max_hear_distance=16})
end)

View File

@ -92,70 +92,12 @@ end
-- Similar to minetest.rotate_node.
function mcl_util.rotate_axis(itemstack, placer, pointed_thing)
mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing,
minetest.settings:get_bool("creative_mode"),
core.setting_getbool("creative_mode"),
placer:get_player_control().sneak)
return itemstack
end
-- Returns position of the neighbor of a double chest node
-- or nil if node is invalid.
-- This function assumes that the large chest is actually intact
-- * pos: Position of the node to investigate
-- * param2: param2 of that node
-- * side: Which "half" the investigated node is. "left" or "right"
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}
elseif param2 == 1 then
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}
elseif param2 == 3 then
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}
elseif param2 == 1 then
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}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z+1}
end
end
end
-- Iterates through all items in the given inventory and
-- returns the slot of the first item which matches a condition.
-- Returns nil if no item was found.
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
--- destination_inventory: Put item into this inventory
--- destination_list: List name of the destination inventory to which to put the item into
--- condition: Function which takes an itemstack and returns true if it matches the desired item condition.
--- If set to nil, the slot of the first item stack will be taken unconditionally.
-- dst_inventory and dst_list can also be nil if condition is nil.
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list)
local stack
for i=1, 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
end
end
return nil
end
-- Returns true if itemstack is a shulker box
local is_not_shulker_box = function(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
-- Moves a single item from one inventory to another.
-- Moves a single item from one inventory to another
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
--- source_stack_id: The inventory position ID of the source inventory to take the item from (-1 for first occupied slot)
@ -188,141 +130,48 @@ function mcl_util.move_item(source_inventory, source_list, source_stack_id, dest
return false
end
-- Moves a single item from one container node into another. Performs a variety of high-level
-- checks to prevent invalid transfers such as shulker boxes into shulker boxes
-- Moves a single item from one container node into another.
--- source_pos: Position ({x,y,z}) of the node to take the item from
--- source_list: List name of the source inventory from which to take the item
--- source_stack_id: The inventory position ID of the source inventory to take the item from (-1 for first occupied slot)
--- destination_pos: Position ({x,y,z}) of the node to put the item into
--- source_list (optional): List name of the source inventory from which to take the item. Default is normally "main"; "dst" for furnace
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure.
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
local dpos = table.copy(destination_pos)
local spos = table.copy(source_pos)
local snode = minetest.get_node(spos)
local dnode = minetest.get_node(dpos)
local dctype = minetest.get_item_group(dnode.name, "container")
local sctype = minetest.get_item_group(snode.name, "container")
-- Container type 7 does not allow any movement
if sctype == 7 then
return false
end
-- Normalize double container by forcing to always use the left segment first
local normalize_double_container = function(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
return false
end
node = minetest.get_node(pos)
ctype = minetest.get_item_group(node.name, "container")
-- The left segment seems incorrect? We better bail out!
if ctype ~= 5 then
return false
end
end
return pos, node, ctype
end
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
--- destination_list: (optional) list name of the destination inventory. If not set, the main or source list will be used
-- Returns true on success and false on failure
function mcl_util.move_item_container(source_pos, source_list, source_stack_id, destination_pos, destination_list)
local smeta = minetest.get_meta(source_pos)
local dmeta = minetest.get_meta(destination_pos)
local sinv = smeta:get_inventory()
local dinv = dmeta:get_inventory()
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
else
return false
end
end
local snodedef = minetest.registered_nodes[minetest.get_node(source_pos).name]
local dnodedef = minetest.registered_nodes[minetest.get_node(destination_pos).name]
-- Automatically select stack slot ID if set to automatic
if not source_stack_id then
source_stack_id = -1
end
if source_stack_id == -1 then
local cond = nil
-- Prevent shulker box inception
if dctype == 3 then
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
-- Try again if source is a double container
if sctype == 5 then
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
smeta = minetest.get_meta(spos)
sinv = smeta:get_inventory()
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
return false
end
else
return false
end
end
end
-- Abort transfer if shulker box wants to go into shulker box
if dctype == 3 then
local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
source_stack_id = mcl_util.get_first_occupied_inventory_slot(sinv, source_list)
if source_stack_id == nil then
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end
-- If it's a container, put it into the container
if dctype ~= 0 then
if dnodedef.groups.container then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
if dnodedef.groups.container == 2 or snodedef.groups.continer == 3 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
elseif dnodedef.groups.container == 3 then
local stack = sinv:get_stack(source_list, source_stack_id)
local def = minetest.registered_nodes[stack:get_name()]
if stack and (not stack:is_empty()) and (not (def and def.groups and def.groups.shulker_box)) then
destination_list = "main"
end
elseif dnodedef.groups.container == 4 then
destination_list = "src"
end
end
if destination_list then
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
return mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
end
return false
@ -331,7 +180,13 @@ end
-- Returns the ID of the first non-empty slot in the given inventory list
-- or nil, if inventory is empty.
function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
for i=1, inventory:get_size(listname) do
local stack = inventory:get_stack(listname, i)
if not stack:is_empty() then
return i
end
end
return nil
end
-- Returns true if item (itemstring or ItemStack) can be used as a furnace fuel.
@ -340,58 +195,36 @@ function mcl_util.is_fuel(item)
return minetest.get_craft_result({method="fuel", width=1, items={item}}).time ~= 0
end
-- Returns a on_place function for plants
-- * condition: function(pos, node, itemstack)
-- * A function which is called by the on_place function to check if the node can be placed
-- * Must return true, if placement is allowed, false otherwise.
-- * If it returns a string, placement is allowed, but will place this itemstring as a node instead
-- * pos, node: Position and node table of plant node
-- * itemstack: Itemstack to place
function mcl_util.generate_on_place_plant_function(condition)
return function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities
return itemstack
end
-- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void
function mcl_util.is_in_void(pos)
local void, void_deadly
void = pos.y < mcl_vars.mg_overworld_min
void_deadly = pos.y < mcl_vars.mg_overworld_min - 64
return void, void_deadly
end
-- Call on_rightclick if the pointed node defines it
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
-- Here come 2 simple converter functions which are important for map generators and mob spawning
local place_pos
local def_under = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name]
local def_above = minetest.registered_nodes[minetest.get_node(pointed_thing.above).name]
if not def_under or not def_above then
return itemstack
end
if def_under.buildable_to then
place_pos = pointed_thing.under
elseif def_above.buildable_to then
place_pos = pointed_thing.above
else
return itemstack
end
-- Check placement rules
local result, param2 = condition(place_pos, node, itemstack)
if result == true then
local idef = itemstack:get_definition()
local new_itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing, param2)
if success then
if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos=pointed_thing.above, gain=1})
end
end
itemstack = new_itemstack
end
return itemstack
-- Takes an Y coordinate as input and returns:
-- 1) The corresponding Minecraft layer (can be nil if void)
-- 2) The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if it is in the void
-- If the Y coordinate is not located in any dimension, it will return:
-- nil, "void"
function mcl_util.y_to_layer(y)
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
else
return nil, "void"
end
end
-- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for
-- MineClone 2.
-- minecraft_dimension parameter is ignored at the moment
-- TODO: Implement dimensions
function mcl_util.layer_to_y(layer, minecraft_dimension)
return layer + mcl_vars.mg_overworld_min
end

View File

@ -1 +0,0 @@
mcl_init

View File

@ -1 +0,0 @@
Utility functions for worlds and the “dimensions”.

View File

@ -1,140 +0,0 @@
mcl_worlds = {}
-- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void
function mcl_worlds.is_in_void(pos)
local void =
not ((pos.y < mcl_vars.mg_overworld_max and pos.y > mcl_vars.mg_overworld_min) or
(pos.y < mcl_vars.mg_nether_max and pos.y > mcl_vars.mg_nether_min) or
(pos.y < mcl_vars.mg_end_max and pos.y > mcl_vars.mg_end_min))
local void_deadly = false
local deadly_tolerance = 64 -- the player must be this many nodes “deep” into the void to be damaged
if void then
-- Overworld → Void → End → Void → Nether → Void
if pos.y < mcl_vars.mg_overworld_min and pos.y > mcl_vars.mg_end_max then
void_deadly = pos.y < mcl_vars.mg_overworld_min - deadly_tolerance
elseif pos.y < mcl_vars.mg_end_min and pos.y > mcl_vars.mg_nether_max then
-- The void between End and Nether. Like usual, but here, the void
-- *above* the Nether also has a small tolerance area, so player
-- can fly above the Nether without getting hurt instantly.
void_deadly = (pos.y < mcl_vars.mg_end_min - deadly_tolerance) and (pos.y > mcl_vars.mg_nether_max + deadly_tolerance)
elseif pos.y < mcl_vars.mg_nether_min then
void_deadly = pos.y < mcl_vars.mg_nether_min - deadly_tolerance
end
end
return void, void_deadly
end
-- Takes an Y coordinate as input and returns:
-- 1) The corresponding Minecraft layer (can be nil if void)
-- 2) The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if it is in the void
-- If the Y coordinate is not located in any dimension, it will return:
-- nil, "void"
function mcl_worlds.y_to_layer(y)
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max then
return y - mcl_vars.mg_nether_min, "nether"
elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
return y - mcl_vars.mg_end_min, "end"
else
return nil, "void"
end
end
-- Takes a pos and returns the dimension it belongs to (same as above)
function mcl_worlds.pos_to_dimension(pos)
local _, dim = mcl_worlds.y_to_layer(pos.y)
return dim
end
-- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for
-- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_worlds.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then
return layer + mcl_vars.mg_overworld_min
elseif mc_dimension == "nether" then
return layer + mcl_vars.mg_nether_min
elseif mc_dimension == "end" then
return layer + mcl_vars.mg_end_min
end
end
-- Takes a position and returns true if this position can have weather
function mcl_worlds.has_weather(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
end
-- Takes a position (pos) and returns true if compasses are working here
function mcl_worlds.compass_works(pos)
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_worlds.y_to_layer(pos.y)
if dim == "nether" or dim == "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
end
-- Takes a position (pos) and returns true if clocks are working here
mcl_worlds.clock_works = mcl_worlds.compass_works
--------------- CALLBACKS ------------------
mcl_worlds.registered_on_dimension_change = {}
-- Register a callback function func(player, dimension).
-- It will be called whenever a player changes between dimensions.
-- The void counts as dimension.
-- * player: The player who changed the dimension
-- * dimension: The new dimension of the player ("overworld", "nether", "end", "void").
function mcl_worlds.register_on_dimension_change(func)
table.insert(mcl_worlds.registered_on_dimension_change, func)
end
-- Playername-indexed table containig the name of the last known dimension the
-- player was in.
local last_dimension = {}
-- Notifies this mod about a dimension change of a player.
-- * player: Player who changed the dimension
-- * dimension: New dimension ("overworld", "nether", "end", "void")
function mcl_worlds.dimension_change(player, dimension)
for i=1, #mcl_worlds.registered_on_dimension_change do
mcl_worlds.registered_on_dimension_change[i](player, dimension)
last_dimension[player:get_player_name()] = dimension
end
end
----------------------- INTERNAL STUFF ----------------------
-- Update the dimension callbacks every DIM_UPDATE seconds
local DIM_UPDATE = 1
local dimtimer = 0
minetest.register_on_joinplayer(function(player)
last_dimension[player:get_player_name()] = mcl_worlds.pos_to_dimension(player:get_pos())
end)
minetest.register_globalstep(function(dtime)
-- regular updates based on iterval
dimtimer = dimtimer + dtime;
if dimtimer >= DIM_UPDATE then
local players = minetest.get_connected_players()
for p=1, #players do
local dim = mcl_worlds.pos_to_dimension(players[p]:get_pos())
local name = players[p]:get_player_name()
if dim ~= last_dimension[name] then
mcl_worlds.dimension_change(players[p], dim)
end
end
dimtimer = 0
end
end)

View File

@ -1,2 +0,0 @@
name = CORE
description = Meta-modpack containing the core mods for MineClone 2 for core APIs, variables and definitions

View File

@ -4,9 +4,7 @@ minetest.register_globalstep(function(dtime)
timer = timer + dtime;
if timer >= 0.3 then
for _,player in pairs(minetest.get_connected_players()) do
local pp = player:get_pos()
pp.y = math.ceil(pp.y)
local loc = vector.add(pp, {x=0,y=-1,z=0})
local loc = vector.add(player:getpos(),{x=0,y=-1,z=0})
if loc ~= nil then
local nodeiamon = minetest.get_node(loc)

View File

@ -7,33 +7,31 @@
--water
local water_tex = "default_water_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_water", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {0,0,0,0,0,0},
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {water_tex, water_tex, water_tex, water_tex, water_tex, water_tex},
textures = {"default_water.png","default_water.png","default_water.png","default_water.png", "default_water.png", "default_water.png"},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true)
self.object:setsprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
local ownpos = self.object:getpos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
@ -46,7 +44,6 @@ minetest.register_entity("drippingwater:drop_water", {
--lava
local lava_tex = "default_lava_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_lava", {
hp_max = 1,
physical = true,
@ -54,24 +51,24 @@ minetest.register_entity("drippingwater:drop_lava", {
collisionbox = {0,0,0,0,0,0},
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {lava_tex, lava_tex, lava_tex, lava_tex, lava_tex, lava_tex},
textures = {"default_lava.png","default_lava.png","default_lava.png","default_lava.png", "default_lava.png", "default_lava.png"},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true)
self.object:setsprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
local ownpos = self.object:getpos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end
@ -87,17 +84,15 @@ minetest.register_entity("drippingwater:drop_lava", {
--Create drop
minetest.register_abm(
{
label = "Create water drops",
nodenames = {"group:solid"},
{nodenames = {"group:solid"},
neighbors = {"group:water"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
if minetest.get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
end
end,
})
@ -105,17 +100,15 @@ minetest.register_abm(
--Create lava drop
minetest.register_abm(
{
label = "Create lava drops",
nodenames = {"group:solid"},
{nodenames = {"group:solid"},
neighbors = {"group:lava"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
if minetest.get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
end
end,
})

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@ -1,24 +0,0 @@
# mcl_boats
This mod adds drivable boats.
# Credits
## Mesh
Boat mesh (`models/mcl_boats_boat.b3d`) created by 22i.
Source: https://github.com/22i/minecraft-voxel-blender-models
License of boat model:
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>
## Textures
All textures are from the Faithful texture pack for Minecraft.
See the main MineClone 2 license to learn more.
## Code
Code based on Minetest Game, licensed under the MIT License (MIT).
Authors include:
* PilzAdam (2012-2016)
* Various Minetest / Minetest Game developers and contributors (2012-2016)
* maikerumine (2017)
* Wuzzy (2017)

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@ -1,3 +0,0 @@
mcl_player
mcl_core?
doc_identifier?

View File

@ -1 +0,0 @@
Adds drivable boats.

View File

@ -1,348 +0,0 @@
local S = minetest.get_translator("mcl_boats")
--
-- Helper functions
--
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
local boat_visual_size = {x = 3, y = 3}
-- Note: This mod assumes the default player visual_size is {x=1, y=1}
local driver_visual_size = { x = 1/boat_visual_size.x, y = 1/boat_visual_size.y }
local paddling_speed = 22
local boat_y_offset = 0.35
--
-- Boat entity
--
local boat = {
physical = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "mcl_boats_boat.b3d",
textures = {"mcl_boats_texture_oak_boat.png"},
visual_size = boat_visual_size,
_driver = nil, -- Attached driver (player) or nil if none
_v = 0, -- Speed
_last_v = 0, -- Temporary speed variable
_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
}
function boat.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self._driver and clicker == self._driver then
self._driver = nil
clicker:set_detach()
clicker:set_properties({visual_size = {x=1, y=1}})
mcl_player.player_attached[name] = false
mcl_player.player_set_animation(clicker, "stand" , 30)
local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
clicker:set_pos(pos)
elseif not self._driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity._driver then
luaentity._driver = nil
end
clicker:set_detach()
clicker:set_properties({visual_size = {x=1, y=1}})
end
self._driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 0.42, z = -1}, {x = 0, y = 0, z = 0})
clicker:set_properties({ visual_size = driver_visual_size })
mcl_player.player_attached[name] = true
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
if player then
mcl_player.player_set_animation(player, "sit" , 30)
end
end, name)
clicker:set_look_horizontal(self.object:get_yaw())
end
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
local data = minetest.deserialize(staticdata)
if type(data) == "table" then
self._v = data.v
self._last_v = self._v
self._itemstring = data.itemstring
self.object:set_properties({textures=data.textures})
end
end
function boat.get_staticdata(self)
return minetest.serialize({
v = self._v,
itemstring = self._itemstring,
textures = self.object:get_properties().textures
})
end
function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self._removed then
return
end
if self._driver and puncher == self._driver then
self._driver = nil
puncher:set_detach()
puncher:set_properties({visual_size = {x=1, y=1}})
mcl_player.player_attached[puncher:get_player_name()] = false
end
if not self._driver then
self._removed = true
-- Drop boat as item on the ground after punching
if not minetest.settings:get_bool("creative_mode") then
minetest.add_item(self.object:get_pos(), self._itemstring)
else
local inv = puncher:get_inventory()
if not inv:contains_item("main", self._itemstring) then
inv:add_item("main", self._itemstring)
end
end
self.object:remove()
end
end
function boat.on_step(self, dtime)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
if self._driver then
local ctrl = self._driver:get_player_control()
local yaw = self.object:get_yaw()
if ctrl.up then
-- Forwards
self._v = self._v + 0.1
-- Paddling animation
if self._animation ~= 1 then
self.object:set_animation({x=0, y=40}, paddling_speed, 0, true)
self._animation = 1
end
elseif ctrl.down then
-- Backwards
self._v = self._v - 0.1
-- Paddling animation, reversed
if self._animation ~= -1 then
self.object:set_animation({x=0, y=40}, -paddling_speed, 0, true)
self._animation = -1
end
else
-- Stop paddling animation if no control pressed
if self._animation ~= 0 then
self.object:set_animation({x=0, y=40}, 0, 0, true)
self._animation = 0
end
end
if ctrl.left then
if self._v < 0 then
self.object:set_yaw(yaw - (1 + dtime) * 0.03)
else
self.object:set_yaw(yaw + (1 + dtime) * 0.03)
end
elseif ctrl.right then
if self._v < 0 then
self.object:set_yaw(yaw + (1 + dtime) * 0.03)
else
self.object:set_yaw(yaw - (1 + dtime) * 0.03)
end
end
else
-- Stop paddling without driver
if self._animation ~= 0 then
self.object:set_animation({x=0, y=40}, 0, 0, true)
self._animation = 0
end
end
local velo = self.object:get_velocity()
if self._v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
return
end
local s = get_sign(self._v)
self._v = self._v - 0.02 * s
if s ~= get_sign(self._v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self._v = 0
return
end
if math.abs(self._v) > 5 then
self._v = 5 * get_sign(self._v)
end
local p = self.object:get_pos()
p.y = p.y - boat_y_offset
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
self._v = 0
new_acce = {x = 0, y = 1, z = 0}
else
new_acce = {x = 0, y = -9.8, z = 0}
end
new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:get_velocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity(self._v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:get_pos()
pos.y = math.floor(pos.y) + boat_y_offset
self.object:set_pos(pos)
new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
else
new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
end
end
end
self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
end
-- Register one entity for all boat types
minetest.register_entity("mcl_boats:boat", boat)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat") }
local craftstuffs = {}
if minetest.get_modpath("mcl_core") then
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood" }
end
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak" }
for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]
local longdesc, usagehelp, help, helpname
help = false
-- Only create one help entry for all boats
if b == 1 then
help = true
longdesc = S("Boats are used to travel on the surface of water.")
usagehelp = S("Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.")
helpname = S("Boat")
end
minetest.register_craftitem(itemstring, {
description = names[b],
_doc_items_create_entry = help,
_doc_items_entry_name = helpname,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
inventory_image = "mcl_boats_"..images[b].."_boat.png",
liquids_pointable = true,
groups = { boat = 1, transport = 1},
stack_max = 1,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
-- Call on_rightclick if the pointed node defines it
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
if not is_water(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y + boat_y_offset
local boat = minetest.add_entity(pointed_thing.under, "mcl_boats:boat")
boat:get_luaentity()._itemstring = itemstring
boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }})
boat:set_yaw(placer:get_look_horizontal())
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
local below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
local belownode = minetest.get_node(below)
-- Place boat as entity on or in water
if minetest.get_item_group(dropnode.name, "water") ~= 0 or (dropnode.name == "air" and minetest.get_item_group(belownode.name, "water") ~= 0) then
minetest.add_entity(droppos, "mcl_boats:boat")
else
minetest.add_item(droppos, stack)
end
end,
})
local c = craftstuffs[b]
minetest.register_craft({
output = itemstring,
recipe = {
{c, "", c},
{c, c, c},
},
})
end
minetest.register_craft({
type = "fuel",
recipe = "group:boat",
burntime = 20,
})
if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat")
end

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@ -1 +0,0 @@
Falling node entities, Minecraft-style

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@ -1,256 +0,0 @@
local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
local get_falling_depth = function(self)
if not self._startpos then
-- Fallback
self._startpos = self.object:get_pos()
end
return self._startpos.y - vector.round(self.object:get_pos()).y
end
local deal_falling_damage = function(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return
end
-- Cause damage to any player it hits.
-- Algorithm based on MC anvils.
-- TODO: Support smashing other objects, too.
local pos = self.object:get_pos()
if not self._startpos then
-- Fallback
self._startpos = pos
end
local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do
local hp = v:get_hp()
if v:is_player() and hp ~= 0 then
if not self._hit_players then
self._hit_players = {}
end
local name = v:get_player_name()
local hit = false
for _,v in ipairs(self._hit_players) do
if name == v then
hit = true
end
end
if not hit then
table.insert(self._hit_players, name)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
if v:is_player() then
-- TODO: Reduce damage if wearing a helmet
local msg
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
msg = "%s was smashed by a falling anvil."
else
msg = "%s was smashed by a falling block."
end
if dmes then
mcl_death_messages.player_damage(v, string.format(msg, v:get_player_name()))
end
end
v:set_hp(hp)
end
end
end
end
end
minetest.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "wielditem",
visual_size = {x = 0.667, y = 0.667},
textures = {},
physical = true,
is_visible = false,
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
set_node = function(self, node, meta)
self.node = node
self.meta = meta or {}
self.object:set_properties({
is_visible = true,
textures = {node.name},
})
local def = core.registered_nodes[node.name]
-- Set correct entity yaw
if def and node.param2 ~= 0 then
if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
self.object:set_yaw(core.dir_to_yaw(core.facedir_to_dir(node.param2)))
elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
self.object:set_yaw(core.dir_to_yaw(core.wallmounted_to_dir(node.param2)))
end
end
end,
get_staticdata = function(self)
local meta = self.meta
-- Workaround: Save inventory seperately from metadata.
-- Because Minetest crashes when a node with inventory gets deactivated
-- (GitHub issue #7020).
-- FIXME: Remove the _inv workaround when it is no longer needed
local inv
if meta then
inv = meta.inv
meta.inventory = nil
end
local ds = {
node = self.node,
meta = self.meta,
_inv = inv,
_startpos = self._startpos,
_hit_players = self._hit_players,
}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
local ds = minetest.deserialize(staticdata)
if ds then
self._startpos = ds._startpos
self._hit_players = ds._hit_players
if ds.node then
local meta = ds.meta
meta.inventory = ds._inv
self:set_node(ds.node, meta)
else
self:set_node(ds)
end
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
if not self._startpos then
self._startpos = self.object:get_pos()
end
self._startpos = vector.round(self._startpos)
end,
on_step = function(self, dtime)
-- Set gravity
local acceleration = self.object:get_acceleration()
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
self.object:set_acceleration({x = 0, y = -10, z = 0})
end
-- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:get_pos()
-- Portal check
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
local n2 = minetest.get_node(np)
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
self.object:remove()
return
end
-- Position of bottom center point
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
-- Avoid bugs caused by an unloaded node below
local bcn = minetest.get_node_or_nil(bcp)
local bcd = bcn and minetest.registered_nodes[bcn.name]
-- TODO: At this point, we did 2 get_nodes in 1 tick.
-- Figure out how to improve that (if it is a problem).
if bcn and (not bcd or bcd.walkable or
(minetest.get_item_group(self.node.name, "float") ~= 0 and
bcd.liquidtype ~= "none")) then
if bcd and bcd.leveled and
bcn.name == self.node.name then
local addlevel = self.node.level
if not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if minetest.add_node_level(bcp, addlevel) == 0 then
if minetest.registered_nodes[self.node.name]._mcl_after_falling then
minetest.registered_nodes[self.node.name]._mcl_after_falling(bcp, get_falling_depth(self))
end
deal_falling_damage(self, dtime)
self.object:remove()
return
end
elseif bcd and bcd.buildable_to and
(minetest.get_item_group(self.node.name, "float") == 0 or
bcd.liquidtype == "none") then
minetest.remove_node(bcp)
return
end
local nd = minetest.registered_nodes[n2.name]
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
-- Replace destination node if it's buildable to
minetest.remove_node(np)
-- Run script hook
for _, callback in pairs(minetest.registered_on_dignodes) do
callback(np, n2)
end
if minetest.registered_nodes[self.node.name] then
minetest.add_node(np, self.node)
if minetest.registered_nodes[self.node.name]._mcl_after_falling then
minetest.registered_nodes[self.node.name]._mcl_after_falling(np, get_falling_depth(self))
end
if self.meta then
local meta = minetest.get_meta(np)
meta:from_table(self.meta)
end
end
else
-- Drop the *falling node* as an item if the destination node is NOT buildable to
local drops = minetest.get_node_drops(self.node.name, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(np, dropped_item)
end
end
deal_falling_damage(self, dtime)
self.object:remove()
minetest.check_for_falling(np)
return
end
local vel = self.object:get_velocity()
-- Fix position if entity does not move
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = vector.round(self.object:get_pos())
local npos2 = table.copy(npos)
npos2.y = npos2.y - 2
local lownode = minetest.get_node(npos2)
-- Special check required for fences and walls, because of their overhigh collision box.
if minetest.get_item_group(lownode.name, "fence") == 1 or minetest.get_item_group(lownode.name, "wall") == 1 then
-- Instantly stop the node if it is above a fence/wall. This is needed
-- because the falling node collides early with a fence/wall node.
-- Hacky, because the falling node will teleport a short distance, instead
-- of smoothly fall on the fence post.
local npos3 = table.copy(npos)
npos3.y = npos3.y - 1
minetest.add_node(npos3, self.node)
if minetest.registered_nodes[self.node.name]._mcl_after_falling then
minetest.registered_nodes[self.node.name]._mcl_after_falling(npos3, get_falling_depth(self))
end
deal_falling_damage(self, dtime)
self.object:remove()
minetest.check_for_falling(npos3)
return
else
-- Normal position fix (expected case)
self.object:set_pos(npos)
end
end
deal_falling_damage(self, dtime)
end
})

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