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38 Commits

Author SHA1 Message Date
AFCMS 1b0b5fc733 Merge branch 'master' into api-cauldrons 2021-05-27 09:10:19 +02:00
AFCMS 246ece7440 Merge branch 'master' into api-cauldrons 2021-05-19 00:20:08 +02:00
AFCMS 5c078b3d7b Merge branch 'master' into api-cauldrons 2021-05-04 10:29:34 +02:00
AFCMS 3fddffb942 Merge branch 'master' into api-cauldrons 2021-05-03 23:27:09 +02:00
AFCMS 225650904c Merge branch 'master' into api-cauldrons 2021-03-31 20:33:18 +02:00
AFCMS 1b144d507d Merge branch 'master' into api-cauldrons 2021-03-31 16:15:53 +02:00
AFCMS 738519f0a4 Merge branch 'master' into api-cauldrons 2021-03-30 22:28:33 +02:00
AFCMS d1ca012ea0 small API fix 2021-03-27 12:27:46 +01:00
AFCMS a18a2127c5 add helper function to give item in creative 2021-03-27 12:20:14 +01:00
AFCMS 7156afcd03 add helper functio nto give item 2021-03-27 12:16:08 +01:00
AFCMS e3b3e2343b fix crash 2021-03-27 12:08:00 +01:00
AFCMS 6f23351126 move every function in the right place 2021-03-27 12:06:52 +01:00
AFCMS a99619774d move more functions 2021-03-27 12:03:14 +01:00
AFCMS 989384f362 move is_cauldron to the right place 2021-03-27 11:57:07 +01:00
AFCMS 69da355f96 fix API design 2021-03-27 11:55:22 +01:00
AFCMS 297d4e707c WIP separate functions into different files 2021-03-27 11:52:54 +01:00
AFCMS b4033ddfc9 Merge branch 'master' into api-cauldrons 2021-03-27 11:35:24 +01:00
AFCMS c35c8a1713 Merge branch 'master' into api-cauldrons 2021-03-19 15:12:54 +01:00
AFCMS 64b49ba719 try to fix give function 2021-03-19 14:58:25 +01:00
AFCMS d00490c86f fix stupid crash 2021-03-19 14:27:57 +01:00
AFCMS 8c91d23eb8 fix give function 2021-03-19 14:26:43 +01:00
AFCMS 294cb3eb7d cleanup 2021-03-19 14:17:59 +01:00
AFCMS cf4d57e584 fix crash 2021-03-19 14:13:34 +01:00
AFCMS 890b95bb49 Merge branch 'master' into api-cauldrons 2021-03-19 13:39:17 +01:00
AFCMS 8611d27f1d init function 2021-03-19 10:23:22 +01:00
AFCMS 59892abf6d fix 2021-03-19 10:19:08 +01:00
AFCMS e69365f44d init give function 2021-03-19 10:18:15 +01:00
AFCMS aa0c7bd2cf Merge branch 'master' into api-cauldrons 2021-03-19 10:16:27 +01:00
AFCMS 2b73c16c69 fix doc 2 2021-03-18 20:58:06 +01:00
AFCMS 36f479b2ec cleanup 2021-03-18 20:52:24 +01:00
AFCMS 717a18ef16 fix doc 2021-03-18 20:50:37 +01:00
AFCMS 9b0c87dabc fixes 2021-03-18 19:43:25 +01:00
AFCMS 3c83898095 quick fix 2021-03-18 19:30:53 +01:00
AFCMS 6ebae965f6 fixes 2021-03-18 19:27:43 +01:00
AFCMS 5e5b3ebf75 WIP API for mcl_cauldrons 2021-03-18 19:18:35 +01:00
AFCMS e68736a040 WIP 2021-03-18 18:02:08 +01:00
AFCMS 72149a2c56 part 2 2021-03-18 09:43:31 +01:00
AFCMS 182e825303 init mcl_cauldrons API (WIP) 2021-03-17 21:47:27 +01:00
509 changed files with 5061 additions and 12731 deletions

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# Text Editor TMP Files
*.swp

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

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

View File

@ -8,8 +8,8 @@
## Maintainers ## Maintainers
* Fleckenstein * Fleckenstein
* Nicu
* kay27 * kay27
* jordan4ibanez
## Developers ## Developers
* bzoss * bzoss
@ -19,11 +19,10 @@
* iliekprogrammar * iliekprogrammar
* MysticTempest * MysticTempest
* Rootyjr * Rootyjr
* Nicu
* aligator * aligator
* Code-Sploit * Code-Sploit
* NO11 * NO11
* cora
* jordan4ibanez
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -49,25 +48,8 @@
* dBeans * dBeans
* nickolas360 * nickolas360
* yutyo * yutyo
* Tianyang Zhang * ztianyang
* j45 * j45
* Marcin Serwin
* erlehmann
* E
* Benjamin Schötz
* Doloment
* Sydney Gems
* talamh
* Emily2255
* Emojigit
* FinishedFragment
* sfan5
* Blue Blancmange
* Jared Moody
* SmallJoker
* Sven792
* aldum
* Dieter44
## MineClone5 ## MineClone5
* kay27 * kay27
@ -92,6 +74,7 @@
* Rochambeau * Rochambeau
* rubenwardy * rubenwardy
* stu * stu
* jordan4ibanez
* 4aiman * 4aiman
* Kahrl * Kahrl
* Krock * Krock
@ -120,7 +103,6 @@
* xMrVizzy * xMrVizzy
* yutyo * yutyo
* NO11 * NO11
* kay27
## Translations ## Translations
* Wuzzy * Wuzzy
@ -128,11 +110,6 @@
* wuniversales * wuniversales
* kay27 * kay27
* pitchum * pitchum
* todoporlalibertad
* Marcin Serwin
## Funders
* 40W
## Special thanks ## Special thanks
* celeron55 for creating Minetest * celeron55 for creating Minetest

View File

@ -149,7 +149,7 @@ These groups are used mostly for informational purposes
* `trapdoor=2`: Open trapdoor * `trapdoor=2`: Open trapdoor
* `glass=1`: Glass (full cubes only) * `glass=1`: Glass (full cubes only)
* `rail=1`: Rail * `rail=1`: Rail
* `music_record`: Item is Music Disc * `music_record`: Music Disc (rating is track ID)
* `tnt=1`: Block is TNT * `tnt=1`: Block is TNT
* `boat=1`: Boat * `boat=1`: Boat
* `minecart=1`: Minecart * `minecart=1`: Minecart

View File

@ -1,4 +1,6 @@
# MineClone2 # (Currently in feature freeze)
# MineClone 2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB. Developed by many people. Not developed or endorsed by Mojang AB.
@ -69,40 +71,36 @@ an explanation.
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported. are officially supported.
There is no support for running MineClone2 in development versions of Minetest. There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone2 (if you haven't already), move this directory into the To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of “games” directory of your Minetest data directory. Consult the help of
Minetest to learn more. Minetest to learn more.
## Useful links ## Reporting bugs
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there. Please report all bugs and missing Minecraft features here:
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> <https://git.minetest.land/MineClone2/MineClone2/issues>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
## Target ## Chating with the community
- Crucially, create a stable, moddable, free/libre clone of Minecraft Join our discord server at:
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, most of **Minecraft Java <https://discord.gg/84GKcxczG3>
Edition 1.12.2** features are already implemented and polishing existing
features are prioritized over new feature requests. ## Project description
- With lessened priority yet strictly, implement features targetting The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed * **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
Minecraft experiences are prioritized over those that don't fulfill this * MineClone2 also includes Optifine features supported by the Minetest
scope. * In general, Minecraft is aimed to be cloned as good as possible
- Optionally, create a performant experience that will run relatively * Cloning the gameplay has highest priority
well on really low spec computers. Unfortunately, due to Minecraft's * MineClone 2 will use different assets, but with a similar style
mechanisms and Minetest engine's limitations along with a very small * Limitations found in Minetest will be documented in the course of development
playerbase on low spec computers, optimizations are hard to investigate. * Features of later Minecraft versions are collected in the mineclone5 branch
## Using features from newer versions of Minecraft
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions.
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5
## Completion status ## Completion status
This game is currently in **beta** stage. This game is currently in **beta** stage.
@ -189,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest) * Different engine (Minetest)
* Different easter eggs * Different easter eggs
… and finally, MineClone2 is free software (“free” as in “freedom”)! … and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Other readme files ## Other readme files

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@ -83,7 +83,7 @@ local function get_hardness_values_for_groups()
for _, ndef in pairs(minetest.registered_nodes) do for _, ndef in pairs(minetest.registered_nodes) do
for g, _ in pairs(mcl_autogroup.registered_diggroups) do for g, _ in pairs(mcl_autogroup.registered_diggroups) do
if ndef.groups[g] then if ndef.groups[g] ~= nil then
maps[g][ndef._mcl_hardness or 0] = true maps[g][ndef._mcl_hardness or 0] = true
end end
end end
@ -207,10 +207,6 @@ end
function mcl_autogroup.can_harvest(nodename, toolname) function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename] local ndef = minetest.registered_nodes[nodename]
if not ndef then
return false
end
if minetest.get_item_group(nodename, "dig_immediate") >= 2 then if minetest.get_item_group(nodename, "dig_immediate") >= 2 then
return true return true
end end

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@ -1,8 +1,6 @@
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local clock = os.clock local clock = os.clock
local pairs = pairs
controls = {} controls = {}
controls.players = {} controls.players = {}
@ -22,15 +20,15 @@ function controls.register_on_hold(func)
end end
local known_controls = { local known_controls = {
jump = true, jump=true,
right = true, right=true,
left = true, left=true,
LMB = true, LMB=true,
RMB = true, RMB=true,
sneak = true, sneak=true,
aux1 = true, aux1=true,
down = true, down=true,
up = true, up=true,
} }
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
@ -54,17 +52,17 @@ minetest.register_globalstep(function(dtime)
for cname, cbool in pairs(player_controls) do for cname, cbool in pairs(player_controls) do
if known_controls[cname] == true then if known_controls[cname] == true then
--Press a key --Press a key
if cbool == true and controls.players[player_name][cname][1] == false then if cbool==true and controls.players[player_name][cname][1]==false then
for _, func in pairs(controls.registered_on_press) do for _, func in pairs(controls.registered_on_press) do
func(player, cname) func(player, cname)
end end
controls.players[player_name][cname] = {true, clock()} controls.players[player_name][cname] = {true, clock()}
elseif cbool == true and controls.players[player_name][cname][1] == true then elseif cbool==true and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_hold) do for _, func in pairs(controls.registered_on_hold) do
func(player, cname, clock()-controls.players[player_name][cname][2]) func(player, cname, clock()-controls.players[player_name][cname][2])
end end
--Release a key --Release a key
elseif cbool == false and controls.players[player_name][cname][1] == true then elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2]) func(player, cname, clock()-controls.players[player_name][cname][2])
end end

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@ -12,13 +12,9 @@ under the LGPLv2.1 license.
mcl_explosions = {} mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire") local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire") --local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local math = math
local vector = vector
local table = table
local hash_node_position = minetest.hash_node_position local hash_node_position = minetest.hash_node_position
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_position_from_hash = minetest.get_position_from_hash local get_position_from_hash = minetest.get_position_from_hash
@ -28,7 +24,6 @@ local get_voxel_manip = minetest.get_voxel_manip
local bulk_set_node = minetest.bulk_set_node local bulk_set_node = minetest.bulk_set_node
local check_for_falling = minetest.check_for_falling local check_for_falling = minetest.check_for_falling
local add_item = minetest.add_item local add_item = minetest.add_item
local pos_to_string = minetest.pos_to_string
-- Saved sphere explosion shapes for various radiuses -- Saved sphere explosion shapes for various radiuses
local sphere_shapes = {} local sphere_shapes = {}
@ -245,7 +240,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local ent = obj:get_luaentity() local ent = obj:get_luaentity()
-- Ignore items to lower lag -- Ignore items to lower lag
if (obj:is_player() or (ent and ent.name ~= "__builtin.item")) and obj:get_hp() > 0 then if (obj:is_player() or (ent and ent.name ~= '__builtin.item')) and obj:get_hp() > 0 then
local opos = obj:get_pos() local opos = obj:get_pos()
local collisionbox = nil local collisionbox = nil
@ -361,9 +356,9 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local on_blast = node_on_blast[data[idx]] local on_blast = node_on_blast[data[idx]]
local remove = true local remove = true
if do_drop or on_blast then if do_drop or on_blast ~= nil then
local npos = get_position_from_hash(hash) local npos = get_position_from_hash(hash)
if on_blast then if on_blast ~= nil then
on_blast(npos, 1.0, do_drop) on_blast(npos, 1.0, do_drop)
remove = false remove = false
else else
@ -405,7 +400,8 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end end
-- Log explosion -- Log explosion
minetest.log("action", "Explosion at "..pos_to_string(pos).." with strength "..strength.." and radius "..radius) minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
' with strength ' .. strength .. ' and radius ' .. radius)
end end
-- Create an explosion with strength at pos. -- Create an explosion with strength at pos.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 została wysadzona.

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@ -32,9 +32,9 @@ local singlenode = mg_name == "singlenode"
-- Calculate mapgen_edge_min/mapgen_edge_max -- Calculate mapgen_edge_min/mapgen_edge_max
mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5) mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5)
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16) mcl_vars.MAP_BLOCKSIZE = math.max(1, core.MAP_BLOCKSIZE or 16)
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000) mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000) mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, core.MAX_MAP_GENERATION_LIMIT or 31000)
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2) local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE

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@ -1,27 +1,5 @@
mcl_util = {} mcl_util = {}
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
t[k] = v
end
end
return t
end
-- Updates nil values in t using values from to*.
function table.update_nil(t, ...)
for _, to in ipairs{...} do
for k,v in pairs(to) do
if t[k] == nil then
t[k] = v
end
end
end
return t
end
-- Based on minetest.rotate_and_place -- Based on minetest.rotate_and_place
--[[ --[[
@ -560,12 +538,3 @@ function mcl_util.get_object_name(object)
return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name
end end
end end
function mcl_util.replace_mob(obj, mob)
local rot = obj:get_yaw()
local pos = obj:get_pos()
obj:remove()
obj = minetest.add_entity(pos, mob)
obj:set_yaw(rot)
return obj
end

View File

@ -12,7 +12,7 @@ Params:
* pos: position * pos: position
## mcl_worlds.y_to_layer(y) ## mcl_worlds.y_to_layer(y)
This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer. This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
Mainly used for ore generation. Mainly used for ore generation.
Takes an Y coordinate as input and returns: Takes an Y coordinate as input and returns:

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@ -1,7 +1,5 @@
mcl_worlds = {} mcl_worlds = {}
local get_connected_players = minetest.get_connected_players
-- For a given position, returns a 2-tuple: -- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void -- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void -- 2nd return value: true if it is in the deadly part of the void
@ -46,16 +44,12 @@ function mcl_worlds.y_to_layer(y)
end end
end end
local y_to_layer = mcl_worlds.y_to_layer
-- Takes a pos and returns the dimension it belongs to (same as above) -- Takes a pos and returns the dimension it belongs to (same as above)
function mcl_worlds.pos_to_dimension(pos) function mcl_worlds.pos_to_dimension(pos)
local _, dim = y_to_layer(pos.y) local _, dim = mcl_worlds.y_to_layer(pos.y)
return dim return dim
end end
local pos_to_dimension = mcl_worlds.pos_to_dimension
-- Takes a Minecraft layer and a “dimension” name -- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for -- and returns the corresponding Y coordinate for
-- MineClone 2. -- MineClone 2.
@ -125,8 +119,6 @@ function mcl_worlds.dimension_change(player, dimension)
last_dimension[playername] = dimension last_dimension[playername] = dimension
end end
local dimension_change = mcl_worlds.dimension_change
----------------------- INTERNAL STUFF ---------------------- ----------------------- INTERNAL STUFF ----------------------
-- Update the dimension callbacks every DIM_UPDATE seconds -- Update the dimension callbacks every DIM_UPDATE seconds
@ -134,19 +126,19 @@ local DIM_UPDATE = 1
local dimtimer = 0 local dimtimer = 0
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
last_dimension[player:get_player_name()] = pos_to_dimension(player:get_pos()) last_dimension[player:get_player_name()] = mcl_worlds.pos_to_dimension(player:get_pos())
end) end)
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
-- regular updates based on iterval -- regular updates based on iterval
dimtimer = dimtimer + dtime; dimtimer = dimtimer + dtime;
if dimtimer >= DIM_UPDATE then if dimtimer >= DIM_UPDATE then
local players = get_connected_players() local players = minetest.get_connected_players()
for p = 1, #players do for p=1, #players do
local dim = pos_to_dimension(players[p]:get_pos()) local dim = mcl_worlds.pos_to_dimension(players[p]:get_pos())
local name = players[p]:get_player_name() local name = players[p]:get_player_name()
if dim ~= last_dimension[name] then if dim ~= last_dimension[name] then
dimension_change(players[p], dim) mcl_worlds.dimension_change(players[p], dim)
end end
end end
dimtimer = 0 dimtimer = 0

View File

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

View File

@ -4,7 +4,6 @@ local get_connected_players = minetest.get_connected_players
local get_node = minetest.get_node local get_node = minetest.get_node
local vector_add = vector.add local vector_add = vector.add
local ceil = math.ceil local ceil = math.ceil
local pairs = pairs
walkover = {} walkover = {}
walkover.registered_globals = {} walkover.registered_globals = {}
@ -35,9 +34,9 @@ minetest.register_globalstep(function(dtime)
local pp = player:get_pos() local pp = player:get_pos()
pp.y = ceil(pp.y) pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0}) local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc then if loc ~= nil then
local nodeiamon = get_node(loc) local nodeiamon = get_node(loc)
if nodeiamon then if nodeiamon ~= nil then
if on_walk[nodeiamon.name] then if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player) on_walk[nodeiamon.name](loc, nodeiamon, player)
end end

View File

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

View File

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

View File

@ -1,12 +1,12 @@
Dripping Mod Dripping Water Mod
by kddekadenz by kddekadenz
modified for MineClone 2 by Wuzzy and NO11 modified for MineClone 2 by Wuzzy
Installing instructions: Installing instructions:
1. Copy the mcl_dripping mod folder into games/gamemode/mods 1. Copy the drippingwater mod folder into games/gamemode/mods
2. Start game and enjoy :) 2. Start game and enjoy :)

View File

@ -1,4 +1,4 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mcl_boats")
local boat_visual_size = {x = 1, y = 1, z = 1} local boat_visual_size = {x = 1, y = 1, z = 1}
local paddling_speed = 22 local paddling_speed = 22
@ -84,7 +84,7 @@ local function attach_object(self, obj)
end end
end, name) end, name)
obj:set_look_horizontal(yaw) obj:set_look_horizontal(yaw)
mcl_title.set(obj, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60}) mcl_tmp_message.message(obj, S("Sneak to dismount"))
else else
obj:get_luaentity()._old_visual_size = visual_size obj:get_luaentity()._old_visual_size = visual_size
end end
@ -115,7 +115,7 @@ local boat = {
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5}, collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh", visual = "mesh",
mesh = "mcl_boats_boat.b3d", mesh = "mcl_boats_boat.b3d",
textures = {"mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png"}, textures = {"mcl_boats_texture_oak_boat.png"},
visual_size = boat_visual_size, visual_size = boat_visual_size,
hp_max = boat_max_hp, hp_max = boat_max_hp,
damage_texture_modifier = "^[colorize:white:0", damage_texture_modifier = "^[colorize:white:0",
@ -148,11 +148,6 @@ function boat.on_activate(self, staticdata, dtime_s)
self._v = data.v self._v = data.v
self._last_v = self._v self._last_v = self._v
self._itemstring = data.itemstring self._itemstring = data.itemstring
while #data.textures < 5 do
table.insert(data.textures, data.textures[1])
end
self.object:set_properties({textures = data.textures}) self.object:set_properties({textures = data.textures})
end end
end end
@ -342,8 +337,7 @@ function boat.on_step(self, dtime, moveresult)
self.object:get_velocity().y) self.object:get_velocity().y)
else else
p.y = p.y + 1 p.y = p.y + 1
local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian" if is_water(p) then
if is_water(p) or is_obsidian_boat then
-- Inside water: Slowly sink -- Inside water: Slowly sink
local y = self.object:get_velocity().y local y = self.object:get_velocity().y
y = y - 0.01 y = y - 0.01
@ -383,13 +377,13 @@ end
-- Register one entity for all boat types -- Register one entity for all boat types
minetest.register_entity("mcl_boats:boat", boat) minetest.register_entity("mcl_boats:boat", boat)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian" } 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"), S("Obsidian Boat") } local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat") }
local craftstuffs = {} local craftstuffs = {}
if minetest.get_modpath("mcl_core") then 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", "mcl_core:obsidian" } craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood" }
end end
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak", "obsidian" } local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak" }
for b=1, #boat_ids do for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b] local itemstring = "mcl_boats:"..boat_ids[b]
@ -440,9 +434,8 @@ for b=1, #boat_ids do
pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground)) pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
end end
local boat = minetest.add_entity(pos, "mcl_boats:boat") local boat = minetest.add_entity(pos, "mcl_boats:boat")
local texture = "mcl_boats_texture_"..images[b].."_boat.png"
boat:get_luaentity()._itemstring = itemstring boat:get_luaentity()._itemstring = itemstring
boat:set_properties({textures = { texture, texture, texture, texture, texture }}) boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }})
boat:set_yaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
if not minetest.is_creative_enabled(placer:get_player_name()) then if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item() itemstack:take_item()
@ -477,6 +470,6 @@ minetest.register_craft({
burntime = 20, burntime = 20,
}) })
if minetest.get_modpath("doc_identifier") then if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat") doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat")
end end

View File

@ -6,7 +6,6 @@ Boats are used to travel on the surface of water.=Les bateaux sont utilisés pou
Dark Oak Boat=Bateau en Chêne Noir Dark Oak Boat=Bateau en Chêne Noir
Jungle Boat=Bateau en Acajou Jungle Boat=Bateau en Acajou
Oak Boat=Bateau en Chêne Oak Boat=Bateau en Chêne
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet. Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Cliquez de nouveau avec le bouton droit sur le bateau pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Spruce Boat=Bateau en Sapin Spruce Boat=Bateau en Sapin
Water vehicle=Véhicule aquatique Water vehicle=Véhicule aquatique
Sneak to dismount=

View File

@ -1,12 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=Akacjowa łódź
Birch Boat=Brzozowa łódź
Boat=Łódź
Boats are used to travel on the surface of water.=Łodzie są wykorzystywane do podróżowania po powierzchni wody.
Dark Oak Boat=Ciemno-dębowa łódź
Jungle Boat=Tropikalna łódź
Oak Boat=Dębowa łódź
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Kliknij prawym przyciskiem myszy na źródło wody by postawić łódź. Kliknij prawym przyciskiem myszy by w nią wsiąść. Użyj przycisków [Lewy] oraz [Prawy] by sterować, [Naprzód] by przyspieszyć i [W tył] by zwolnić lub się cofać. Kliknij [Skradanie] by z niej wyjść, uderz ją by wziąć ją jako przedmiot.
Spruce Boat=Świerkowa łódź
Water vehicle=Pojazd wodny
Sneak to dismount=Skradaj się by opuścić łódź

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

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@ -67,9 +67,14 @@ function mcl_burning.set_on_fire(obj, burn_time)
end end
if not storage.burn_time or burn_time >= storage.burn_time then if not storage.burn_time or burn_time >= storage.burn_time then
if obj:is_player() then if obj:is_player() and not storage.fire_hud_id then
mcl_burning.channels[obj]:send_all(tostring(mcl_burning.animation_frames)) storage.fire_hud_id = obj:hud_add({
mcl_burning.channels[obj]:send_all("start") hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -100, y = -100},
text = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. 1,
z_index = 1000,
})
end end
storage.burn_time = burn_time storage.burn_time = burn_time
storage.fire_damage_timer = 0 storage.fire_damage_timer = 0
@ -90,6 +95,7 @@ function mcl_burning.set_on_fire(obj, burn_time)
fire_entity:set_properties({visual_size = size}) fire_entity:set_properties({visual_size = size})
fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0}) fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0})
local fire_luaentity = fire_entity:get_luaentity() local fire_luaentity = fire_entity:get_luaentity()
fire_luaentity:update_frame(obj, storage)
for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
local other_luaentity = other:get_luaentity() local other_luaentity = other:get_luaentity()
@ -105,7 +111,9 @@ function mcl_burning.extinguish(obj)
if mcl_burning.is_burning(obj) then if mcl_burning.is_burning(obj) then
local storage = mcl_burning.get_storage(obj) local storage = mcl_burning.get_storage(obj)
if obj:is_player() then if obj:is_player() then
mcl_burning.channels[obj]:send_all("stop") if storage.fire_hud_id then
obj:hud_remove(storage.fire_hud_id)
end
mcl_burning.storage[obj] = {} mcl_burning.storage[obj] = {}
else else
storage.burn_time = nil storage.burn_time = nil

View File

@ -1,20 +1,14 @@
local modpath = minetest.get_modpath(minetest.get_current_modname()) local modpath = minetest.get_modpath(minetest.get_current_modname())
local pairs = pairs
local get_connected_players = minetest.get_connected_players
local get_item_group = minetest.get_item_group
mcl_burning = { mcl_burning = {
storage = {}, storage = {},
channels = {},
animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8 animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
} }
dofile(modpath .. "/api.lua") dofile(modpath .. "/api.lua")
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
for _, player in pairs(get_connected_players()) do for _, player in pairs(minetest.get_connected_players()) do
local storage = mcl_burning.storage[player] local storage = mcl_burning.storage[player]
if not mcl_burning.tick(player, dtime, storage) and not mcl_burning.is_affected_by_rain(player) then if not mcl_burning.tick(player, dtime, storage) and not mcl_burning.is_affected_by_rain(player) then
local nodes = mcl_burning.get_touching_nodes(player, {"group:puts_out_fire", "group:set_on_fire"}, storage) local nodes = mcl_burning.get_touching_nodes(player, {"group:puts_out_fire", "group:set_on_fire"}, storage)
@ -22,12 +16,12 @@ minetest.register_globalstep(function(dtime)
for _, pos in pairs(nodes) do for _, pos in pairs(nodes) do
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
if get_item_group(node.name, "puts_out_fire") > 0 then if minetest.get_item_group(node.name, "puts_out_fire") > 0 then
burn_time = 0 burn_time = 0
break break
end end
local value = get_item_group(node.name, "set_on_fire") local value = minetest.get_item_group(node.name, "set_on_fire")
if value > burn_time then if value > burn_time then
burn_time = value burn_time = value
end end
@ -44,22 +38,23 @@ minetest.register_on_respawnplayer(function(player)
mcl_burning.extinguish(player) mcl_burning.extinguish(player)
end) end)
function mcl_burning.init_player(player)
local meta = player:get_meta()
-- NOTE: mcl_burning:data may be "return nil" (which deserialize into nil) for reasons unknown.
if meta:get_string("mcl_burning:data"):find("return nil", 1, true) then
minetest.log("warning", "[mcl_burning] 'mcl_burning:data' player meta field is invalid! Please report this bug")
end
mcl_burning.storage[player] = meta:contains("mcl_burning:data") and minetest.deserialize(meta:get_string("mcl_burning:data")) or {}
mcl_burning.channels[player] = minetest.mod_channel_join("mcl_burning:" .. player:get_player_name())
end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
mcl_burning.init_player(player) local storage
local burn_data = player:get_meta():get_string("mcl_burning:data")
if burn_data == "" then
storage = {}
else
storage = minetest.deserialize(burn_data)
end
mcl_burning.storage[player] = storage
end) end)
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
player:get_meta():set_string("mcl_burning:data", minetest.serialize(mcl_burning.storage[player])) local storage = mcl_burning.storage[player]
storage.fire_hud_id = nil
player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage))
mcl_burning.storage[player] = nil mcl_burning.storage[player] = nil
end) end)
@ -68,28 +63,27 @@ minetest.register_entity("mcl_burning:fire", {
initial_properties = { initial_properties = {
physical = false, physical = false,
collisionbox = {0, 0, 0, 0, 0, 0}, collisionbox = {0, 0, 0, 0, 0, 0},
visual = "upright_sprite", visual = "cube",
textures = {
name = "mcl_burning_entity_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1.0,
},
},
spritediv = {x = 1, y = mcl_burning.animation_frames},
pointable = false, pointable = false,
glow = -1, glow = -1,
backface_culling = false, backface_culling = false,
}, },
animation_frame = 0, animation_frame = 0,
animation_timer = 0, animation_timer = 0,
on_activate = function(self) on_step = function(self, dtime)
self.object:set_sprite({x = 0, y = 0}, mcl_burning.animation_frames, 1.0 / mcl_burning.animation_frames) local parent, storage = self:sanity_check()
end,
on_step = function(self) if parent then
if not self:sanity_check() then self.animation_timer = self.animation_timer + dtime
if self.animation_timer >= 0.1 then
self.animation_timer = 0
self.animation_frame = self.animation_frame + 1
if self.animation_frame > mcl_burning.animation_frames - 1 then
self.animation_frame = 0
end
self:update_frame(parent, storage)
end
else
self.object:remove() self.object:remove()
end end
end, end,
@ -97,15 +91,23 @@ minetest.register_entity("mcl_burning:fire", {
local parent = self.object:get_attach() local parent = self.object:get_attach()
if not parent then if not parent then
return false return
end end
local storage = mcl_burning.get_storage(parent) local storage = mcl_burning.get_storage(parent)
if not storage or not storage.burn_time then if not storage or not storage.burn_time then
return false return
end end
return true return parent, storage
end,
update_frame = function(self, parent, storage)
local frame_overlay = "^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. self.animation_frame
local fire_texture = "mcl_burning_entity_flame_animated.png" .. frame_overlay
self.object:set_properties({textures = {"blank.png", "blank.png", fire_texture, fire_texture, fire_texture, fire_texture}})
if parent:is_player() then
parent:hud_change(storage.fire_hud_id, "text", "mcl_burning_hud_flame_animated.png" .. frame_overlay)
end
end, end,
}) })

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@ -1,66 +0,0 @@
-- Dripping Water Mod
-- by kddekadenz
local math = math
-- License of code, textures & sounds: CC0
local function register_drop(liquid, glow, sound, nodes)
minetest.register_entity("mcl_dripping:drop_" .. liquid, {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.01, 0.01, -0.01, 0.01, 0.01, 0.01},
glow = glow,
pointable = false,
visual = "sprite",
visual_size = {x = 0.1, y = 0.1},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
static_save = false,
_dropped = false,
on_activate = function(self)
self.object:set_properties({
textures = {"[combine:2x2:" .. -math.random(1, 16) .. "," .. -math.random(1, 16) .. "=default_" .. liquid .. "_source_animated.png"}
})
end,
on_step = function(self, dtime)
local k = math.random(1, 222)
local ownpos = self.object:get_pos()
if k == 1 then
self.object:set_acceleration(vector.new(0, -5, 0))
end
if minetest.get_node(vector.offset(ownpos, 0, 0.5, 0)).name == "air" then
self.object:set_acceleration(vector.new(0, -5, 0))
end
if minetest.get_node(vector.offset(ownpos, 0, -0.1, 0)).name ~= "air" then
local ent = self.object:get_luaentity()
if not ent._dropped then
ent._dropped = true
minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
if k < 3 then
self.object:remove()
end
end
end,
})
minetest.register_abm({
label = "Create drops",
nodenames = nodes,
neighbors = {"group:" .. liquid},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node(vector.offset(pos, 0, 1, 0)).name, liquid) ~= 0
and minetest.get_node(vector.offset(pos, 0, -1, 0)).name == "air" then
local x, z = math.random(-45, 45) / 100, math.random(-45, 45) / 100
minetest.add_entity(vector.offset(pos, x, -0.520, z), "mcl_dripping:drop_" .. liquid)
end
end,
})
end
register_drop("water", 1, "", {"group:opaque", "group:leaves"})
register_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"})

View File

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

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 została zmiażdżona przez spadające kowadło.
@1 was smashed by a falling block.=@1 została zmiażdżona przez spadający blok.

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@ -1,5 +1,5 @@
--these are lua locals, used for higher performance --these are lua locals, used for higher performance
local minetest, math, vector, ipairs, pairs = minetest, math, vector, ipairs, pairs local minetest, math, vector, ipairs = minetest, math, vector, ipairs
--this is used for the player pool in the sound buffer --this is used for the player pool in the sound buffer
local pool = {} local pool = {}
@ -233,7 +233,7 @@ function minetest.handle_node_drops(pos, drops, digger)
local dug_node = minetest.get_node(pos) local dug_node = minetest.get_node(pos)
local tooldef local tooldef
local tool local tool
if digger then if digger ~= nil then
tool = digger:get_wielded_item() tool = digger:get_wielded_item()
tooldef = minetest.registered_tools[tool:get_name()] tooldef = minetest.registered_tools[tool:get_name()]
@ -290,10 +290,10 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
end end
if digger and mcl_experience.throw_xp and not silk_touch_drop then if digger and mcl_experience.throw_experience and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name,"xp") local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount) mcl_experience.throw_experience(pos, experience_amount)
end end
end end
@ -314,7 +314,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
-- Spawn item and apply random speed -- Spawn item and apply random speed
local obj = minetest.add_item(dpos, drop_item) local obj = minetest.add_item(dpos, drop_item)
if obj then if obj ~= nil then
local x = math.random(1, 5) local x = math.random(1, 5)
if math.random(1,2) == 1 then if math.random(1,2) == 1 then
x = -x x = -x
@ -363,17 +363,6 @@ if not time_to_live then
time_to_live = 300 time_to_live = 300
end end
local function cxcz(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
minetest.register_entity(":__builtin:item", { minetest.register_entity(":__builtin:item", {
initial_properties = { initial_properties = {
hp_max = 1, hp_max = 1,
@ -394,7 +383,7 @@ minetest.register_entity(":__builtin:item", {
-- The itemstring MUST be set immediately to a non-empty string after creating the entity. -- The itemstring MUST be set immediately to a non-empty string after creating the entity.
-- The hand is NOT permitted as dropped item. ;-) -- The hand is NOT permitted as dropped item. ;-)
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick. -- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
itemstring = "", itemstring = '',
-- If true, item will fall -- If true, item will fall
physical_state = true, physical_state = true,
@ -480,7 +469,7 @@ minetest.register_entity(":__builtin:item", {
end, end,
get_staticdata = function(self) get_staticdata = function(self)
local data = minetest.serialize({ return minetest.serialize({
itemstring = self.itemstring, itemstring = self.itemstring,
always_collect = self.always_collect, always_collect = self.always_collect,
age = self.age, age = self.age,
@ -488,39 +477,6 @@ minetest.register_entity(":__builtin:item", {
_flowing = self._flowing, _flowing = self._flowing,
_removed = self._removed, _removed = self._removed,
}) })
-- sfan5 guessed that the biggest serializable item
-- entity would have a size of 65530 bytes. This has
-- been experimentally verified to be still too large.
--
-- anon5 has calculated that the biggest serializable
-- item entity has a size of exactly 65487 bytes:
--
-- 1. serializeString16 can handle max. 65535 bytes.
-- 2. The following engine metadata is always saved:
-- • 1 byte (version)
-- • 2 byte (length prefix)
-- • 14 byte “__builtin:item”
-- • 4 byte (length prefix)
-- • 2 byte (health)
-- • 3 × 4 byte = 12 byte (position)
-- • 4 byte (yaw)
-- • 1 byte (version 2)
-- • 2 × 4 byte = 8 byte (pitch and roll)
-- 3. This leaves 65487 bytes for the serialization.
if #data > 65487 then -- would crash the engine
local stack = ItemStack(self.itemstring)
stack:get_meta():from_table(nil)
self.itemstring = stack:to_string()
minetest.log(
"warning",
"Overlong item entity metadata removed: “" ..
self.itemstring ..
"” had serialized length of " ..
#data
)
return self:get_staticdata()
end
return data
end, end,
on_activate = function(self, staticdata, dtime_s) on_activate = function(self, staticdata, dtime_s)
@ -608,7 +564,7 @@ minetest.register_entity(":__builtin:item", {
return true return true
end, end,
on_step = function(self, dtime, moveresult) on_step = function(self, dtime)
if self._removed then if self._removed then
self.object:set_properties({ self.object:set_properties({
physical = false physical = false
@ -618,7 +574,7 @@ minetest.register_entity(":__builtin:item", {
return return
end end
self.age = self.age + dtime self.age = self.age + dtime
if self._collector_timer then if self._collector_timer ~= nil then
self._collector_timer = self._collector_timer + dtime self._collector_timer = self._collector_timer + dtime
end end
if time_to_live > 0 and self.age > time_to_live then if time_to_live > 0 and self.age > time_to_live then
@ -675,18 +631,6 @@ minetest.register_entity(":__builtin:item", {
end end
end end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
-- Push item out when stuck inside solid opaque node -- Push item out when stuck inside solid opaque node
if def and def.walkable and def.groups and def.groups.opaque == 1 then if def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir local shootdir
@ -698,6 +642,16 @@ minetest.register_entity(":__builtin:item", {
-- 1st: closest -- 1st: closest
-- 2nd: other direction -- 2nd: other direction
-- 3rd and 4th: other axis -- 3rd and 4th: other axis
local cxcz = function(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
if math.abs(cx) < math.abs(cz) then if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z") order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x") order = cxcz(order, cz, "z", "x")

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@ -1,10 +1,9 @@
local modname = minetest.get_current_modname() local S = minetest.get_translator("mcl_minecarts")
local S = minetest.get_translator(modname)
local has_mcl_wip = minetest.get_modpath("mcl_wip") local has_mcl_wip = minetest.get_modpath("mcl_wip")
mcl_minecarts = {} mcl_minecarts = {}
mcl_minecarts.modpath = minetest.get_modpath(modname) mcl_minecarts.modpath = minetest.get_modpath("mcl_minecarts")
mcl_minecarts.speed_max = 10 mcl_minecarts.speed_max = 10
mcl_minecarts.check_float_time = 15 mcl_minecarts.check_float_time = 15
@ -198,27 +197,14 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
else else
self._last_float_check = self._last_float_check + dtime self._last_float_check = self._last_float_check + dtime
end end
local pos, rou_pos, node
local pos, rou_pos, node = self.object:get_pos()
local r = 0.6
for _, node_pos in pairs({{r, 0}, {0, r}, {-r, 0}, {0, -r}}) do
if minetest.get_node(vector.offset(pos, node_pos[1], 0, node_pos[2])).name == "mcl_core:cactus" then
detach_driver(self)
for d = 1, #drop do
minetest.add_item(pos, drop[d])
end
self.object:remove()
return
end
end
-- Drop minecart if it isn't on a rail anymore -- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos() pos = self.object:get_pos()
rou_pos = vector.round(pos) rou_pos = vector.round(pos)
node = minetest.get_node(rou_pos) node = minetest.get_node(rou_pos)
local g = minetest.get_item_group(node.name, "connect_to_raillike") local g = minetest.get_item_group(node.name, "connect_to_raillike")
if g ~= self._railtype and self._railtype then if g ~= self._railtype and self._railtype ~= nil then
-- Detach driver -- Detach driver
if player then if player then
if self._old_pos then if self._old_pos then
@ -537,7 +523,7 @@ function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
local cart = minetest.add_entity(railpos, entity_id) local cart = minetest.add_entity(railpos, entity_id)
local railtype = minetest.get_item_group(node.name, "connect_to_raillike") local railtype = minetest.get_item_group(node.name, "connect_to_raillike")
local le = cart:get_luaentity() local le = cart:get_luaentity()
if le then if le ~= nil then
le._railtype = railtype le._railtype = railtype
end end
local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype) local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
@ -620,7 +606,7 @@ Register a minecart
local function register_minecart(itemstring, entity_id, description, tt_help, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, on_activate_by_rail, creative) local function register_minecart(itemstring, entity_id, description, tt_help, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, on_activate_by_rail, creative)
register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail) register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail)
register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative) register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
if minetest.get_modpath("doc_identifier") then if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object(entity_id, "craftitems", itemstring) doc.sub.identifier.register_object(entity_id, "craftitems", itemstring)
end end
end end
@ -659,7 +645,7 @@ register_minecart(
if player then if player then
mcl_player.player_set_animation(player, "sit" , 30) mcl_player.player_set_animation(player, "sit" , 30)
player:set_eye_offset({x=0, y=-5.5, z=0},{x=0, y=-4, z=0}) player:set_eye_offset({x=0, y=-5.5, z=0},{x=0, y=-4, z=0})
mcl_title.set(clicker, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60}) mcl_tmp_message.message(clicker, S("Sneak to dismount"))
end end
end, name) end, name)
end end

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

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@ -1,36 +0,0 @@
# textdomain: mcl_minecarts
Minecart=Wagonik
Minecarts can be used for a quick transportion on rails.=Wagoniki mogą być użyte do szybkiego transportu po torach.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Wagoniki mogą jeździć tylko po torach i zawsze podążają za wytyczoną ścieżką. W przypadku skrzyżowań typu T, gdzie nie ma prostej ścieżki, skręcają w lew. Ich szybkość zależy od typu torów.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Możesz postawić wagonik na torach. Kliknij prawym przyciskiem myszy aby do niego wejść. Uderz go by zaczął się poruszać.
To obtain the minecart, punch it while holding down the sneak key.=Aby odzyskać wagonik uderz go podczas skradania.
A minecart with TNT is an explosive vehicle that travels on rail.=Wagonik z TNT jest wybuchowym pojazdem podróżującym po torach.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Postaw go na torach. Uderz by zaczął się poruszać. TNT zapala się krzesiwem lub gdy wagonik jest na zasilonych torach aktywacyjnych.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Aby odzyskać wagonik z TNT uderz go podczas skradania. Nie możesz tego zrobić gdy TNT jest zapalone.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Wagonik z piecem jest pojazdem podróżującym na torach. Napędza on samego siebie za pomocą paliwa.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Postaw go na torach. Jeśli dasz mu nieco węgla piec zacznie palić przez długi czas, a wagonik będzie się sam poruszał. Uderz go by zaczął się poruszać.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Aby odzyskać wagonik z piecem uderz go podczas skradania.
Minecart with Chest=Wagonik ze skrzynią
Minecart with Furnace=Wagonik z piecem
Minecart with Command Block=Wagonik z blokiem poleceń
Minecart with Hopper=Wagonik z lejem
Minecart with TNT=Wagonik z TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Postaw je na ziemi by zbudować ścieżkę z torów. Tory automatycznie połączą się ze sobą i zamienią się w zakręty, skrzyżowania typu T, skrzyżowania i równie w zależności od potrzeb.
Rail=Tor
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Zwyczajne tory nieco spowalniają wagoniki ze względu na tarcie.
Powered Rail=Zasilane tory
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Zasilane tory mogą przyspieszać lub spowalniać wagoniki.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Bez zasilania czerwienitem tory będą spowalniać wagoniki. Aby sprawić by je przyspieszały zasil je czerwienitem.
Activator Rail=Tory aktywacyjne
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Tory aktywacyjne są wykorzystywane do aktywacji specjalnych wagoników.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Aby ten tor aktywował wagonik, zasil go czerwienitem i spraw by wagonik po nim przejechał.
Detector Rail=Tory z czujnikiem
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Tory z czujnikiem są w stanie wykryć kiedy wagonik po nich przejeżdża i wysłać sygnał do czerwienitowych mechanizmów.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Aby wykryć wagonik i dostarczyć zasilanie czerwienitem podłącz go czerwienitem to mechanizmu i spraw by wagonik po nim przejechał.
Track for minecarts=Tor dla wagoników
Speed up when powered, slow down when not powered=Przyspiesza gdy zasilane, spowalnia gdy nie
Activates minecarts when powered=Aktywuje wagoniki gdy zasilane
Emits redstone power when a minecart is detected=Emituje zasilanie czerwienitem gdy wagonik jest wykryty
Vehicle for fast travel on rails=Pojazd do szybkiej podróży na torach
Can be ignited by tools or powered activator rail=Może być zapalony przez narzędzia, lub zasilane tor aktywacyjne
Sneak to dismount=Zacznij się skradać by zejść

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

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@ -1,4 +1,4 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mcl_minecarts")
-- Template rail function -- Template rail function
local function register_rail(itemstring, tiles, def_extras, creative) local function register_rail(itemstring, tiles, def_extras, creative)
@ -206,11 +206,11 @@ register_rail("mcl_minecarts:detector_rail_on",
-- Crafting -- Crafting
minetest.register_craft({ minetest.register_craft({
output = "mcl_minecarts:rail 16", output = 'mcl_minecarts:rail 16',
recipe = { recipe = {
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"}, {'mcl_core:iron_ingot', '', 'mcl_core:iron_ingot'},
{"mcl_core:iron_ingot", "mcl_core:stick", "mcl_core:iron_ingot"}, {'mcl_core:iron_ingot', 'mcl_core:stick', 'mcl_core:iron_ingot'},
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"}, {'mcl_core:iron_ingot', '', 'mcl_core:iron_ingot'},
} }
}) })

View File

@ -96,7 +96,7 @@ local mod_mobspawners = minetest_get_modpath("mcl_mobspawners")
--local height_switcher = false --local height_switcher = false
-- Get translator -- Get translator
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mcl_mobs")
-- CMI support check -- CMI support check
--local use_cmi = minetest.global_exists("cmi") --local use_cmi = minetest.global_exists("cmi")
@ -129,7 +129,6 @@ end
local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/" local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/"
--ignite all parts of the api --ignite all parts of the api
dofile(api_path .. "flow_lib.lua")
dofile(api_path .. "ai.lua") dofile(api_path .. "ai.lua")
dofile(api_path .. "animation.lua") dofile(api_path .. "animation.lua")
dofile(api_path .. "collision.lua") dofile(api_path .. "collision.lua")
@ -430,7 +429,7 @@ function mobs:register_mob(name, def)
--harmed_by_heal = def.harmed_by_heal, --harmed_by_heal = def.harmed_by_heal,
}) })
if minetest_get_modpath("doc_identifier") then if minetest_get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object(name, "basics", "mobs") doc.sub.identifier.register_object(name, "basics", "mobs")
end end

View File

@ -9,8 +9,6 @@ local minetest_get_item_group = minetest.get_item_group
local minetest_get_node = minetest.get_node local minetest_get_node = minetest.get_node
local minetest_line_of_sight = minetest.line_of_sight local minetest_line_of_sight = minetest.line_of_sight
local minetest_get_node_light = minetest.get_node_light local minetest_get_node_light = minetest.get_node_light
local minetest_registered_nodes = minetest.registered_nodes
local flow = mobs.get_flowing_dir
local DOUBLE_PI = math.pi * 2 local DOUBLE_PI = math.pi * 2
local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125 local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
@ -992,7 +990,7 @@ function mobs.mob_step(self, dtime)
if self.memory <= 0 then if self.memory <= 0 then
--reset states when coming out of hostile state --reset states when coming out of hostile state
if self.attacking then if self.attacking ~= nil then
self.state_timer = -1 self.state_timer = -1
end end
@ -1013,19 +1011,6 @@ function mobs.mob_step(self, dtime)
end end
end end
--mobs flow from Crafter
local pos = self.object:get_pos()
if pos then
local flow_dir = flow(pos)
if flow_dir then
flow_dir = vector.multiply(flow_dir,10)
local vel = self.object:get_velocity()
local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
acceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(acceleration)
end
end
--mob is stunned after being hit --mob is stunned after being hit
if self.pause_timer > 0 then if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime self.pause_timer = self.pause_timer - dtime

View File

@ -41,7 +41,7 @@ mobs.explode_attack_walk = function(self,dtime)
--make mob walk up to player within 2 nodes distance then start exploding --make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and if distance_from_attacking >= self.reach and
--don't allow explosion to cancel unless out of the reach boundary --don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then not (self.explosion_animation ~= nil and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
mobs.set_velocity(self, self.run_velocity) mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run") mobs.set_mob_animation(self,"run")
@ -85,8 +85,9 @@ end
--this is a small helper function to make working with explosion animations easier --this is a small helper function to make working with explosion animations easier
mobs.reverse_explosion_animation = function(self,dtime) mobs.reverse_explosion_animation = function(self,dtime)
--if explosion animation was greater than 0 then reverse it --if explosion animation was greater than 0 then reverse it
if self.explosion_animation and self.explosion_animation > 0 then if self.explosion_animation ~= nil and self.explosion_animation > 0 then
self.explosion_animation = self.explosion_animation - dtime self.explosion_animation = self.explosion_animation - dtime
if self.explosion_animation < 0 then if self.explosion_animation < 0 then
self.explosion_animation = 0 self.explosion_animation = 0

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

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@ -1,78 +0,0 @@
--this is from https://github.com/HybridDog/builtin_item/blob/e6dfd9dce86503b3cbd1474257eca5f6f6ca71c2/init.lua#L50
local
minetest,vector,math,pairs,minetest_get_node,vector_subtract,minetest_registered_nodes
=
minetest,vector,math,pairs,minetest.get_node,vector.subtract,minetest.registered_nodes
local tab
local n
local function get_nodes(pos)
tab,n = {},1
for i = -1,1,2 do
for _,p in pairs({
{x=pos.x+i, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+i}
}) do
tab[n] = {p, minetest_get_node(p)}
n = n+1
end
end
return tab
end
local data
local param2
local nd
local par2
local name
local tmp
local c_node
function mobs.get_flowing_dir(pos)
c_node = minetest_get_node(pos).name
if c_node ~= "mcl_core:water_flowing" and c_node ~= "mcl_core:water" then
return nil
end
data = get_nodes(pos)
param2 = minetest_get_node(pos).param2
if param2 > 7 then
return nil
end
if c_node == "mcl_core:water" then
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 == 7 then
return(vector_subtract(i[1],pos))
end
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 < param2 then
return(vector_subtract(i[1],pos))
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 >= 11 then
return(vector_subtract(i[1],pos))
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
tmp = minetest_registered_nodes[name]
if tmp and not tmp.walkable and name ~= "mcl_core:water_flowing" and name ~= "mcl_core:water" then
return(vector_subtract(i[1],pos))
end
end
return nil
end

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@ -32,15 +32,12 @@ end
mobs.float = function(self) mobs.float = function(self)
local acceleration = self.object:get_acceleration() local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y ~= 0 then
if not acceleration then self.object:set_acceleration(vector.new(0,0,0))
else
return return
end end
if acceleration.y ~= 0 then
self.object:set_acceleration({x=0, y=0, z=0})
end
local current_velocity = self.object:get_velocity() local current_velocity = self.object:get_velocity()
local goal_velocity = { local goal_velocity = {
@ -49,7 +46,7 @@ mobs.float = function(self)
z = 0, z = 0,
} }
local new_velocity_addition = vector.subtract(goal_velocity, current_velocity) local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0 new_velocity_addition.x = 0
new_velocity_addition.z = 0 new_velocity_addition.z = 0

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@ -36,8 +36,9 @@ mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, po
le._collectable = collectable le._collectable = collectable
--play custom shoot sound --play custom shoot sound
if shooter and shooter.shoot_sound then if shooter ~= nil and shooter.shoot_sound then
minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true) minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true)
end end
return obj return obj
end end

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@ -5,7 +5,6 @@ local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players
local math_random = math.random local math_random = math.random
@ -19,7 +18,6 @@ local vector_floor = vector.floor
local table_copy = table.copy local table_copy = table.copy
local table_remove = table.remove local table_remove = table.remove
local pairs = pairs
-- range for mob count -- range for mob count
local aoc_range = 48 local aoc_range = 48
@ -281,7 +279,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
end end
-- if toggle set to nil then ignore day/night check -- if toggle set to nil then ignore day/night check
if day_toggle then if day_toggle ~= nil then
local tod = (minetest.get_timeofday() or 0) * 24000 local tod = (minetest.get_timeofday() or 0) * 24000
@ -371,7 +369,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
-- inside block -- inside block
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!") minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
if ent.spawn_small_alternative and (not minetest.registered_nodes[node_ok(pos).name].walkable) then if ent.spawn_small_alternative ~= nil and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative) minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative) spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
end end
@ -542,7 +540,7 @@ if mobs_spawn then
timer = timer + dtime timer = timer + dtime
if timer >= 10 then if timer >= 10 then
timer = 0 timer = 0
for _,player in pairs(get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
-- after this line each "break" means "continue" -- after this line each "break" means "continue"
local do_mob_spawning = true local do_mob_spawning = true
repeat repeat
@ -550,15 +548,15 @@ if mobs_spawn then
--they happen in a single server step --they happen in a single server step
local player_pos = player:get_pos() local player_pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(player_pos) local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
if dimension == "void" or dimension == "default" then if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area break -- ignore void and unloaded area
end end
local min, max = decypher_limits(player_pos.y) local min,max = decypher_limits(player_pos.y)
for i = 1, math_random(1,4) do for i = 1,math_random(1,4) do
-- after this line each "break" means "continue" -- after this line each "break" means "continue"
local do_mob_algorithm = true local do_mob_algorithm = true
repeat repeat

View File

@ -1,5 +1,5 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mcl_mobs")
-- name tag -- name tag
minetest.register_craftitem("mcl_mobs:nametag", { minetest.register_craftitem("mcl_mobs:nametag", {

View File

@ -1,11 +0,0 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Tryb pokojowy aktywowany! Potwory nie będą się pojawiać.
This allows you to place a single mob.=To pozwala na przywołanie jednego moba.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Postaw to w miejscu w którym chcesz aby pojawił się mob. Zwierzęta pojawią się jako oswojone chyba, że będziesz się skradał podczas stawiania. Jeśli postawisz to na spawnerze to zmienisz którego moba przywołuje.
You need the “maphack” privilege to change the mob spawner.=Potrzebujesz przywileju "maphack", aby zmienić spawner.
Name Tag=Znacznik
A name tag is an item to name a mob.=Znacznik jest przedmiotem pozwalającym nazwać moba.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Zanim użyjesz znacznika musisz wybrać imię przy kowadle. Następnie możesz użyć znacznika by nazwać moba. To zużywa znacznik.
Only peaceful mobs allowed!=Tylko pokojowe moby są dozwolone!
Give names to mobs=Nazwij moby
Set name at anvil=Wybierz imię przy kowadle

View File

@ -1,9 +1,8 @@
mcl_paintings = {} mcl_paintings = {}
local modname = minetest.get_current_modname() dofile(minetest.get_modpath(minetest.get_current_modname()).."/paintings.lua")
dofile(minetest.get_modpath(modname).."/paintings.lua")
local S = minetest.get_translator(modname) local S = minetest.get_translator("mcl_paintings")
local math = math local math = math

View File

@ -1,2 +0,0 @@
# textdomain:mcl_paintings
Painting=Obraz

View File

@ -8,7 +8,7 @@
-- NOTE: Most strings intentionally not marked for translation, other mods already have these items. -- NOTE: Most strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, most items are already outsourced in other mods. -- TODO: Remove this file eventually, most items are already outsourced in other mods.
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
local c = mobs_mc.is_item_variable_overridden local c = mobs_mc.is_item_variable_overridden
@ -234,8 +234,8 @@ end
if c("ender_eye") and c("blaze_powder") and c("blaze_rod") then if c("ender_eye") and c("blaze_powder") and c("blaze_rod") then
minetest.register_craft({ minetest.register_craft({
type = "shapeless", type = "shapeless",
output = "mobs_mc:ender_eye", output = 'mobs_mc:ender_eye',
recipe = { "mobs_mc:blaze_powder", "mobs_mc:blaze_rod"}, recipe = { 'mobs_mc:blaze_powder', 'mobs_mc:blaze_rod'},
}) })
end end

View File

@ -6,7 +6,7 @@
-- NOTE: Strings intentionally not marked for translation, other mods already have these items. -- NOTE: Strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, all items here are already outsourced in other mods. -- TODO: Remove this file eventually, all items here are already outsourced in other mods.
--local S = minetest.get_translator(minetest.get_current_modname()) --local S = minetest.get_translator("mobs_mc")
--maikerumines throwing code --maikerumines throwing code
--arrow (weapon) --arrow (weapon)
@ -83,7 +83,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
if self.timer>0.2 then if self.timer>0.2 then
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5) local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5)
for k, obj in pairs(objs) do for k, obj in pairs(objs) do
if obj:get_luaentity() then if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "mobs_mc:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then if obj:get_luaentity().name ~= "mobs_mc:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
local damage = 3 local damage = 3
minetest.sound_play("damage", {pos = pos}, true) minetest.sound_play("damage", {pos = pos}, true)
@ -108,7 +108,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
if self.lastpos.x~=nil then if self.lastpos.x~=nil then
if node.name ~= "air" then if node.name ~= "air" then
minetest.sound_play("bowhit1", {pos = pos}, true) minetest.sound_play("bowhit1", {pos = pos}, true)
minetest.add_item(self.lastpos, "mobs_mc:arrow") minetest.add_item(self.lastpos, 'mobs_mc:arrow')
self.object:remove() self.object:remove()
end end
end end
@ -155,7 +155,7 @@ end
if c("arrow") and c("flint") and c("feather") and c("stick") then if c("arrow") and c("flint") and c("feather") and c("stick") then
minetest.register_craft({ minetest.register_craft({
output = "mobs_mc:arrow 4", output = 'mobs_mc:arrow 4',
recipe = { recipe = {
{mobs_mc.items.flint}, {mobs_mc.items.flint},
{mobs_mc.items.stick}, {mobs_mc.items.stick},
@ -181,11 +181,11 @@ if c("bow") then
}) })
minetest.register_craft({ minetest.register_craft({
output = "mobs_mc:bow_wood", output = 'mobs_mc:bow_wood',
recipe = { recipe = {
{mobs_mc.items.string, mobs_mc.items.stick, ""}, {mobs_mc.items.string, mobs_mc.items.stick, ''},
{mobs_mc.items.string, "", mobs_mc.items.stick}, {mobs_mc.items.string, '', mobs_mc.items.stick},
{mobs_mc.items.string, mobs_mc.items.stick, ""}, {mobs_mc.items.string, mobs_mc.items.stick, ''},
} }
}) })
end end
@ -259,7 +259,7 @@ if c("egg") then
}) })
-- shoot egg -- shoot egg
local function mobs_shoot_egg(item, player, pointed_thing) local mobs_shoot_egg = function (item, player, pointed_thing)
local playerpos = player:get_pos() local playerpos = player:get_pos()
@ -349,7 +349,7 @@ mobs:register_arrow("mobs_mc:snowball_entity", {
if c("snowball") then if c("snowball") then
-- shoot snowball -- shoot snowball
local function mobs_shoot_snowball(item, player, pointed_thing) local mobs_shoot_snowball = function (item, player, pointed_thing)
local playerpos = player:get_pos() local playerpos = player:get_pos()

View File

@ -5,7 +5,7 @@
-- TODO: Remove this file eventually, all items here are already outsourced in other mods. -- TODO: Remove this file eventually, all items here are already outsourced in other mods.
-- TODO: Add translation. -- TODO: Add translation.
--local S = local S = minetest.get_translator(minetest.get_current_modname()) --local S = minetest.get_translator("mobs_mc")
-- Heads system -- Heads system

View File

@ -190,10 +190,9 @@ Origin of those models:
* [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0) * [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0)
* `mcl_totems_totem.ogg` * `mcl_totems_totem.ogg`
* Source: <https://freesound.org/people/Spennnyyy/sounds/323502/> * Source: <https://freesound.org/people/Spennnyyy/sounds/323502/>
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) (remixer) and [kantouth](https://freesound.org/people/kantouth/) (original author) * [Baŝto](https://opengameart.org/users/ba%C5%9Dto)
* `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0) * `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0)
* Source: <https://opengameart.org/content/walking-skeleton> * Source: <https://opengameart.org/content/walking-skeleton>
* Based on: <https://freesound.org/people/kantouth/sounds/115113/>
* [spookymodem](https://freesound.org/people/spookymodem/) * [spookymodem](https://freesound.org/people/spookymodem/)
* `mobs_mc_skeleton_death.ogg` (CC0) * `mobs_mc_skeleton_death.ogg` (CC0)
* <https://freesound.org/people/spookymodem/sounds/202091/> * <https://freesound.org/people/spookymodem/sounds/202091/>
@ -307,4 +306,4 @@ Origin of those models:
Note: Many of these sounds have been more or less modified to fit the game. Note: Many of these sounds have been more or less modified to fit the game.
Sounds not mentioned here are licensed under CC0. Sounds not mentioned hre are licensed under CC0.

View File

@ -2,7 +2,7 @@
--################### AGENT - seemingly unused --################### AGENT - seemingly unused
--################### --###################
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:agent", { mobs:register_mob("mobs_mc:agent", {
type = "npc", type = "npc",

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:bat", { mobs:register_mob("mobs_mc:bat", {
description = S("Bat"), description = S("Bat"),

View File

@ -3,7 +3,7 @@
-- Model and mobs_blaze.png see https://github.com/22i/minecraft-voxel-blender-models -hi 22i ~jordan4ibanez -- Model and mobs_blaze.png see https://github.com/22i/minecraft-voxel-blender-models -hi 22i ~jordan4ibanez
-- blaze.lua partial copy of mobs_mc/ghast.lua -- blaze.lua partial copy of mobs_mc/ghast.lua
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### BLAZE --################### BLAZE

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@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### CHICKEN --################### CHICKEN

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@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
local cow_def = { local cow_def = {
description = S("Cow"), description = S("Cow"),

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### CREEPER --################### CREEPER
@ -37,7 +37,7 @@ mobs:register_mob("mobs_mc:creeper", {
}, },
makes_footstep_sound = false, makes_footstep_sound = false,
walk_velocity = 1.05, walk_velocity = 1.05,
run_velocity = 2.1, run_velocity = 3.25,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" }, runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode", attack_type = "explode",
eye_height = 1.25, eye_height = 1.25,
@ -47,8 +47,8 @@ mobs:register_mob("mobs_mc:creeper", {
--explosion_radius = 3, --explosion_radius = 3,
--explosion_damage_radius = 6, --explosion_damage_radius = 6,
--explosiontimer_reset_radius = 6, --explosiontimer_reset_radius = 6,
reach = 3, reach = 1.5,
defuse_reach = 5.2, defuse_reach = 4,
explosion_timer = 0.3, explosion_timer = 0.3,
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
@ -72,7 +72,7 @@ mobs:register_mob("mobs_mc:creeper", {
-- TODO: Make creeper flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer then if self._forced_explosion_countdown_timer ~= nil then
return return
end end
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
@ -92,11 +92,10 @@ mobs:register_mob("mobs_mc:creeper", {
end end
end, end,
do_custom = function(self, dtime) do_custom = function(self, dtime)
if self._forced_explosion_countdown_timer then if self._forced_explosion_countdown_timer ~= nil then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then if self._forced_explosion_countdown_timer <= 0 then
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object)
end end
end end
end, end,
@ -152,7 +151,6 @@ mobs:register_mob("mobs_mc:creeper_charged", {
description = S("Charged Creeper"), description = S("Charged Creeper"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
hostile = true,
hp_min = 20, hp_min = 20,
hp_max = 20, hp_max = 20,
xp_min = 5, xp_min = 5,
@ -188,8 +186,8 @@ mobs:register_mob("mobs_mc:creeper_charged", {
--explosion_radius = 3, --explosion_radius = 3,
--explosion_damage_radius = 6, --explosion_damage_radius = 6,
--explosiontimer_reset_radius = 3, --explosiontimer_reset_radius = 3,
reach = 3, reach = 1.5,
defuse_reach = 5.2, defuse_reach = 4,
explosion_timer = 0.3, explosion_timer = 0.3,
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
@ -198,7 +196,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
-- TODO: Make creeper flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer then if self._forced_explosion_countdown_timer ~= nil then
return return
end end
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
@ -218,11 +216,10 @@ mobs:register_mob("mobs_mc:creeper_charged", {
end end
end, end,
do_custom = function(self, dtime) do_custom = function(self, dtime)
if self._forced_explosion_countdown_timer then if self._forced_explosion_countdown_timer ~= nil then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then if self._forced_explosion_countdown_timer <= 0 then
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object)
end end
end end
end, end,

View File

@ -2,7 +2,7 @@
--################### ENDERDRAGON --################### ENDERDRAGON
--################### --###################
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:enderdragon", { mobs:register_mob("mobs_mc:enderdragon", {
description = S("Ender Dragon"), description = S("Ender Dragon"),
@ -103,7 +103,7 @@ mobs:register_mob("mobs_mc:enderdragon", {
mcl_portals.spawn_gateway_portal() mcl_portals.spawn_gateway_portal()
mcl_structures.call_struct(self._portal_pos, "end_exit_portal_open") mcl_structures.call_struct(self._portal_pos, "end_exit_portal_open")
if self._initial then if self._initial then
mcl_experience.throw_xp(pos, 11500) -- 500 + 11500 = 12000 mcl_experience.throw_experience(pos, 11500) -- 500 + 11500 = 12000
minetest.set_node(vector.add(self._portal_pos, vector.new(3, 5, 3)), {name = mobs_mc.items.dragon_egg}) minetest.set_node(vector.add(self._portal_pos, vector.new(3, 5, 3)), {name = mobs_mc.items.dragon_egg})
end end
end end

View File

@ -24,11 +24,9 @@
-- added rain damage. -- added rain damage.
-- fixed the grass_with_dirt issue. -- fixed the grass_with_dirt issue.
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
local vector = vector local telesound = function(pos, is_source)
local function telesound(pos, is_source)
local snd local snd
if is_source then if is_source then
snd = "mobs_mc_enderman_teleport_src" snd = "mobs_mc_enderman_teleport_src"
@ -304,7 +302,7 @@ mobs:register_mob("mobs_mc:enderman", {
if self.attacking then if self.attacking then
local target = self.attacking local target = self.attacking
local pos = target:get_pos() local pos = target:get_pos()
if pos then if pos ~= nil then
if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then
self:teleport(target) self:teleport(target)
end end
@ -343,8 +341,8 @@ mobs:register_mob("mobs_mc:enderman", {
-- self:teleport(nil) -- self:teleport(nil)
-- self.state = "" -- self.state = ""
--else --else
if self.attack and not minetest.settings:get_bool("creative_mode") then if self.attack ~= nil and not minetest.settings:get_bool("creative_mode") then
self.state = "attack" self.state = 'attack'
end end
--end --end
end end
@ -461,7 +459,7 @@ mobs:register_mob("mobs_mc:enderman", {
end end
end end
end end
elseif self._taken_node and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then elseif self._taken_node ~= nil and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then
-- Place taken node -- Place taken node
self._take_place_timer = 0 self._take_place_timer = 0
self._next_take_place_time = math.random(take_frequency_min, take_frequency_max) self._next_take_place_time = math.random(take_frequency_min, take_frequency_max)
@ -487,12 +485,12 @@ mobs:register_mob("mobs_mc:enderman", {
end end
end, end,
do_teleport = function(self, target) do_teleport = function(self, target)
if target then if target ~= nil then
local target_pos = target:get_pos() local target_pos = target:get_pos()
-- Find all solid nodes below air in a 10×10×10 cuboid centered on the target -- Find all solid nodes below air in a 10×10×10 cuboid centered on the target
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"}) local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"})
local telepos local telepos
if nodes then if nodes ~= nil then
if #nodes > 0 then if #nodes > 0 then
-- Up to 64 attempts to teleport -- Up to 64 attempts to teleport
for n=1, math.min(64, #nodes) do for n=1, math.min(64, #nodes) do
@ -527,7 +525,7 @@ mobs:register_mob("mobs_mc:enderman", {
-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract(): -- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) ) local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) )
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"}) local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
if nodes then if nodes ~= nil then
if #nodes > 0 then if #nodes > 0 then
-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport -- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
for n=1, math.min(8, #nodes) do for n=1, math.min(8, #nodes) do
@ -559,13 +557,13 @@ mobs:register_mob("mobs_mc:enderman", {
end, end,
on_die = function(self, pos) on_die = function(self, pos)
-- Drop carried node on death -- Drop carried node on death
if self._taken_node and self._taken_node ~= "" then if self._taken_node ~= nil and self._taken_node ~= "" then
minetest.add_item(pos, self._taken_node) minetest.add_item(pos, self._taken_node)
end end
end, end,
do_punch = function(self, hitter, tflp, tool_caps, dir) do_punch = function(self, hitter, tflp, tool_caps, dir)
-- damage from rain caused by itself so we don't want it to attack itself. -- damage from rain caused by itself so we don't want it to attack itself.
if hitter ~= self.object and hitter then if hitter ~= self.object and hitter ~= nil then
--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then --if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil) -- self:teleport(nil)
--else --else

View File

@ -2,7 +2,7 @@
--################### ENDERMITE --################### ENDERMITE
--################### --###################
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:endermite", { mobs:register_mob("mobs_mc:endermite", {
description = S("Endermite"), description = S("Endermite"),

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### GHAST --################### GHAST

View File

@ -2,7 +2,7 @@
--################### GUARDIAN --################### GUARDIAN
--################### --###################
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:guardian", { mobs:register_mob("mobs_mc:guardian", {
description = S("Guardian"), description = S("Guardian"),

View File

@ -4,7 +4,7 @@
--################### GUARDIAN --################### GUARDIAN
--################### --###################
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:guardian_elder", { mobs:register_mob("mobs_mc:guardian_elder", {
description = S("Elder Guardian"), description = S("Elder Guardian"),

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### HORSE --################### HORSE

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local path = minetest.get_modpath(minetest.get_current_modname()) local path = minetest.get_modpath("mobs_mc")
if not minetest.get_modpath("mobs_mc_gameconfig") then if not minetest.get_modpath("mobs_mc_gameconfig") then
mobs_mc = {} mobs_mc = {}

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### IRON GOLEM --################### IRON GOLEM
@ -158,11 +158,11 @@ mobs_mc.tools.check_iron_golem_summon = function(pos)
if ok then if ok then
-- Remove the nodes -- Remove the nodes
minetest.remove_node(pos) minetest.remove_node(pos)
minetest.check_for_falling(pos) core.check_for_falling(pos)
for i=1, 4 do for i=1, 4 do
local cpos = vector.add(pos, checks[c][i]) local cpos = vector.add(pos, checks[c][i])
minetest.remove_node(cpos) minetest.remove_node(cpos)
minetest.check_for_falling(cpos) core.check_for_falling(cpos)
end end
-- Summon iron golem -- Summon iron golem
local place local place

View File

@ -1,4 +1,4 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### LLAMA --################### LLAMA

View File

@ -1,75 +0,0 @@
# textdomain: mobs_mc
Totem of Undying=Token nieśmiertelności
A totem of undying is a rare artifact which may safe you from certain death.=Totem nieśmiertelności to rzadki artefakt, który może uchronić cię przed pewną śmiercią.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=Totem działa tylko kiedy trzymasz go w dłoni. Jeśli otrzymasz obrażenia od upadku zostaniesz oszczędzony i pozostanie ci 1 HP, jednak totem zostanie wtedy zniszczony.
Agent=Agent
Bat=Nietoperz
Blaze=Płomyk
Chicken=Kurczak
Cow=Krowa
Mooshroom=Muuuchomor
Creeper=Creeper
Ender Dragon=Smok kresu
Enderman=Enderman
Endermite=Endermit
Ghast=Ghast
Elder Guardian=Prastrażnik
Guardian=Strażnik
Horse=Koń
Skeleton Horse=Koń szkielet
Zombie Horse=Koń zombie
Donkey=Osioł
Mule=Muł
Iron Golem=Żelazny golem
Llama=Lama
Ocelot=Ocelot
Parrot=Papuga
Pig=Świnia
Polar Bear=Niedźwiedź polarny
Rabbit=Królik
Killer Bunny=Królik zabójca
Sheep=Owca
Shulker=Shulker
Silverfish=Rybik cukrowy
Skeleton=Szkielet
Stray=Tułacz
Wither Skeleton=Witherowy szkielet
Magma Cube=Kostka magmy
Slime=Szlam
Snow Golem=Śnieżny golem
Spider=Pająk
Cave Spider=Pająk jaskiniowy
Squid=Kałamarnica
Vex=Dręczyciel
Evoker=Przywoływacz
Illusioner=Iluzjonista
Villager=Osadnik
Vindicator=Obrońca
Zombie Villager=Osadnik zombie
Witch=Wiedźma
Wither=Wither
Wolf=Wilk
Husk=Posuch
Zombie=Zombie
Zombie Pigman=Świniak zombie
Iron Horse Armor=Żelazna zbroja dla konia
Iron horse armor can be worn by horses to increase their protection from harm a bit.=Żelazna zbroja dla konia może być noszona przez konie aby nieco zwiększyć ich odporność na obrażenia.
Golden Horse Armor=Złota zbroja dla konia
Golden horse armor can be worn by horses to increase their protection from harm.=Złota zbroja dla konia może być noszona przez konie aby zwiększyć ich odporność na obrażenia.
Diamond Horse Armor=Diamentowa zbroja dla konia
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=Diamentowa zbroja dla konia może być noszona przez konie aby istotnie zwiększyć ich odporność na obrażenia.
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=Połóż ją na koniu aby założyć zbroję dla konia. Osły i muły nie mogą nosić zbroi dla konia.
Farmer=Rolnik
Fisherman=Rybak
Fletcher=Łuczarz
Shepherd=Pasterz
Librarian=Bibliotekarz
Cartographer=Kartograf
Armorer=Płatnerz
Leatherworker=Rymarz
Butcher=Rzeźnik
Weapon Smith=Zbrojmistrz
Tool Smith=Narzędziarz
Cleric=Kapłan
Nitwit=Głupiec
Protects you from death while wielding it=Chroni przed śmiercią gdy go trzymasz

View File

@ -28,7 +28,6 @@ Pig=
Polar Bear= Polar Bear=
Rabbit= Rabbit=
Killer Bunny= Killer Bunny=
The Killer Bunny=
Sheep= Sheep=
Shulker= Shulker=
Silverfish= Silverfish=

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### OCELOT AND CAT --################### OCELOT AND CAT

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### PARROT --################### PARROT

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:pig", { mobs:register_mob("mobs_mc:pig", {
description = S("Pig"), description = S("Pig"),

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### POLARBEAR --################### POLARBEAR

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
local rabbit = { local rabbit = {
description = S("Rabbit"), description = S("Rabbit"),
@ -233,4 +233,4 @@ mobs:spawn(spawn_grass)
mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0) mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0)
-- Note: This spawn egg does not exist in Minecraft -- Note: This spawn egg does not exist in Minecraft
mobs:register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "mobs_mc_spawn_icon_rabbit_caerbannog.png", 0) mobs:register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "mobs_mc_spawn_icon_rabbit.png^[colorize:#FF0000:192", 0) -- TODO: Update inventory image

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@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### SHEEP --################### SHEEP
@ -38,7 +38,7 @@ local rainbow_colors = {
"unicolor_red_violet" "unicolor_red_violet"
} }
if minetest.get_modpath("mcl_wool") then if minetest.get_modpath("mcl_wool") ~= nil then
colors["unicolor_light_blue"] = { mobs_mc.items.wool_light_blue, "#5050FFD0" } colors["unicolor_light_blue"] = { mobs_mc.items.wool_light_blue, "#5050FFD0" }
end end

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### SHULKER --################### SHULKER

View File

@ -2,7 +2,7 @@
--################### SILVERFISH --################### SILVERFISH
--################### --###################
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:silverfish", { mobs:register_mob("mobs_mc:silverfish", {
description = S("Silverfish"), description = S("Silverfish"),
@ -61,7 +61,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
description = "Stone Monster Egg", description = "Stone Monster Egg",
tiles = {"default_stone.png"}, tiles = {"default_stone.png"},
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = "", drop = '',
is_ground_content = true, is_ground_content = true,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
@ -72,7 +72,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_cobble.png"}, tiles = {"default_cobble.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = "", drop = '',
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })
@ -82,7 +82,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_mossycobble.png"}, tiles = {"default_mossycobble.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = "", drop = '',
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })
@ -94,7 +94,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_stone_brick.png"}, tiles = {"default_stone_brick.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = "", drop = '',
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })
@ -104,7 +104,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_stone_block.png"}, tiles = {"default_stone_block.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = "", drop = '',
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })

View File

@ -3,8 +3,8 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
local mod_bows = minetest.get_modpath("mcl_bows") local mod_bows = minetest.get_modpath("mcl_bows") ~= nil
--################### --###################
--################### SKELETON --################### SKELETON

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### WITHER SKELETON --################### WITHER SKELETON

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
-- Returns a function that spawns children in a circle around pos. -- Returns a function that spawns children in a circle around pos.
-- To be used as on_die callback. -- To be used as on_die callback.
@ -41,10 +41,10 @@ local spawn_children_on_die = function(child_mob, children_count, spawn_distance
-- If mother was murdered, children attack the killer after 1 second -- If mother was murdered, children attack the killer after 1 second
if self.state == "attack" then if self.state == "attack" then
minetest.after(1.0, function(children, enemy) minetest.after(1.0, function(children, enemy)
for c = 1, #children do for c=1, #children do
local child = children[c] local child = children[c]
local le = child:get_luaentity() local le = child:get_luaentity()
if le then if le ~= nil then
le.state = "attack" le.state = "attack"
le.attack = enemy le.attack = enemy
end end

View File

@ -3,12 +3,12 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
local snow_trail_frequency = 0.5 -- Time in seconds for checking to add a new snow trail local snow_trail_frequency = 0.5 -- Time in seconds for checking to add a new snow trail
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local mod_throwing = minetest.get_modpath("mcl_throwing") local mod_throwing = minetest.get_modpath("mcl_throwing") ~= nil
local gotten_texture = { local gotten_texture = {
"mobs_mc_snowman.png", "mobs_mc_snowman.png",
@ -179,9 +179,9 @@ mobs_mc.tools.check_snow_golem_summon = function(pos)
minetest.remove_node(pos) minetest.remove_node(pos)
minetest.remove_node(b1) minetest.remove_node(b1)
minetest.remove_node(b2) minetest.remove_node(b2)
minetest.check_for_falling(pos) core.check_for_falling(pos)
minetest.check_for_falling(b1) core.check_for_falling(b1)
minetest.check_for_falling(b2) core.check_for_falling(b2)
local obj = minetest.add_entity(place, "mobs_mc:snowman") local obj = minetest.add_entity(place, "mobs_mc:snowman")
if obj then if obj then
summon_particles(obj) summon_particles(obj)

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@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### SPIDER --################### SPIDER

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@ -4,7 +4,7 @@
--################### SQUID --################### SQUID
--################### --###################
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:squid", { mobs:register_mob("mobs_mc:squid", {
description = S("Squid"), description = S("Squid"),

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@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### VEX --################### VEX

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@ -19,7 +19,7 @@
-- TODO: Internal inventory, pick up items, trade with other villagers -- TODO: Internal inventory, pick up items, trade with other villagers
-- TODO: Farm stuff -- TODO: Farm stuff
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
local N = function(s) return s end local N = function(s) return s end
local F = minetest.formspec_escape local F = minetest.formspec_escape

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@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### EVOKER --################### EVOKER

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