Compare commits

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55 Commits

Author SHA1 Message Date
AFCMS 2c82629cf6 Merge branch 'master' into chat-command-builder 2021-04-12 16:04:38 +02:00
AFCMS b891a13787 try to fix pattern 2021-04-12 15:48:13 +02:00
AFCMS 0c32c94f73 add basic command 2021-04-07 23:38:44 +02:00
AFCMS e463d16298 Merge branch 'master' into chat-command-builder 2021-04-07 19:34:54 +02:00
AFCMS 0a35714019 Merge branch 'master' into chat-command-builder 2021-04-07 10:40:33 +02:00
AFCMS 0a802a2cc1 Merge branch 'master' into chat-command-builder 2021-04-07 09:31:40 +02:00
AFCMS 5ade58f919 Merge branch 'master' into chat-command-builder 2021-04-07 09:23:14 +02:00
AFCMS 25495d2dcd attemp to fix pattern for quoted text 2021-04-06 23:02:04 +02:00
AFCMS e0fcfc1888 improve bossbar command (WIP) 2021-04-06 18:54:03 +02:00
AFCMS 698b107cb3 Merge branch 'master' into chat-command-builder 2021-04-06 17:25:22 +02:00
AFCMS b9c0dc80f3 Merge branch 'master' into chat-command-builder 2021-04-06 16:11:44 +02:00
AFCMS 43d398b0b2 setup not working bossbar command 2021-04-06 16:11:30 +02:00
AFCMS 163aa720c2 Merge branch 'master' into chat-command-builder 2021-04-06 16:01:38 +02:00
AFCMS e7d3939e28 Merge branch 'master' into chat-command-builder 2021-04-06 15:56:18 +02:00
AFCMS 6f0777d36d Merge branch 'master' into chat-command-builder 2021-04-06 14:51:00 +02:00
AFCMS 9b0f2c4cbf fix errors msg not beeing colored 2021-04-06 13:11:32 +02:00
AFCMS c307b5304f Merge branch 'master' into chat-command-builder 2021-04-06 13:02:17 +02:00
AFCMS 16529330dd fix /list command not beeing mc like 2021-04-06 13:02:04 +02:00
AFCMS 8eebdd3461 Merge branch 'master' into chat-command-builder 2021-04-06 11:18:01 +02:00
AFCMS 073707f53c Merge branch 'master' into chat-command-builder 2021-03-31 20:33:07 +02:00
AFCMS d7ac1b7cb5 fix bug 2021-03-31 19:41:37 +02:00
AFCMS d00a5c74d2 split commands code into separate files 2021-03-31 19:04:24 +02:00
AFCMS f9a03a3c98 add basic target selector 2021-03-31 17:16:59 +02:00
AFCMS 0c96ff672d remove unused code 2021-03-31 16:42:15 +02:00
AFCMS 46677a38ae Merge branch 'master' into chat-command-builder 2021-03-31 16:15:08 +02:00
AFCMS f8804c5e56 Merge branch 'master' into chat-command-builder 2021-03-30 22:28:16 +02:00
AFCMS 3137c86f67 Merge branch 'master' into chat-command-builder 2021-03-30 20:33:32 +02:00
AFCMS 2a28bf215d Merge branch 'master' into chat-command-builder 2021-03-16 10:28:03 +00:00
AFCMS 86f01eed75 try to fix a bug 2021-03-11 19:12:28 +01:00
AFCMS a51bbb6974 fix nodename pattern 2021-03-10 20:41:41 +01:00
AFCMS 11384bd73c fix nodename pattern and add debug command (do not work) 2021-03-10 19:35:23 +01:00
AFCMS 669a9ff0a4 remove (for now) unused params
temporary removed params need an engine change
https://github.com/minetest/minetest/pull/11022
2021-03-09 19:04:37 +01:00
AFCMS 783146f32e FIX THE STUPIDIEST BUG EVER 2021-03-09 18:42:53 +01:00
AFCMS 31e256e1e2 cleanup and fixes 2021-03-09 12:47:57 +01:00
AFCMS 5f00d47ec2 cleanup and fixes (WIP) 2021-03-09 10:15:27 +01:00
AFCMS 0d3147b13d add 2 more patterns types (WIP) 2021-03-09 00:57:13 +01:00
AFCMS a22188ccf4 refine some commands to match last changes 2021-03-09 00:47:01 +01:00
AFCMS f90243f6e5 add public API to properly (take care of mcl_builtin_commands_overide) rename and alias chat command 2021-03-09 00:34:33 +01:00
AFCMS 884097a8e5 add API documentation for mcl_commands 2021-03-09 00:00:21 +01:00
AFCMS 72ddaf33f6 move mcl_commands to core and add mcl_basic_commands 2021-03-08 23:35:34 +01:00
AFCMS 19e83fc2fb fixes 2021-03-08 23:27:39 +01:00
AFCMS 43c641f84f improve chat command definition 2021-03-08 22:48:44 +01:00
AFCMS 155548f384 refactor chat message then you haven't the required privs 2021-03-08 20:34:36 +01:00
AFCMS f7b832508f cleanup 2021-03-08 18:53:01 +01:00
AFCMS 9e7ec24c0e add log 2021-03-08 17:45:25 +01:00
AFCMS 5b5b525d32 fix title command 2021-03-08 17:05:17 +01:00
AFCMS e334665365 fix somethings 2021-03-08 17:01:11 +01:00
AFCMS 88a971fe6f fix stupid code duplication 2021-03-08 16:54:57 +01:00
AFCMS 5425a01097 fix message 2021-03-08 16:53:21 +01:00
AFCMS 1f5076cfd0 Add ability for sub commands to have special privs 2021-03-08 16:48:59 +01:00
AFCMS 7139ca1395 fix 2021-03-08 16:19:43 +01:00
AFCMS 84de4ea728 cleanup 2021-03-08 16:18:37 +01:00
AFCMS 59ab7e6ae6 add /title command 2021-03-08 16:15:52 +01:00
AFCMS d5874b4062 add credits 2021-03-08 16:05:26 +01:00
AFCMS d72fa76757 add basic API (basicaly chat command builder) 2021-03-08 14:47:49 +01:00
767 changed files with 15770 additions and 26947 deletions

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.gitignore vendored
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# Text Editor TMP Files
*.swp

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unused_args = false
allow_defined_top = true
max_line_length = false
redefined = false
globals = {
"minetest", "core",
}
read_globals = {
"DIR_DELIM",
"dump", "dump2",
"vector",
"VoxelManip", "VoxelArea",
"PseudoRandom", "PcgRandom", "PerlinNoise", "PerlinNoiseMap",
"ItemStack",
"Settings",
"unpack",
table = {
fields = {
"copy",
"indexof",
"insert_all",
"key_value_swap",
}
},
string = {
fields = {
"split",
"trim",
}
},
math = {
fields = {
"hypot",
"sign",
"factorial"
}
},
------
--MODS
------
--GENERAL
"default",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

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

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# Contributing to MineClone2
So you want to contribute to MineClone2?
# Contributing to MineClone 2
So you want to MineClone 2?
Wow, thank you! :-)
MineClone2 is maintained by Nicu and Fleckenstein. If you have any
problems or questions, contact us (See Links section below).
But first, some things to note:
You can help with MineClone2's development in many different ways,
whether you're a programmer or not.
MineClone 2's development target is to make a free software clone of Minecraft,
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
## MineClone2's development target is to...
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, most of **Minecraft Java
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.
MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #minetest
channel on irc.freenode.net. And finally, you can send e-mails to
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
## Links
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
* [Discord](https://discord.gg/xE4z8EEpDC)
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
* [IRC](https://web.libera.chat/#mineclone2)
* [Matrix](https://app.element.io/#/room/#mc2:matrix.org)
* [Reddit](https://www.reddit.com/r/MineClone2/)
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
* [OpenCollective](https://opencollective.com/mineclone2)
There is **no** guarantee we will accept anything from anybody.
## Using git
MineClone2 is developed using the version control system
[git](https://git-scm.com/). If you want to contribute code to the
project, it is **highly recommended** that you learn the git basics.
For non-programmers and people who do not plan to contribute code to
MineClone2, git is not required. However, git is a tool that will be
referenced frequently because of its usefulness. As such, it is valuable
in learning how git works and its terminology. It can also help you
keeping your game updated, and easily test pull requests.
By sending us patches or asking us to include your changes in this game,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
## How you can help as a non-programmer
## The suggested workflow
We don't **dictate** your workflow, but in order to work with us in an efficient
way, you can follow these suggestions:
As someone who does not know how to write programs in Lua or does not
know how to use the Minetest API, you can still help us out a lot. For
example, by opening an issue in the
[Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
you can report a bug or request a feature.
For small and medium changes:
### 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)
* Fork the repository
* Do your change in a new branch
* Create a pull request to get your changes merged into master
* Keep your pull request up to date by regularly merging upstream. It is
imperative that conflicts are resolved prior to merging the pull
request.
* After the pull request got merged, you can delete the branch
* Upload the repository somewhere where it can be accessed from the Internet and
notify us
### Discuss first
If you feel like a problem needs to fixed or you want to make a new
feature, you could start writing the code right away and notifying us
when you're done, but it never hurts to discuss things first. If there
is no issue on the topic, open one. If there is an issue, tell us that
you'd like to take care of it, to avoid duplicate work.
For small changes, sending us a patch is also good.
### Don't hesitate to ask for help
We appreciate any contributing effort to MineClone2. If you are a
relatively new programmer, you can reach us on Discord, Matrix or IRC
for questions about git, Lua, Minetest API, MineClone2 codebase or
anything related to MineClone2. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with MineClone2
better, or assist you use development tools.
For big changes: Same as above, but consider notifying us first to avoid
duplicate work and possible tears of rejection. ;-)
### Maintain your own code, even if already got merged
Sometimes, your code may cause crashes or bugs - we try to avoid such
scenarios by testing every time before merging it, but if your merged
work causes problems, we ask you fix the issues as soon as possible.
For trusted people, we might give them direct commit access to this
repository. In this case, you obviously don't need to fork, but you still
need to show your contributions align with the project goals. We still
reserve the right to revert everything that we don't like.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
### Changing Gameplay
Pull Requests that change gameplay have to be properly researched and
need to state their sources. These PRs also need Fleckenstein's approval
before they are merged.
You can use these sources:
Contributors will be credited in `README.md`.
* Minecraft code (Name the source file and line, however DONT post any
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)
## Quality remarks
Again: There is ***no*** guarantee we will accept anything from anybody.
But we will gladly take in code from others when we feel it saves us work
in the long run.
### Stick to our guidelines
### Inclusion criteria
Depending on what you add, the chances for inclusion vary:
#### Git Guidelines
* 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)
### High chance for inclusion
* Gameplay features in Minecraft which are missing in MineClone 2
#### Code Guidelines
* Each mod must provide `mod.conf`.
* Mod names are snake case, and newly added mods start with `mcl_`, e.g.
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
does not support capital letters in mod names.
* To export functions, store them inside a global table named like the
mod, e.g.
### Medium chance for inclusion (discuss first)
* Features which don't a impact on gameplay
* GUI improvement
* Features from pocket or console edition
```lua
mcl_example = {}
### Low chance for inclusion (discuss/optimize first)
* Overhaul of architecture / mod structure
* Mass-itemstring changes all over the place
* Added files have a unusual high file size
* Indentation looks like crazy
* Single commits which add several unrelated things
* Gameplay features which don't exist in Minecraft
function mcl_example.do_something()
-- ...
end
### Instant rejection
* Proprietary **anything**
* Code contains `minetest.env` anywhere
```
## Coding style guide
* Indentations should reflect the code flow
* Use tabs, not spaces for indentation (tab size = 8)
* Never use `minetest.env`
* Public functions should not use self references but rather just access
the table directly, e.g.
## Reporting bugs
Report all bugs and missing Minecraft features here:
```lua
-- bad
function mcl_example:do_something()
end
<https://git.minetest.land/MineClone2/MineClone2/issues>
-- good
function mcl_example.do_something()
end
```
## Direct discussion
We have an IRC channel! Join us on #mineclone2 in freenode.net.
* Use modern Minetest API, e.g. no usage of `minetest.env`
* Tabs should be used for indent, spaces for alignment, e.g.
<ircs://irc.freenode.net:6697/#mineclone2>
```lua
-- use tabs for indent
for i = 1, 10 do
if i % 3 == 0 then
print(i)
end
end
-- use tabs for indent and spaces to align things
some_table = {
{"a string", 5},
{"a very much longer string", 10},
}
```
* Use double quotes for strings, e.g. `"asdf"` rather than `'asdf'`
* Use snake_case rather than CamelCase, e.g. `my_function` rather than
`MyFunction`
* Don't declare functions as an assignment, e.g.
```lua
-- bad
local some_local_func = function()
-- ...
end
my_mod.some_func = function()
-- ...
end
-- good
local function some_local_func()
-- ...
end
function my_mod.some_func()
-- ...
end
```
### Developer status
Active and trusted contributors are often granted write access to the
MineClone2 repository.
#### Developer responsibilities
- 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)
## Creating releases
* Launch MineClone2 to make sure it still runs
* Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the
version number
* Push to repository (don't forget `--tags`!)
* Update ContentDB
(https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Update first post in forum thread
(https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* Use `git tag <version number>` to tag the latest commit with the version number
* Push to repo (don't forget `--tags`!)
* Update ContentDB (https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Update first post in forum thread (https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* Post release announcement and changelog in forums
### Licensing
By asking us to include your changes in this game, you agree that they
fall under the terms of the GPLv3, which basically means they will
become part of a free/libre software.
### Crediting
Contributors, Developers and Maintainers will be credited in
`CREDITS.md`. If you make your first time contribution, please add
yourself to this file. There are also Discord roles for Contributors,
Developers and Maintainers.

View File

@ -1,141 +0,0 @@
# Credits
## Creator of MineClone
* davedevils
## Creator of MineClone2
* Wuzzy
## Maintainers
* Fleckenstein
* Nicu
* kay27
## Developers
* bzoss
* AFCMS
* epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* cora
* jordan4ibanez
## Contributors
* Laurent Rocher
* HimbeerserverDE
* TechDudie
* Alexander Minges
* ArTee3
* ZeDique la Ruleta
* pitchum
* wuniversales
* Bu-Gee
* David McMackins II
* Nicholas Niro
* Wouters Dorian
* Blue Blancmange
* Jared Moody
* Li0n
* Midgard
* Saku Laesvuori
* Yukitty
* ZedekThePD
* aldum
* dBeans
* nickolas360
* yutyo
* Tianyang Zhang
* j45
* Marcin Serwin
* erlehmann
* E
* Benjamin Schötz
* Doloment
* Sydney Gems
* talamh
* Emily2255
* Emojigit
* FinishedFragment
* sfan5
* Blue Blancmange
* Jared Moody
* SmallJoker
* Sven792
* aldum
* Dieter44
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
## Original Mod Authors
* Wuzzy
* Fleckenstein
* BlockMen
* TenPlus1
* PilzAdam
* ryvnf
* stujones11
* Arcelmi
* celeron55
* maikerumine
* GunshipPenguin
* Qwertymine3
* Rochambeau
* rubenwardy
* stu
* 4aiman
* Kahrl
* Krock
* UgnilJoZ
* lordfingle
* 22i
* bzoss
* kilbith
* xeranas
* kddekadenz
* sofar
* 4Evergreen4
* jordan4ibanez
* paramat
## 3D Models
* 22i
* tobyplowy
* epCode
## Textures
* XSSheep
* Wuzzy
* kingoscargames
* leorockway
* xMrVizzy
* yutyo
* NO11
* kay27
## Translations
* Wuzzy
* Rocher Laurent
* wuniversales
* kay27
* pitchum
* todoporlalibertad
* Marcin Serwin
## Funders
* 40W
## Special thanks
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft

View File

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

View File

@ -1,52 +0,0 @@
# Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
## License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
## License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.

View File

@ -0,0 +1,40 @@
# Missing features in Minetest to recreate Minecraft features
A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
This file lists some of the missing features in Minetest which MineClone 2 would require.
## No workaround possible
For these features, no easy Lua workaround could be found.
### Lua API
#### Tools/wielded item
- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
#### Nodes
- Light level 15 for nodes (not sunlight)
- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
## Interface
- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
## Workaround theoretically possible
For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
### Lua API
#### Nodes
- Change walking speed on block (soul sand)
- Change jumping height on block (soul sand),
- Change object movement speed *through* a block, but for non-liquids (for cobweb)
- Add `on_walk_over` event
- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Useful for large chests
#### Nice-to-haye
- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos

216
README.md
View File

@ -1,8 +1,8 @@
# MineClone2
# MineClone 2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.72.0 (in development)
Version: 0.71.0
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -65,51 +65,41 @@ map builders. They can not be obtained in-game or in the creative inventory.
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone2 in development versions of Minetest.
There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone2 (if you haven't already), move this directory into the
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Useful links
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
## Target
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, most of **Minecraft Java
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.
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
* MineClone2 also includes Optifine features supported by the Minetest
* Features of later Minecraft versions might sneak in, but they have a low priority
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
* Cloning the gameplay has highest priority
* MineClone 2 will use different graphics and sounds, but with a similar style
* Cloning the interface has no priority. It will only be roughly imitated
* Limitations found in Minetest will be written down and reported in the course of development
## Completion status
This game is currently in **beta** stage.
It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the git version of MineClone2 in production, consider using the production branch.
It is updated weekly and contains relatively stable code for servers.
This game is currently in **alpha** stage.
It is playable, but unfinished, many bugs are to be expected.
Backwards-compability is *not* guaranteed, updating your world might cause small and
big bugs (such as “missing node” errors or even crashes).
The following main features are available:
@ -138,7 +128,7 @@ The following main features are available:
* Clock
* Compass
* Sponge
* Slime block
* Slime block (does not interact with redstone)
* Small plants and saplings
* Dyes
* Banners
@ -150,19 +140,19 @@ The following main features are available:
* Creative inventory
* Farming
* Writable books
* Commands
* Villages
* The End
* A few server commands
* And more!
The following features are incomplete:
* Generated structures (especially villages)
* Some monsters and animals
* Redstone-related things
* The End
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft 1.12):
Bonus features (not found in Minecraft 1.11):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
@ -187,14 +177,148 @@ Technical differences from Minecraft:
* Different textures (Pixel Perfection)
* Different sounds (various sources)
* Different engine (Minetest)
* Different easter eggs
… and finally, MineClone2 is free software (“free” as in “freedom”)!
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
Join our discord server at:
<https://discord.gg/84GKcxczG3>
## Other readme files
* `LICENSE.txt`: The GPLv3 license text
* `CONTRIBUTING.md`: Information for those who want to contribute
* `MISSING_ENGINE_FEATURES.md`: List of missing features in Minetest which MineClone 2 would need for improvement
* `API.md`: For Minetest modders who want to mod this game
* `LEGAL.md`: Legal information
* `CREDITS.md`: List of everyone who contributed
## Credits
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
### Coding
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods (retired)
* davedevils: Creator of MineClone on which MineClone 2 is based on
* [ex-bart](https://github.com/ex-bart): Redstone comparators
* [Rootyjr](https://github.com/Rootyjr): Fishing rod and bugfixes
* [aligator](https://github.com/aligator): Improvement of doors
* [ryvnf](https://github.com/ryvnf): Explosion mechanics
* MysticTempest: Bugfixes
* [bzoss](https://github.com/bzoss): Status effects, potions, brewing stand
* kay27 <kay27@bk.ru>: Experience system, bugfixes, optimizations (Current maintainer)
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03): End crystals, enchanting, burning mobs / players, animated chests, bugfixes (Current maintainer)
* epCode: Better player animations, new logo
* 2mac: Fix bug with powered rail
* Lots of other people: TO BE WRITTEN (see mod directories for details)
#### Mod credits (summary)
* `controls`: Arcelmi
* `flowlib`: Qwertymine13
* `walkover`: lordfingle
* `drippingwater`: kddekadenz
* `mobs_mc`: maikerumine, 22i and others
* `awards`: rubenwardy
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
* `xpanes`: Minetest contributors
* `mesecons` mods: Jeija and contributors
* `wieldview`: Stuart Jones
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
* Most other mods: Wuzzy
Detailed credits for each mod can be found in the individual mod directories.
### Graphics
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
* [leorockway](https://github.com/leorockway): Some edits of mob textures
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
* yutyo <tanakinci2002@gmail.com>: MineClone 2 logo
* Other authors: GUI images
### Translations
* Wuzzy: German
* Rocher Laurent <rocherl@club-internet.fr>: French
* wuniversales: Spanish
* kay27 <kay27@bk.ru>: Russian
### Models
* [22i](https://github.com/22i): Creator of all models
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
### Sounds and music
Various sources. See the respective mod directories for details.
### Special thanks
* davedevils for starting MineClone, the original version of this game
* Wuzzy for starting and maintaining MineClone2 for several years
* celeron55 for creating Minetest
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* XSSheep for creating the Pixel Perfection resource pack
* [22i](https://github.com/22i) for providing great models and support
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
## Info for programmers
You find interesting and useful infos in `API.md`.
## Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
### License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
### License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.

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@ -83,7 +83,7 @@ local function get_hardness_values_for_groups()
for _, ndef in pairs(minetest.registered_nodes) 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
end
end
@ -121,7 +121,7 @@ local hardness_values = get_hardness_values_for_groups()
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
--[[local function compute_creativetimes(group)
local function compute_creativetimes(group)
local creativetimes = {}
for index, hardness in pairs(hardness_values[group]) do
@ -129,7 +129,7 @@ local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
end
return creativetimes
end]]
end
-- Get the list of digging times for using a specific tool on a specific
-- diggroup.
@ -207,10 +207,6 @@ end
function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename]
if not ndef then
return false
end
if minetest.get_item_group(nodename, "dig_immediate") >= 2 then
return true
end
@ -243,13 +239,13 @@ function mcl_autogroup.can_harvest(nodename, toolname)
end
-- Get one groupcap field for using a specific tool on a specific group.
--[[local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
return {
times = get_digtimes(group, can_harvest, multiplier, efficiency),
uses = uses,
maxlevel = 0,
}
end]]
end
-- Returns the tool_capabilities from a tool definition or a default set of
-- tool_capabilities
@ -275,7 +271,7 @@ end
-- toolname - Name of the tool being enchanted (like "mcl_tools:diamond_pickaxe")
-- efficiency - The efficiency level the tool is enchanted with (default 0)
--
-- NOTE:
-- NOTE:
-- This function can only be called after mod initialization. Otherwise a mod
-- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order.
@ -292,7 +288,7 @@ end
-- toolname - Name of the tool used
-- diggroup - The name of the diggroup the tool is used on
--
-- NOTE:
-- NOTE:
-- This function can only be called after mod initialization. Otherwise a mod
-- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order.
@ -302,7 +298,7 @@ function mcl_autogroup.get_wear(toolname, diggroup)
return math.ceil(65535 / uses)
end
local function overwrite()
local overwrite = function()
for nname, ndef in pairs(minetest.registered_nodes) do
local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then
@ -319,12 +315,12 @@ local function overwrite()
newgroups.opaque = 1
end
--local creative_breakable = false
local creative_breakable = false
-- Assign groups used for digging this node depending on
-- the registered digging groups
for g, gdef in pairs(mcl_autogroup.registered_diggroups) do
--creative_breakable = true
creative_breakable = true
local index = hardness_lookup[g][ndef._mcl_hardness or 0]
if ndef.groups[g] then
if gdef.levels then

View File

@ -81,11 +81,11 @@ if v6_use_snow_biomes then
end
local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45)
--local NOISE_MAGIC_X = 1619
--local NOISE_MAGIC_Y = 31337
--local NOISE_MAGIC_Z = 52591
--local NOISE_MAGIC_SEED = 1013
local function noise2d(x, y, seed)
local NOISE_MAGIC_X = 1619
local NOISE_MAGIC_Y = 31337
local NOISE_MAGIC_Z = 52591
local NOISE_MAGIC_SEED = 1013
local noise2d = function(x, y, seed)
-- TODO: implement noise2d function for biome blend
return 0
--[[

View File

@ -1,8 +1,6 @@
local get_connected_players = minetest.get_connected_players
local clock = os.clock
local pairs = pairs
controls = {}
controls.players = {}
@ -22,15 +20,15 @@ function controls.register_on_hold(func)
end
local known_controls = {
jump = true,
right = true,
left = true,
LMB = true,
RMB = true,
sneak = true,
aux1 = true,
down = true,
up = true,
jump=true,
right=true,
left=true,
LMB=true,
RMB=true,
sneak=true,
aux1=true,
down=true,
up=true,
}
minetest.register_on_joinplayer(function(player)
@ -51,27 +49,27 @@ minetest.register_globalstep(function(dtime)
local player_name = player:get_player_name()
local player_controls = player:get_player_control()
if controls.players[player_name] then
for cname, cbool in pairs(player_controls) do
if known_controls[cname] == true then
--Press a key
if cbool == true and controls.players[player_name][cname][1] == false then
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
end
controls.players[player_name][cname] = {true, clock()}
elseif cbool == true and controls.players[player_name][cname][1] == true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool == false and controls.players[player_name][cname][1] == true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
for cname, cbool in pairs(player_controls) do
if known_controls[cname] == true then
--Press a key
if cbool==true and controls.players[player_name][cname][1]==false then
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
end
controls.players[player_name][cname] = {true, clock()}
elseif cbool==true and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end
end
end
end
end)

View File

@ -1,100 +1,95 @@
local math = math
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local registered_nodes = minetest.registered_nodes
flowlib = {}
--sum of direction vectors must match an array index
--(sum,root)
--(0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
local inv_roots = {
[0] = 1,
[1] = 1,
[2] = 0.70710678118655,
[4] = 0.5,
[5] = 0.44721359549996,
[8] = 0.35355339059327,
}
local function to_unit_vector(dir_vector)
local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
return {x = dir_vector.x * inv_roots[sum], y = dir_vector.y, z = dir_vector.z * inv_roots[sum]}
--(sum,root)
-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
, [5] = 0.44721359549996, [8] = 0.35355339059327}
local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
,z=dir_vector.z*inv_roots[sum]}
end
local function is_touching(realpos,nodepos,radius)
local is_touching = function(realpos,nodepos,radius)
local boarder = 0.5 - radius
return math.abs(realpos - nodepos) > (boarder)
return (math.abs(realpos - nodepos) > (boarder))
end
flowlib.is_touching = is_touching
local function is_water(pos)
return get_item_group(get_node(pos).name, "water") ~= 0
local is_water = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "water") ~= 0)
end
flowlib.is_water = is_water
local function node_is_water(node)
return get_item_group(node.name, "water") ~= 0
local node_is_water = function(node)
return (minetest.get_item_group(node.name, "water") ~= 0)
end
flowlib.node_is_water = node_is_water
local function is_lava(pos)
return get_item_group(get_node(pos).name, "lava") ~= 0
local is_lava = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "lava") ~= 0)
end
flowlib.is_lava = is_lava
local function node_is_lava(node)
return get_item_group(node.name, "lava") ~= 0
local node_is_lava = function(node)
return (minetest.get_item_group(node.name, "lava") ~= 0)
end
flowlib.node_is_lava = node_is_lava
local function is_liquid(pos)
return get_item_group(get_node(pos).name, "liquid") ~= 0
local is_liquid = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "liquid") ~= 0)
end
flowlib.is_liquid = is_liquid
local function node_is_liquid(node)
return minetest.get_item_group(node.name, "liquid") ~= 0
local node_is_liquid = function(node)
return (minetest.get_item_group(node.name, "liquid") ~= 0)
end
flowlib.node_is_liquid = node_is_liquid
--This code is more efficient
local function quick_flow_logic(node, pos_testing, direction)
local function quick_flow_logic(node,pos_testing,direction)
local name = node.name
if not registered_nodes[name] then
if not minetest.registered_nodes[name] then
return 0
end
if registered_nodes[name].liquidtype == "source" then
local node_testing = get_node(pos_testing)
if not registered_nodes[node_testing.name] then
if minetest.registered_nodes[name].liquidtype == "source" then
local node_testing = minetest.get_node(pos_testing)
local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then
return 0
end
if registered_nodes[node_testing.name].liquidtype ~= "flowing" then
if minetest.registered_nodes[node_testing.name].liquidtype
~= "flowing" then
return 0
else
return direction
end
elseif registered_nodes[name].liquidtype == "flowing" then
local node_testing = get_node(pos_testing)
elseif minetest.registered_nodes[name].liquidtype == "flowing" then
local node_testing = minetest.get_node(pos_testing)
local param2_testing = node_testing.param2
if not registered_nodes[node_testing.name] then
if not minetest.registered_nodes[node_testing.name] then
return 0
end
if registered_nodes[node_testing.name].liquidtype == "source" then
if minetest.registered_nodes[node_testing.name].liquidtype
== "source" then
return -direction
elseif registered_nodes[node_testing.name].liquidtype == "flowing" then
elseif minetest.registered_nodes[node_testing.name].liquidtype
== "flowing" then
if param2_testing < node.param2 then
if (node.param2 - param2_testing) > 6 then
return -direction
@ -113,41 +108,48 @@ local function quick_flow_logic(node, pos_testing, direction)
return 0
end
local function quick_flow(pos, node)
local quick_flow = function(pos,node)
local x = 0
local z = 0
if not node_is_liquid(node) then
return {x = 0, y = 0, z = 0}
return {x=0,y=0,z=0}
end
local x = quick_flow_logic(node,{x = pos.x-1, y = pos.y, z = pos.z},-1) + quick_flow_logic(node,{x = pos.x+1, y = pos.y, z = pos.z}, 1)
local z = quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z-1},-1) + quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z+1}, 1)
return to_unit_vector({x = x, y = 0, z = z})
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1)
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
return to_unit_vector({x=x,y=0,z=z})
end
flowlib.quick_flow = quick_flow
--if not in water but touching, move centre to touching block
--x has higher precedence than z
--if pos changes with x, it affects z
local function move_centre(pos, realpos, node, radius)
if is_touching(realpos.x, pos.x, radius) then
if is_liquid({x = pos.x-1, y = pos.y, z = pos.z}) then
node = get_node({x=pos.x-1, y = pos.y, z = pos.z})
pos = {x = pos.x-1, y = pos.y, z = pos.z}
elseif is_liquid({x = pos.x+1, y = pos.y, z = pos.z}) then
node = get_node({x = pos.x+1, y = pos.y, z = pos.z})
pos = {x = pos.x+1, y = pos.y, z = pos.z}
--if not in water but touching, move centre to touching block
--x has higher precedence than z
--if pos changes with x, it affects z
local move_centre = function(pos,realpos,node,radius)
if is_touching(realpos.x,pos.x,radius) then
if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z})
pos = {x=pos.x-1,y=pos.y,z=pos.z}
elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
pos = {x=pos.x+1,y=pos.y,z=pos.z}
end
end
if is_touching(realpos.z, pos.z, radius) then
if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
node = get_node({x = pos.x, y = pos.y, z = pos.z - 1})
pos = {x = pos.x, y = pos.y, z = pos.z - 1}
elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
node = get_node({x = pos.x, y = pos.y, z = pos.z + 1})
pos = {x = pos.x, y = pos.y, z = pos.z + 1}
if is_touching(realpos.z,pos.z,radius) then
if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1})
pos = {x=pos.x,y=pos.y,z=pos.z-1}
elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1})
pos = {x=pos.x,y=pos.y,z=pos.z+1}
end
end
return pos, node
return pos,node
end
flowlib.move_centre = move_centre

View File

@ -1,21 +1,17 @@
local vector = vector
local facedir_to_dir = minetest.facedir_to_dir
local get_item_group = minetest.get_item_group
local remove_node = minetest.remove_node
local get_node = minetest.get_node
local original_function = minetest.check_single_for_falling
function minetest.check_single_for_falling(pos)
minetest.check_single_for_falling = function(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = minetest.facedir_to_dir(node.param2)
if dir then
if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
remove_node(pos)
local cpos = vector.add(pos, dir)
local cnode = minetest.get_node(cpos)
if minetest.get_item_group(cnode.name, "solid") == 0 then
minetest.remove_node(pos)
local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
@ -24,6 +20,7 @@ function minetest.check_single_for_falling(pos)
end
end
end
return ret_o or ret
end

View File

@ -0,0 +1,74 @@
# API documentation of mcl_commands
The mcl_commands API allows you to register and overide complex commands.
This mod is derivated from ChatCommandBuilder by rubenwardy
Some public functions are not documented here but they are for internal use only.
## Technical differences from ChatCommandBuilder
* subcommand aditional specific privs
* new types: `json`, `color`, `nodename` an maybe more in the future
## Public Functions
### `mcl_commands.register_command("exemple", def)`
This is a function which is called when an item is dispensed by the dispenser.
These are the parameters:
```
mcl_commands.register_command("exemple", {
func = function(cmd) --function executed on registration
cmd:sub(":name:username title :params:json", { --create a new subcommand called "title" with defined patterns
func = function(name, target, json)
return a_cool_function(target, json) --function executed if the params match the patterns
end,
privs = {settime = true}, --subcommand aditional specific privs
})
end,
description = "Controls text displayed on the screen.", --the description of the command
params = "<target> command <params>", --very basic explaination of the syntax of the command (will be semi-automatic in the future)
privs = {server = true}, --global privs
})
```
Register a complex chatcommand. If a chat command with the same name is already registered, the program will fail.
### `mcl_commands.overide_command("exemple", def)`
Same as above but will overide existing command.
### `mcl_commands.register_chatcommand_alias(alias, cmd, [bypass])`
Register an alias called `alias` of the `cmd` command.
If the setting `mcl_builtin_commands_overide` is set to `false`, the function will silently fail.
If `bypass` is set to `true` the function will not take care of the above setting.
Will warn if trying to alias to already existing command.
### `mcl_commands.rename_chatcommand(newname, cmd, [bypass])`
Rename `cmd` command to `newname`.
If the setting `mcl_builtin_commands_overide` is set to `false`, the function will silently fail.
If `bypass` is set to `true` the function will not take care of the above setting.
Will warn if trying to rename to already existing command.
### paterns
mcl_commands adds many types for patterns
If not specified, a value will be by default with the word pattern.
* pos value must be pos
* text value must be text WARNING: this pattern must be the last pattern of the subcommand!!
* number value must be number
* int value must be integer
* word value must be word
* alpha value must be alphanumeric
* modname value must be a valid modname
* alphascore
* alphanumeric
* username: value must be a valid username
* json: value must be a json string (will be parsed automaticaly)
* color value must be a color string or a valid named color
* nodename value must be a valid (existing) node or item name

View File

@ -0,0 +1,374 @@
local S = minetest.get_translator("mcl_commands")
local C = minetest.colorize
local mod_death_messages = minetest.get_modpath("mcl_death_messages")
local parse_json = minetest.parse_json
local get_modpath = minetest.get_modpath
mcl_commands.types = {
pos = {"%(? *(%-?[%d.]+) *,? *(%-?[%d.]+) *,? *(%-?[%d.]+) *%)?",
function(res, pointer)
local pos = {
x = tonumber(res[pointer]),
y = tonumber(res[pointer + 1]),
z = tonumber(res[pointer + 2])
}
if pos.x and pos.y and pos.z then
return nil, pos, pointer+3
else
return S("Pos is invalid!")
end
end},
text = {"(.+)",
function(res, pointer)
if res[pointer] == tostring(res[pointer]) then
return nil, res[pointer], pointer+1
else
return S("Text is invalid!")
end
end},
number = {"(%-?[%d.]+)}",
function(res, pointer)
if res[pointer] == tonumber(res[pointer]) then
return nil, tonumber(res[pointer]), pointer+1
else
return S("Number is invalid!")
end
end},
int = {"(%-?[%d]+)}",
function(res, pointer)
if res[pointer] == math.floor(tonumber(res[pointer])) then
return nil, tonumber(res[pointer]), pointer+1
else
return S("Int is invalid!")
end
end},
word = {"([^ ]+)",
function(res, pointer)
if res[pointer] == tostring(res[pointer]) then
return nil, tostring(res[pointer]), pointer+1
else
return S("Word is invalid!")
end
end},
quotestring = {'"+(.-)"+',
function(res, pointer)
if res[pointer] == tostring(res[pointer]) then
return nil, string.sub(tostring(res[pointer]), 2, #res[pointer]-1), pointer+1
else
return S("String is invalid!")
end
end},
alpha = {"([A-Za-z]+)}",
function(res, pointer)
if res[pointer] then
return nil, res[pointer], pointer+1
else
return S("Alpha is invalid!")
end
end},
modname = {"([a-z0-9_]+)}",
function(res, pointer)
if get_modpath(res[pointer]) then
return nil, res[pointer], pointer+1
else
return S("Modname is invalid!")
end
end},
alphascore = {"([A-Za-z_]+)",
function(res, pointer)
if res[pointer] then --What is alphascore?
return nil, res[pointer], pointer+1
else
return S("Alphascore is invalid!")
end
end},
alphanumeric = {"([A-Za-z0-9]+)}",
function(res, pointer)
if res[pointer] then --What is alphanumerical?
return nil, res[pointer], pointer+1
else
return S("Alphanumerical is invalid!")
end
end},
username = {"([A-Za-z0-9-_]+)",
function(res, pointer)
--if minetest.player_exists(res[pointer]) then
if res[pointer] then
return nil, res[pointer], pointer+1
else
return S("Player doesn't exist.")
end
end},
target = {"([A-Za-z0-9-_]+)",
function(res, pointer)
--if minetest.player_exists(res[pointer]) then
if res[pointer] then
return nil, res[pointer], pointer+1
else
return S("Player doesn't exist.")
end
end},
json = {"(.+)", --FIXME
function(res, pointer)
local parsed = parse_json(res[pointer])
if parsed then
return nil, parsed, pointer+1
else
return S("Json failed to parse!")
end
end},
color = {"([^ ]+)", --FIXME
function(res, pointer)
local color = mcl_util.get_color(res[pointer])
if color then
return nil, color, pointer+1
else
return S("Color is not a valid color name or hexadecimal!")
end
end},
nodename = {"(%l+[%w_]+%:?[_%l]+[%w_]*)",
function(res, pointer)
if minetest.registered_items[res[pointer]] then
return nil, res[pointer], pointer+1
else
return S("Nodename is invalid")
end
end},
}
function mcl_commands.register_command(name, def)
def = def or {}
local cmd = mcl_commands.build(name, def)
if minetest.registered_chatcommands[name] then
error("[mcl_commands] Failed to register command: ["..name.."] command already existing! Use mcl_commands.overide_command() if you want to overide existing command")
end
minetest.register_chatcommand(name, cmd)
minetest.log("action", "[mcl_commands] ["..name.."] command registered successfully")
return cmd
end
function mcl_commands.override_command(name, def)
def = def or {}
local cmd = mcl_commands.build(name, def)
if minetest.registered_chatcommands[name] then
minetest.unregister_chatcommand(name)
end
minetest.register_chatcommand(name, cmd)
minetest.log("action", "[mcl_commands] ["..name.."] command overridden successfully")
return cmd
end
local STATE_READY = 1
local STATE_PARAM = 2
local STATE_PARAM_TYPE = 3
local bad_chars = {"(", ")", ".", "%", "+", "-", "*", "?", "[", "^", "$"}
local function escape(char)
if bad_chars[char] then
return "%" .. char
else
return char
end
end
local dprint = function() end
function mcl_commands.build(name, chat_def)
local cmd = {
_subs = {}
}
function cmd:sub(route, def)
dprint("Parsing " .. route)
if string.trim then
route = string.trim(route)
end
local sub = {
pattern = "^",
params = {},
func = def.func,
privs = def.privs or {},
desc = def.desc,
params_desc = def.params or "",
}
-- End of param reached: add it to the pattern
local param = ""
local param_type = ""
local should_be_eos = false
local function finishParam()
if param ~= "" and param_type ~= "" then
dprint(" - Found param " .. param .. " type " .. param_type)
local pattern = mcl_commands.types[param_type][1]
if not pattern then
error("Unrecognised param_type=" .. param_type)
end
sub.pattern = sub.pattern .. pattern
table.insert(sub.params, param_type)
param = ""
param_type = ""
end
end
-- Iterate through the route to find params
local state = STATE_READY
local catching_space = false
local match_space = " " -- change to "%s" to also catch tabs and newlines
local catch_space = match_space.."+"
for i = 1, #route do
local c = route:sub(i, i)
if should_be_eos then
error("Should be end of string. Nothing is allowed after a param of type text.")
end
if state == STATE_READY then
if c == ":" then
dprint(" - Found :, entering param")
state = STATE_PARAM
param_type = "word"
catching_space = false
elseif c:match(match_space) then
print(" - Found space")
if not catching_space then
catching_space = true
sub.pattern = sub.pattern .. catch_space
end
else
catching_space = false
sub.pattern = sub.pattern .. escape(c)
end
elseif state == STATE_PARAM then
if c == ":" then
dprint(" - Found :, entering param type")
state = STATE_PARAM_TYPE
param_type = ""
elseif c:match(match_space) then
print(" - Found whitespace, leaving param")
state = STATE_READY
finishParam()
catching_space = true
sub.pattern = sub.pattern .. catch_space
elseif c:match("%W") then
dprint(" - Found nonalphanum, leaving param")
state = STATE_READY
finishParam()
sub.pattern = sub.pattern .. escape(c)
else
param = param .. c
end
elseif state == STATE_PARAM_TYPE then
if c:match(match_space) then
print(" - Found space, leaving param type")
state = STATE_READY
finishParam()
catching_space = true
sub.pattern = sub.pattern .. catch_space
elseif c:match("%W") then
dprint(" - Found nonalphanum, leaving param type")
state = STATE_READY
finishParam()
sub.pattern = sub.pattern .. escape(c)
else
param_type = param_type .. c
end
end
end
dprint(" - End of route")
finishParam()
sub.pattern = sub.pattern .. "$"
dprint("Pattern: " .. sub.pattern)
table.insert(self._subs, sub)
end
if chat_def.func then
chat_def.func(cmd)
end
cmd.func = function(name, param)
local msg
for i = 1, #cmd._subs do
local sub = cmd._subs[i]
local res = { string.match(param, sub.pattern) }
if #res > 0 then
local pointer = 1
local params = { name }
for j = 1, #sub.params do
local param = sub.params[j]
local value
if mcl_commands.types[param] then
msg, value, pointer = mcl_commands.check_type(param, res, pointer)
table.insert(params, value)
else
table.insert(params, res[pointer])
pointer = pointer + 1
end
end
local can_execute, missing_privs = minetest.check_player_privs(name, sub.privs)
if can_execute then
if table.unpack then
-- lua 5.2 or later
return sub.func(table.unpack(params))
else
-- lua 5.1 or earlier
return sub.func(unpack(params))
end
else
local missing_privs_str = ""
for i = 1, #missing_privs do
if not i == #missing_privs then
missing_privs_str = missing_privs_str..missing_privs[i].." "
else
missing_privs_str = missing_privs_str..missing_privs[i]
end
end
return false, C(mcl_colors.RED, S("You don't have permission to run this command (missing privilege: "..missing_privs_str..")"))
end
end
end
return false, C(mcl_colors.RED, msg)
end
if chat_def.params then
cmd.params = chat_def.params
else
cmd.params = ""
end
cmd.privs = chat_def.privs
cmd.description = chat_def.description
return cmd
end
function mcl_commands.check_type(type, res, pointer)
return mcl_commands.types[type][2](res, pointer)
end
function mcl_commands.register_chatcommand_alias(alias, cmd, bypass)
if not bypass then bypass = false end
if minetest.registered_chatcommands[alias] then
minetest.log("warning", "[mcl_commands] trying to alias ["..cmd.."] to already existing ["..alias.."] command")
elseif minetest.settings:get_bool("mcl_builtin_commands_overide", true) or bypass then
minetest.register_chatcommand(alias, minetest.chatcommands[cmd])
minetest.log("action", "[mcl_commands] ["..cmd.."] command aliased successfully to ["..alias.."]")
else
minetest.log("action", "[mcl_commands] ["..cmd.."] command not aliased to ["..alias.."]")
end
end
function mcl_commands.rename_chatcommand(newname, cmd, bypass)
if not bypass then bypass = false end
if minetest.registered_chatcommands[newname] then
minetest.log("warning", "[mcl_commands] trying to rename ["..cmd.."] to already existing ["..alias.."] command")
elseif minetest.settings:get_bool("mcl_builtin_commands_overide", true) or bypass then
minetest.register_chatcommand(newname, minetest.chatcommands[cmd])
minetest.unregister_chatcommand(cmd)
minetest.log("action", "[mcl_commands] ["..cmd.."] command renamed successfully to ["..newname.."]")
else
minetest.log("action", "[mcl_commands] ["..cmd.."] command not renamed to ["..newname.."]")
end
end

View File

@ -0,0 +1,13 @@
--mcl_commands
--derivated from ChatCommandBuilder by @rubenwardy
local S = minetest.get_translator("mcl_commands")
local mod_death_messages = minetest.get_modpath("mcl_death_messages")
local modpath = minetest.get_modpath(minetest.get_current_modname())
mcl_commands = {}
dofile(modpath.."/api.lua")
dofile(modpath.."/utils.lua")

View File

@ -0,0 +1,6 @@
name = mcl_commands
author = AFCMS
description = MCL2 commands API
depends = mcl_colors, mcl_util
optional_depends =

View File

@ -0,0 +1,38 @@
local S = minetest.get_translator("mcl_commands")
function mcl_commands.get_target_selector(target, pos, name)
if minetest.player_exists(target) then
return nil, minetest.get_player_by_name(target)
elseif target == "@a" then
return nil, minetest.get_connected_players()
elseif target == "@r" then
local connected = minetest.get_connected_players()
return nil, connected[math.random(1, #connected)]
elseif target == "@s" then
if name then
local player = minetest.get_player_by_name(name)
end
if player then
return nil, player
else
return S("Not a valid player")
end
elseif target == "@p" then
local smallest = math.huge
local nearest
for _,player in pairs(minetest.get_connected_players()) do
local distance = vector.distance(pos, player:get_pos())
if distance < min_distance then
min_distance = distance
nearest = player
end
end
if nearest then
return nil, nearest
else
return S("No player online")
end
elseif target == "@e" then
return minetest.luaentities --TODO: add filtering of not valid entities.
end
end

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@ -1,169 +0,0 @@
mcl_damage = {
modifiers = {},
damage_callbacks = {},
death_callbacks = {},
types = {
in_fire = {is_fire = true},
lightning_bolt = {is_lightning = true},
on_fire = {is_fire = true, bypasses_armor = true},
lava = {is_fire = true},
hot_floor = {is_fire = true},
in_wall = {bypasses_armor = true},
drown = {bypasses_armor = true},
starve = {bypasses_armor = true, bypasses_magic = true},
cactus = {},
fall = {bypasses_armor = true},
fly_into_wall = {bypasses_armor = true}, -- unused
out_of_world = {bypasses_armor = true, bypasses_magic = true, bypasses_invulnerability = true},
generic = {bypasses_armor = true},
magic = {is_magic = true, bypasses_armor = true},
dragon_breath = {is_magic = true, bypasses_armor = true}, -- this is only used for dragon fireball; dragon fireball does not actually deal impact damage tho, so this is unreachable
wither = {bypasses_armor = true}, -- unused
wither_skull = {is_magic = true, is_explosion = true}, -- this is non-MC but a workaround to get the proper death message
anvil = {},
falling_node = {}, -- this is falling_block in MC
mob = {},
player = {},
arrow = {is_projectile = true},
fireball = {is_projectile = true, is_fire = true},
thorns = {is_magic = true},
explosion = {is_explosion = true},
cramming = {bypasses_armor = true}, -- unused
fireworks = {is_explosion = true}, -- unused
}
}
function mcl_damage.register_modifier(func, priority)
table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0})
end
function mcl_damage.register_on_damage(func)
table.insert(mcl_damage.damage_callbacks, func)
end
function mcl_damage.register_on_death(func)
table.insert(mcl_damage.death_callbacks, func)
end
function mcl_damage.run_modifiers(obj, damage, reason)
for _, modf in ipairs(mcl_damage.modifiers) do
damage = modf.func(obj, damage, reason) or damage
if damage == 0 then
return 0
end
end
return damage
end
local function run_callbacks(funcs, ...)
for _, func in pairs(funcs) do
func(...)
end
end
function mcl_damage.run_damage_callbacks(obj, damage, reason)
run_callbacks(mcl_damage.damage_callbacks, obj, damage, reason)
end
function mcl_damage.run_death_callbacks(obj, reason)
run_callbacks(mcl_damage.death_callbacks, obj, reason)
end
function mcl_damage.from_punch(mcl_reason, object)
mcl_reason.direct = object
local luaentity = mcl_reason.direct:get_luaentity()
if luaentity then
if luaentity._is_arrow then
mcl_reason.type = "arrow"
elseif luaentity._is_fireball then
mcl_reason.type = "fireball"
elseif luaentity._cmi_is_mob then
mcl_reason.type = "mob"
end
mcl_reason.source = mcl_reason.source or luaentity._source_object
else
mcl_reason.type = "player"
end
end
function mcl_damage.finish_reason(mcl_reason)
mcl_reason.source = mcl_reason.source or mcl_reason.direct
mcl_reason.flags = mcl_damage.types[mcl_reason.type]
end
function mcl_damage.from_mt(mt_reason)
if mt_reason._mcl_chached_reason then
return mt_reason._mcl_chached_reason
end
local mcl_reason
if mt_reason._mcl_reason then
mcl_reason = mt_reason._mcl_reason
else
mcl_reason = {type = "generic"}
if mt_reason._mcl_type then
mcl_reason.type = mt_reason._mcl_type
elseif mt_reason.type == "fall" then
mcl_reason.type = "fall"
elseif mt_reason.type == "drown" then
mcl_reason.type = "drown"
elseif mt_reason.type == "punch" then
mcl_damage.from_punch(mcl_reason, mt_reason.object)
elseif mt_reason.type == "node_damage" and mt_reason.node then
if minetest.get_item_group(mt_reason.node, "fire") > 0 then
mcl_reason.type = "in_fire"
end
if minetest.get_item_group(mt_reason.node, "lava") > 0 then
mcl_reason.type = "lava"
end
end
for key, value in pairs(mt_reason) do
if key:find("_mcl_") == 1 then
mcl_reason[key:sub(6, #key)] = value
end
end
end
mcl_damage.finish_reason(mcl_reason)
mt_reason._mcl_cached_reason = mcl_reason
return mcl_reason
end
function mcl_damage.register_type(name, def)
mcl_damage.types[name] = def
end
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if hp_change < 0 then
if player:get_hp() <= 0 then
return 0
end
hp_change = -mcl_damage.run_modifiers(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
return hp_change
end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
end
end, false)
minetest.register_on_dieplayer(function(player, mt_reason)
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
end)
minetest.register_on_mods_loaded(function()
table.sort(mcl_damage.modifiers, function(a, b) return a.priority < b.priority end)
end)

View File

@ -1,3 +0,0 @@
name = mcl_damage
author = Fleckenstein
description = Minecraft-like damage reason system

View File

@ -12,12 +12,11 @@ under the LGPLv2.1 license.
mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire")
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local mod_death_messages = minetest.get_modpath("mcl_death_messages") ~= nil
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local math = math
local vector = vector
local table = table
local S = minetest.get_translator("mcl_explosions")
local hash_node_position = minetest.hash_node_position
local get_objects_inside_radius = minetest.get_objects_inside_radius
@ -28,7 +27,6 @@ local get_voxel_manip = minetest.get_voxel_manip
local bulk_set_node = minetest.bulk_set_node
local check_for_falling = minetest.check_for_falling
local add_item = minetest.add_item
local pos_to_string = minetest.pos_to_string
-- Saved sphere explosion shapes for various radiuses
local sphere_shapes = {}
@ -69,44 +67,46 @@ local function compute_sphere_rays(radius)
local rays = {}
local sphere = {}
local function add_ray(pos)
sphere[hash_node_position(pos)] = pos
end
for y = -radius, radius do
for z = -radius, radius do
for x = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(-x, y, z))
break
end
end
end
end
for x = -radius, radius do
for z = -radius, radius do
for y = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(x, -y, z))
break
end
end
end
end
for x = -radius, radius do
for i=1, 2 do
for y = -radius, radius do
for z = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(x, y, -z))
break
for z = -radius, radius do
for x = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
end
end
end
end
for i=1,2 do
for x = -radius, radius do
for z = -radius, radius do
for y = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
end
end
end
end
for i=1,2 do
for x = -radius, radius do
for y = -radius, radius do
for z = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
end
end
end
@ -150,8 +150,7 @@ end
-- raydirs - The directions for each ray
-- radius - The maximum distance each ray will go
-- info - Table containing information about explosion
-- direct - direct source object of the damage (optional)
-- source - indirect source object of the damage (optional)
-- puncher - object that punches other objects (optional)
--
-- Values in info:
-- drop_chance - The chance that destroyed nodes will drop their items
@ -166,7 +165,7 @@ end
-- Note that this function has been optimized, it contains code which has been
-- inlined to avoid function calls and unnecessary table creation. This was
-- measured to give a significant performance increase.
local function trace_explode(pos, strength, raydirs, radius, info, direct, source)
local function trace_explode(pos, strength, raydirs, radius, info, puncher)
local vm = get_voxel_manip()
local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
@ -177,11 +176,14 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local ystride = (emax.x - emin_x + 1)
local zstride = ystride * (emax.y - emin_y + 1)
local pos_x = pos.x
local pos_y = pos.y
local pos_z = pos.z
--[[local area = VoxelArea:new {
local area = VoxelArea:new {
MinEdge = emin,
MaxEdge = emax
}]]
}
local data = vm:get_data()
local destroy = {}
@ -210,7 +212,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
npos_x - emin_x + 1
local cid = data[idx]
local br = node_blastres[cid] or INDESTRUCT_BLASTRES
local br = node_blastres[cid]
if br < INDESTRUCT_BLASTRES and br > max_blast_resistance then
br = max_blast_resistance
end
@ -245,7 +247,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local ent = obj:get_luaentity()
-- 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') then
local opos = obj:get_pos()
local collisionbox = nil
@ -258,12 +260,12 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
if collisionbox then
-- Create rays from random points in the collision box
local x1 = collisionbox[1]
local y1 = collisionbox[2]
local z1 = collisionbox[3]
local x2 = collisionbox[4]
local y2 = collisionbox[5]
local z2 = collisionbox[6]
local x1 = collisionbox[1] * 2
local y1 = collisionbox[2] * 2
local z1 = collisionbox[3] * 2
local x2 = collisionbox[4] * 2
local y2 = collisionbox[5] * 2
local z2 = collisionbox[6] * 2
local x_len = math.abs(x2 - x1)
local y_len = math.abs(y2 - y1)
local z_len = math.abs(z2 - z1)
@ -319,6 +321,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
impact = 0
end
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
local source = puncher or obj
local sleep_formspec_doesnt_close_mt53 = false
if obj:is_player() then
@ -330,22 +333,26 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
sleep_formspec_doesnt_close_mt53 = true
end
end
if mod_death_messages then
mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", name))
end
if rawget(_G, "armor") and armor.last_damage_types then
armor.last_damage_types[name] = "explosion"
end
end
if sleep_formspec_doesnt_close_mt53 then
minetest.after(0.3, function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
if not obj:is_player() then
return
end
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
minetest.after(0.3, function(obj, damage, impact, punch_dir) -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
if not obj then return end
obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end)
end, obj, damage, impact, vector.new(punch_dir))
else
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
obj:punch(source, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
if obj:is_player() or ent.tnt_knockback then
if obj:is_player() then
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
elseif ent.tnt_knockback then
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end
end
@ -361,9 +368,9 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local on_blast = node_on_blast[data[idx]]
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)
if on_blast then
if on_blast ~= nil then
on_blast(npos, 1.0, do_drop)
remove = false
else
@ -405,7 +412,8 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end
-- 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
-- Create an explosion with strength at pos.
@ -414,8 +422,7 @@ end
-- pos - The position where the explosion originates from
-- strength - The blast strength of the explosion (a TNT explosion uses 4)
-- info - Table containing information about explosion
-- direct - direct source object of the damage (optional)
-- source - indirect source object of the damage (optional)
-- puncher - object that is reported as source of punches/damage (optional)
--
-- Values in info:
-- drop_chance - If specified becomes the drop chance of all nodes in the
@ -429,7 +436,7 @@ end
-- griefing - If true, the explosion will destroy nodes (default: true)
-- grief_protected - If true, the explosion will also destroy nodes which have
-- been protected (default: false)
function mcl_explosions.explode(pos, strength, info, direct, source)
function mcl_explosions.explode(pos, strength, info, puncher)
if info == nil then
info = {}
end
@ -458,7 +465,7 @@ function mcl_explosions.explode(pos, strength, info, direct, source)
info.drop_chance = 0
end
trace_explode(pos, strength, shape, radius, info, direct, source)
trace_explode(pos, strength, shape, radius, info, puncher)
if info.particles then
add_particles(pos, radius)

View File

@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 wurde Opfer einer Explosion.

View File

@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 a été pris dans une explosion.

View File

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

View File

@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 не удалось пережить взрыва.

View File

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

View File

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

View File

@ -40,9 +40,10 @@ function mcl_loot.get_loot(loot_definitions, pr)
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
end
--local stacks_min = loot_definitions.stacks_min or 1
--local stacks_max = loot_definitions.stacks_max or 1
local stacks_min = loot_definitions.stacks_min
local stacks_max = loot_definitions.stacks_max
if not stacks_min then stacks_min = 1 end
if not stacks_max then stacks_max = 1 end
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
for s=1, stacks do
local r = pr:next(1, total_weight)

View File

@ -1,12 +1,3 @@
local vector = vector
local table = table
local hash_node_position = minetest.hash_node_position
local add_particlespawner = minetest.add_particlespawner
local delete_particlespawner = minetest.delete_particlespawner
local ipairs = ipairs
mcl_particles = {}
-- Table of particlespawner IDs on a per-node hash basis
@ -41,11 +32,11 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
if allowed_level == 0 or levels[level] > allowed_level then
return
end
local poshash = hash_node_position(pos)
local poshash = minetest.hash_node_position(pos)
if not poshash then
return
end
local id = add_particlespawner(particlespawner_definition)
local id = minetest.add_particlespawner(particlespawner_definition)
if id == -1 then
return
end
@ -56,8 +47,6 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
return id
end
local add_node_particlespawner = mcl_particles.add_node_particlespawner
-- Deletes all particlespawners that are assigned to a node position.
-- If no particlespawners exist for this position, nothing happens.
-- pos: Node positon. MUST use integer values!
@ -66,66 +55,14 @@ function mcl_particles.delete_node_particlespawners(pos)
if allowed_level == 0 then
return false
end
local poshash = hash_node_position(pos)
local poshash = minetest.hash_node_position(pos)
local ids = particle_nodes[poshash]
if ids then
for i=1, #ids do
delete_particlespawner(ids[i])
minetest.delete_particlespawner(ids[i])
end
particle_nodes[poshash] = nil
return true
end
return false
end
-- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's
local smoke_pdef_cached = {}
function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos)
local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos)
-- populate the cache
if smoke_pdef_cached[name] then
for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
add_node_particlespawner(pos, smoke_pdef, "high")
end
-- cache already populated
else
smoke_pdef_cached[name] = {}
local smoke_pdef = table.copy(smoke_pdef_base)
smoke_pdef.amount = smoke_pdef_base.amount / 9
smoke_pdef.time = 0
smoke_pdef.animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
-- length = 3 exptime variants
}
smoke_pdef.collisiondetection = true
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant.
local exptimes = { 0.175, 0.375, 1.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do
smoke_pdef.maxexptime = exptime * smoke_pdef_base.maxexptime
smoke_pdef.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef.minexptime = math.min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
add_node_particlespawner(pos, smoke_pdef, "high")
table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef))
end
end
end
end

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@ -0,0 +1,11 @@
mcl_util.registered_blacklisted_entities = {}
function mcl_util.register_blacklisted_entities(type)
mcl_util.registered_blacklisted_entities[type] = true
end
function mcl_util.get_real_entities()
for key, val in pairs(minetest.luaentities) do
local def = minetest.registered_entities[minetest.luaentities[key].name]
if not mcl_util.registered_blacklisted_entities[def.type] then
end
end
end

View File

@ -1,27 +1,7 @@
local modpath = minetest.get_modpath(minetest.get_current_modname())
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
--[[
@ -172,7 +152,7 @@ function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_i
end
-- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack)
local is_not_shulker_box = function(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
@ -234,7 +214,7 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
end
-- Normalize double container by forcing to always use the left segment first
local function normalize_double_container(pos, node, ctype)
local normalize_double_container = function(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
@ -441,131 +421,4 @@ function mcl_util.get_color(colorstr)
end
end
function mcl_util.call_on_rightclick(itemstack, player, pointed_thing)
-- Call on_rightclick if the pointed node defines it
if pointed_thing and pointed_thing.type == "node" then
local pos = pointed_thing.under
local node = minetest.get_node(pos)
if player and not player:get_player_control().sneak then
local nodedef = minetest.registered_nodes[node.name]
local on_rightclick = nodedef and nodedef.on_rightclick
if on_rightclick then
return on_rightclick(pos, node, player, itemstack, pointed_thing) or itemstack
end
end
end
end
function mcl_util.calculate_durability(itemstack)
local unbreaking_level = mcl_enchanting.get_enchantment(itemstack, "unbreaking")
local armor_uses = minetest.get_item_group(itemstack:get_name(), "mcl_armor_uses")
local uses
if armor_uses > 0 then
uses = armor_uses
if unbreaking_level > 0 then
uses = uses / (0.6 + 0.4 / (unbreaking_level + 1))
end
else
local def = itemstack:get_definition()
if def then
local fixed_uses = def._mcl_uses
if fixed_uses then
uses = fixed_uses
if unbreaking_level > 0 then
uses = uses * (unbreaking_level + 1)
end
end
end
uses = uses or (next(itemstack:get_tool_capabilities().groupcaps) or {}).uses
end
return uses or 0
end
function mcl_util.use_item_durability(itemstack, n)
local uses = mcl_util.calculate_durability(itemstack)
itemstack:add_wear(65535 / uses * n)
end
function mcl_util.deal_damage(target, damage, mcl_reason)
local luaentity = target:get_luaentity()
if luaentity then
if luaentity.deal_damage then
luaentity:deal_damage(damage, mcl_reason or {type = "generic"})
return
elseif luaentity._cmi_is_mob then
-- local puncher = mcl_reason and mcl_reason.direct or target
-- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage)
if luaentity.health > 0 then
luaentity.health = luaentity.health - damage
end
return
end
end
local hp = target:get_hp()
if hp > 0 then
target:set_hp(hp - damage, {_mcl_reason = mcl_reason})
end
end
function mcl_util.get_hp(obj)
local luaentity = obj:get_luaentity()
if luaentity and luaentity._cmi_is_mob then
return luaentity.health
else
return obj:get_hp()
end
end
function mcl_util.get_inventory(object, create)
if object:is_player() then
return object:get_inventory()
else
local luaentity = object:get_luaentity()
local inventory = luaentity.inventory
if create and not inventory and luaentity.create_inventory then
inventory = luaentity:create_inventory()
end
return inventory
end
end
function mcl_util.get_wielded_item(object)
if object:is_player() then
return object:get_wielded_item()
else
-- ToDo: implement getting wielditems from mobs as soon as mobs have wielditems
return ItemStack()
end
end
function mcl_util.get_object_name(object)
if object:is_player() then
return object:get_player_name()
else
local luaentity = object:get_luaentity()
if not luaentity then
return tostring(object)
end
return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name
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
dofile(modpath.."/entities.lua")

View File

@ -12,7 +12,7 @@ Params:
* pos: position
## mcl_worlds.y_to_layer(y)
## mcl_worlds.y_to_layer(y)
This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
Mainly used for ore generation.
Takes an Y coordinate as input and returns:
@ -61,21 +61,20 @@ In mc, you cant use clock in the nether and the end.
* pos: position
## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
## mcl_worlds.register_on_dimension_change(function(player, dimension))
Register a callback function func(player, dimension).
It will be called whenever a player changes between dimensions.
The void counts as dimension.
* player: player, the player who changed of dimension
* dimension: string, The new dimension of the player ("overworld", "nether", "end", "void").
* last_dimension: string, The dimension where the player was ("overworld", "nether", "end", "void").
* player: player, the player who changed the dimension
* dimension: position, The new dimension of the player ("overworld", "nether", "end", "void").
## mcl_worlds.registered_on_dimension_change
Table containing all function registered with mcl_worlds.register_on_dimension_change()
## mcl_worlds.dimension_change(player, dimension)
Notify this mod of a dimension change of <player> to <dimension>
Notify this mod of a dimmension change of <player> to <dimension>
* player: player, player who changed the dimension
* dimension: string, new dimension ("overworld", "nether", "end", "void")
* dimension: string, new dimension ("overworld", "nether", "end", "void")

View File

@ -1,7 +1,5 @@
mcl_worlds = {}
local get_connected_players = minetest.get_connected_players
-- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void
@ -35,64 +33,60 @@ end
-- If the Y coordinate is not located in any dimension, it will return:
-- nil, "void"
function mcl_worlds.y_to_layer(y)
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max+128 then
return y - mcl_vars.mg_nether_min, "nether"
elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
return y - mcl_vars.mg_end_min, "end"
else
return nil, "void"
end
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max+128 then
return y - mcl_vars.mg_nether_min, "nether"
elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
return y - mcl_vars.mg_end_min, "end"
else
return nil, "void"
end
end
local y_to_layer = mcl_worlds.y_to_layer
-- Takes a pos and returns the dimension it belongs to (same as above)
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
end
local pos_to_dimension = mcl_worlds.pos_to_dimension
-- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for
-- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_worlds.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then
return layer + mcl_vars.mg_overworld_min
elseif mc_dimension == "nether" then
return layer + mcl_vars.mg_nether_min
elseif mc_dimension == "end" then
return layer + mcl_vars.mg_end_min
end
if mc_dimension == "overworld" or mc_dimension == nil then
return layer + mcl_vars.mg_overworld_min
elseif mc_dimension == "nether" then
return layer + mcl_vars.mg_nether_min
elseif mc_dimension == "end" then
return layer + mcl_vars.mg_end_min
end
end
-- Takes a position and returns true if this position can have weather
function mcl_worlds.has_weather(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
end
-- Takes a position and returns true if this position can have Nether dust
function mcl_worlds.has_dust(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_nether_max + 138 and pos.y >= mcl_vars.mg_nether_min - 10
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_nether_max + 138 and pos.y >= mcl_vars.mg_nether_min - 10
end
-- Takes a position (pos) and returns true if compasses are working here
function mcl_worlds.compass_works(pos)
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_worlds.y_to_layer(pos.y)
if dim == "nether" or dim == "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_worlds.y_to_layer(pos.y)
if dim == "nether" or dim == "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
end
-- Takes a position (pos) and returns true if clocks are working here
@ -118,15 +112,12 @@ local last_dimension = {}
-- * player: Player who changed the dimension
-- * dimension: New dimension ("overworld", "nether", "end", "void")
function mcl_worlds.dimension_change(player, dimension)
local playername = player:get_player_name()
for i=1, #mcl_worlds.registered_on_dimension_change do
mcl_worlds.registered_on_dimension_change[i](player, dimension, last_dimension[playername])
mcl_worlds.registered_on_dimension_change[i](player, dimension)
last_dimension[player:get_player_name()] = dimension
end
last_dimension[playername] = dimension
end
local dimension_change = mcl_worlds.dimension_change
----------------------- INTERNAL STUFF ----------------------
-- Update the dimension callbacks every DIM_UPDATE seconds
@ -134,19 +125,19 @@ local DIM_UPDATE = 1
local dimtimer = 0
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)
minetest.register_globalstep(function(dtime)
-- regular updates based on iterval
dimtimer = dimtimer + dtime;
if dimtimer >= DIM_UPDATE then
local players = get_connected_players()
for p = 1, #players do
local dim = pos_to_dimension(players[p]:get_pos())
local players = minetest.get_connected_players()
for p=1, #players do
local dim = mcl_worlds.pos_to_dimension(players[p]:get_pos())
local name = players[p]:get_player_name()
if dim ~= last_dimension[name] then
dimension_change(players[p], dim)
mcl_worlds.dimension_change(players[p], dim)
end
end
dimtimer = 0

View File

@ -1,4 +0,0 @@
# tga_encoder
A TGA Encoder written in Lua without the use of external Libraries.
May be used as a Minetest mod.

View File

@ -1,92 +0,0 @@
tga_encoder = {}
local image = setmetatable({}, {
__call = function(self, ...)
local t = setmetatable({}, {__index = self})
t:constructor(...)
return t
end,
})
function image:constructor(pixels)
self.data = ""
self.pixels = pixels
self.width = #pixels[1]
self.height = #pixels
self:encode()
end
function image:encode_colormap_spec()
self.data = self.data
.. string.char(0, 0) -- first entry index
.. string.char(0, 0) -- number of entries
.. string.char(0) -- bits per pixel
end
function image:encode_image_spec()
self.data = self.data
.. string.char(0, 0) -- X-origin
.. string.char(0, 0) -- Y-origin
.. string.char(self.width % 256, math.floor(self.width / 256)) -- width
.. string.char(self.height % 256, math.floor(self.height / 256)) -- height
.. string.char(24) -- pixel depth (RGB = 3 bytes = 24 bits)
.. string.char(0) -- image descriptor
end
function image:encode_header()
self.data = self.data
.. string.char(0) -- image id
.. string.char(0) -- color map type
.. string.char(10) -- image type (RLE RGB = 10)
self:encode_colormap_spec() -- color map specification
self:encode_image_spec() -- image specification
end
function image:encode_data()
local current_pixel = ''
local previous_pixel = ''
local count = 1
local packets = {}
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
current_pixel = string.char(pixel[3], pixel[2], pixel[1])
if current_pixel ~= previous_pixel or count == 128 then
packets[#packets +1] = rle_packet
count = 1
previous_pixel = current_pixel
else
count = count + 1
end
rle_packet = string.char(128 + count - 1) .. current_pixel
end
end
packets[#packets +1] = rle_packet
self.data = self.data .. table.concat(packets)
end
function image:encode_footer()
self.data = self.data
.. string.char(0, 0, 0, 0) -- extension area offset
.. string.char(0, 0, 0, 0) -- developer area offset
.. "TRUEVISION-XFILE"
.. "."
.. string.char(0)
end
function image:encode()
self:encode_header() -- header
-- no color map and image id data
self:encode_data() -- encode data
-- no extension or developer area
self:encode_footer() -- footer
end
function image:save(filename)
local f = assert(io.open(filename, "w"))
f:write(self.data)
f:close()
end
tga_encoder.image = image

View File

@ -1,3 +0,0 @@
name = tga_encoder
author = Fleckenstein
description = A TGA Encoder written in Lua without the use of external Libraries.

View File

@ -4,7 +4,6 @@ local get_connected_players = minetest.get_connected_players
local get_node = minetest.get_node
local vector_add = vector.add
local ceil = math.ceil
local pairs = pairs
walkover = {}
walkover.registered_globals = {}
@ -32,21 +31,24 @@ minetest.register_globalstep(function(dtime)
timer = timer + dtime;
if timer >= 0.3 then
for _,player in pairs(get_connected_players()) do
local pp = player:get_pos()
pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc then
local nodeiamon = get_node(loc)
if nodeiamon then
if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player)
end
for i = 1, #registered_globals do
local pp = player:get_pos()
pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc ~= nil then
local nodeiamon = get_node(loc)
if nodeiamon ~= nil then
if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player)
end
for i = 1, #registered_globals do
registered_globals[i](loc, nodeiamon, player)
end
end
end
end
end
end
end
end
timer = 0
end
end)

View File

@ -0,0 +1,125 @@
--Dripping Water Mod
--by kddekadenz
-- License of code, textures & sounds: CC0
--Drop entities
--water
local water_tex = "default_water_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_water", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.025,-0.05,-0.025,0.025,-0.01,0.025},
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {water_tex, water_tex, water_tex, water_tex, water_tex, water_tex},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
--lava
local lava_tex = "default_lava_source_animated.png^[verticalframe:16:0"
minetest.register_entity("drippingwater:drop_lava", {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.025,-0.05,-0.025,0.025,-0.01,0.025},
glow = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {lava_tex, lava_tex, lava_tex, lava_tex, lava_tex, lava_tex},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
--Create drop
minetest.register_abm(
{
label = "Create water drops",
nodenames = {"group:opaque", "group:leaves"},
neighbors = {"group:water"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
end
end,
})
--Create lava drop
minetest.register_abm(
{
label = "Create lava drops",
nodenames = {"group:opaque"},
neighbors = {"group:lava"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
end
end,
})

View File

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

View File

@ -1,12 +1,12 @@
Dripping Mod
Dripping Water Mod
by kddekadenz
modified for MineClone 2 by Wuzzy and NO11
modified for MineClone 2 by Wuzzy
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 :)

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 paddling_speed = 22
@ -84,7 +84,7 @@ local function attach_object(self, obj)
end
end, name)
obj:set_look_horizontal(yaw)
mcl_title.set(obj, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
mcl_tmp_message.message(obj, S("Sneak to dismount"))
else
obj:get_luaentity()._old_visual_size = visual_size
end
@ -115,7 +115,7 @@ local boat = {
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "mcl_boats_boat.b3d",
textures = {"mcl_boats_texture_oak_boat.png", "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,
hp_max = boat_max_hp,
damage_texture_modifier = "^[colorize:white:0",
@ -148,11 +148,6 @@ function boat.on_activate(self, staticdata, dtime_s)
self._v = data.v
self._last_v = self._v
self._itemstring = data.itemstring
while #data.textures < 5 do
table.insert(data.textures, data.textures[1])
end
self.object:set_properties({textures = data.textures})
end
end
@ -193,7 +188,7 @@ function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, d
end
function boat.on_step(self, dtime, moveresult)
mcl_burning.tick(self.object, dtime, self)
mcl_burning.tick(self.object, dtime)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
local v_factor = 1
@ -333,17 +328,16 @@ function boat.on_step(self, dtime, moveresult)
p.y = p.y - boat_y_offset
local new_velo
local new_acce
local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) and not on_ice then
-- Not on water or inside water: Free fall
--local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
new_acce = {x = 0, y = -9.8, z = 0}
new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)
else
p.y = p.y + 1
local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
if is_water(p) or is_obsidian_boat then
if is_water(p) then
-- Inside water: Slowly sink
local y = self.object:get_velocity().y
y = y - 0.01
@ -383,13 +377,13 @@ end
-- Register one entity for all boat types
minetest.register_entity("mcl_boats:boat", boat)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian" }
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 boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat") }
local craftstuffs = {}
if minetest.get_modpath("mcl_core") then
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian" }
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood" }
end
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak", "obsidian" }
local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak" }
for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]
@ -400,7 +394,7 @@ for b=1, #boat_ids do
if b == 1 then
help = true
longdesc = S("Boats are used to travel on the surface of water.")
usagehelp = S("Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.")
usagehelp = S("Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.")
helpname = S("Boat")
end
tt_help = S("Water vehicle")
@ -440,9 +434,8 @@ for b=1, #boat_ids do
pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
end
local boat = minetest.add_entity(pos, "mcl_boats:boat")
local texture = "mcl_boats_texture_"..images[b].."_boat.png"
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())
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
@ -477,6 +470,6 @@ minetest.register_craft({
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")
end

View File

@ -6,7 +6,6 @@ Boats are used to travel on the surface of water.=Boote werden benutzt, um sich
Dark Oak Boat=Schwarzeichenboot
Jungle Boat=Dschungelboot
Oak Boat=Eichenboot
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.=Rechtsklicken Sie auf eine Wasserquelle, um das Boot zu platzieren. Rechtsklicken Sie auf das Boot, um es zu betreten. Mit [Links] und [Rechts] lenken, mit [Vorwärts] und [Rückwärts] Geschwindigkeit regeln oder rückwärts fahren. Nutzen sie [Schleichen], um das Boot zu verlassen, schlagen Sie das Boot, um es als Gegenstand fallen zu lassen.
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.=Rechtsklicken Sie auf eine Wasserquelle, um das Boot zu platzieren. Rechtsklicken Sie auf das Boot, um es zu betreten. Mit [Links] und [Rechts] lenken, mit [Vorwärts] und [Rückwärts] Geschwindigkeit regeln oder rückwärts fahren. Rechtsklicken Sie erneut auf das Boot, um es zu verlassen, schlagen Sie das Boot, um es als Gegenstand fallen zu lassen.
Spruce Boat=Fichtenboot
Water vehicle=Wasserfahrzeug
Sneak to dismount=Zum Aussteigen schleichen

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

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

View File

@ -6,7 +6,6 @@ Boats are used to travel on the surface of water.=
Dark Oak Boat=
Jungle Boat=
Oak Boat=
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.=
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.=
Spruce Boat=
Water vehicle=
Sneak to dismount=

View File

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

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@ -1,81 +1,184 @@
function mcl_burning.get_storage(obj)
return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
local S = minetest.get_translator("mcl_burning")
function mcl_burning.get_default(datatype)
local default_table = {string = "", float = 0.0, int = 0, bool = false}
return default_table[datatype]
end
function mcl_burning.is_burning(obj)
return mcl_burning.get_storage(obj).burn_time
end
function mcl_burning.is_affected_by_rain(obj)
return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
end
function mcl_burning.get_collisionbox(obj, smaller, storage)
local cache = storage.collisionbox_cache
if cache then
local box = cache[smaller and 2 or 1]
return box[1], box[2]
function mcl_burning.get(obj, datatype, name)
local key
if obj:is_player() then
local meta = obj:get_meta()
return meta["get_" .. datatype](meta, "mcl_burning:" .. name)
else
local box = obj:get_properties().collisionbox
local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
local s_vec = vector.new(0.1, 0.1, 0.1)
local s_minp = vector.add(minp, s_vec)
local s_maxp = vector.subtract(maxp, s_vec)
storage.collisionbox_cache = {{minp, maxp}, {s_minp, s_maxp}}
return minp, maxp
local luaentity = obj:get_luaentity()
return luaentity and luaentity["mcl_burning_" .. name] or mcl_burning.get_default(datatype)
end
end
function mcl_burning.get_touching_nodes(obj, nodenames, storage)
function mcl_burning.set(obj, datatype, name, value)
if obj:is_player() then
local meta = obj:get_meta()
meta["set_" .. datatype](meta, "mcl_burning:" .. name, value or mcl_burning.get_default(datatype))
else
local luaentity = obj:get_luaentity()
if mcl_burning.get_default(datatype) == value then
value = nil
end
luaentity["mcl_burning_" .. name] = value
end
end
function mcl_burning.is_burning(obj)
return mcl_burning.get(obj, "float", "burn_time") > 0
end
function mcl_burning.is_affected_by_rain(obj)
return mcl_weather and mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
end
function mcl_burning.get_collisionbox(obj, smaller)
local box = obj:get_properties().collisionbox
local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
if smaller then
local s_vec = vector.new(0.1, 0.1, 0.1)
minp = vector.add(minp, s_vec)
maxp = vector.subtract(maxp, s_vec)
end
return minp, maxp
end
function mcl_burning.get_touching_nodes(obj, nodenames)
local pos = obj:get_pos()
local minp, maxp = mcl_burning.get_collisionbox(obj, true, storage)
local box = obj:get_properties().collisionbox
local minp, maxp = mcl_burning.get_collisionbox(obj, true)
local nodes = minetest.find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
return nodes
end
function mcl_burning.set_on_fire(obj, burn_time)
if obj:get_hp() < 0 then
function mcl_burning.get_highest_group_value(obj, groupname)
local nodes = mcl_burning.get_touching_nodes(obj, "group:" .. groupname, true)
local highest_group_value = 0
for _, pos in pairs(nodes) do
local node = minetest.get_node(pos)
local group_value = minetest.get_item_group(node.name, groupname)
if group_value > highest_group_value then
highest_group_value = group_value
end
end
return highest_group_value
end
function mcl_burning.damage(obj)
local luaentity = obj:get_luaentity()
local health
if luaentity then
health = luaentity.health
end
local hp = health or obj:get_hp()
if hp <= 0 then
return
end
local storage = mcl_burning.get_storage(obj)
local do_damage = true
if obj:is_player() then
if mcl_potions.player_has_effect(obj, "fire_proof") then
do_damage = false
else
local name = obj:get_player_name()
armor.last_damage_types[name] = "fire"
local deathmsg = S("@1 burned to death.", name)
local reason = mcl_burning.get(obj, "string", "reason")
if reason ~= "" then
deathmsg = S("@1 was burned by @2.", name, reason)
end
mcl_death_messages.player_damage(obj, deathmsg)
end
else
if luaentity.fire_damage_resistant then
do_damage = false
end
end
if do_damage then
local new_hp = hp - 1
if health then
luaentity.health = new_hp
else
obj:set_hp(new_hp)
end
end
end
function mcl_burning.set_on_fire(obj, burn_time, reason)
if obj:get_hp() < 0 then
return
end
local luaentity = obj:get_luaentity()
if luaentity and luaentity.fire_resistant then
return
end
if obj:is_player() and minetest.is_creative_enabled(obj:get_player_name()) then
burn_time = 0
else
local max_fire_prot_lvl = 0
local inv = mcl_util.get_inventory(obj)
local armor_list = inv and inv:get_list("armor")
local old_burn_time = mcl_burning.get(obj, "float", "burn_time")
local max_fire_prot_lvl = 0
if armor_list then
for _, stack in pairs(armor_list) do
local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection")
if fire_prot_lvl > max_fire_prot_lvl then
max_fire_prot_lvl = fire_prot_lvl
end
end
if obj:is_player() then
if minetest.is_creative_enabled(obj:get_player_name()) then
burn_time = burn_time / 100
end
if max_fire_prot_lvl > 0 then
burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
local inv = obj:get_inventory()
for i = 2, 5 do
local stack = inv:get_stack("armor", i)
local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection")
max_fire_prot_lvl = math.max(max_fire_prot_lvl, fire_prot_lvl)
end
end
if not storage.burn_time or burn_time >= storage.burn_time then
if max_fire_prot_lvl > 0 then
burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
end
if old_burn_time <= burn_time then
--[[local sound_id = mcl_burning.get(obj, "int", "sound_id")
if sound_id == 0 then
sound_id = minetest.sound_play("fire_fire", {
object = obj,
gain = 0.18,
max_hear_distance = 16,
loop = true,
}) + 1
end]]--
local hud_id
if obj:is_player() then
mcl_burning.channels[obj]:send_all(tostring(mcl_burning.animation_frames))
mcl_burning.channels[obj]:send_all("start")
hud_id = mcl_burning.get(obj, "int", "hud_id")
if hud_id == 0 then
hud_id = obj:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -100, y = -100},
text = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. 1,
z_index = 1000,
}) + 1
end
end
storage.burn_time = burn_time
storage.fire_damage_timer = 0
mcl_burning.set(obj, "float", "burn_time", burn_time)
mcl_burning.set(obj, "string", "reason", reason)
mcl_burning.set(obj, "int", "hud_id", hud_id)
--mcl_burning.set(obj, "int", "sound_id", sound_id)
local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
local minp, maxp = mcl_burning.get_collisionbox(obj)
local obj_size = obj:get_properties().visual_size
local vertical_grow_factor = 1.2
@ -89,50 +192,111 @@ function mcl_burning.set_on_fire(obj, burn_time)
fire_entity:set_properties({visual_size = size})
fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0})
local fire_luaentity = fire_entity:get_luaentity()
for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
local other_luaentity = other:get_luaentity()
if other_luaentity and other_luaentity.name == "mcl_burning:fire" and other_luaentity ~= fire_luaentity then
other:remove()
break
end
end
mcl_burning.update_animation_frame(obj, fire_entity, 0)
end
end
function mcl_burning.extinguish(obj)
if mcl_burning.is_burning(obj) then
local storage = mcl_burning.get_storage(obj)
--local sound_id = mcl_burning.get(obj, "int", "sound_id") - 1
--minetest.sound_stop(sound_id)
if obj:is_player() then
mcl_burning.channels[obj]:send_all("stop")
mcl_burning.storage[obj] = {}
else
storage.burn_time = nil
storage.fire_damage_timer = nil
local hud_id = mcl_burning.get(obj, "int", "hud_id") - 1
obj:hud_remove(hud_id)
end
mcl_burning.set(obj, "string", "reason")
mcl_burning.set(obj, "float", "burn_time")
mcl_burning.set(obj, "float", "damage_timer")
mcl_burning.set(obj, "int", "hud_id")
--mcl_burning.set(obj, "int", "sound_id")
end
end
function mcl_burning.catch_fire_tick(obj, dtime)
if mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire") > 0 then
mcl_burning.extinguish(obj)
else
local set_on_fire_value = mcl_burning.get_highest_group_value(obj, "set_on_fire")
if set_on_fire_value > 0 then
mcl_burning.set_on_fire(obj, set_on_fire_value)
end
end
end
function mcl_burning.tick(obj, dtime, storage)
if storage.burn_time then
storage.burn_time = storage.burn_time - dtime
function mcl_burning.tick(obj, dtime)
local burn_time = mcl_burning.get(obj, "float", "burn_time") - dtime
if storage.burn_time <= 0 or mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire", storage) > 0 then
mcl_burning.extinguish(obj)
return true
else
storage.fire_damage_timer = storage.fire_damage_timer + dtime
if burn_time <= 0 then
mcl_burning.extinguish(obj)
else
mcl_burning.set(obj, "float", "burn_time", burn_time)
if storage.fire_damage_timer >= 1 then
storage.fire_damage_timer = 0
local damage_timer = mcl_burning.get(obj, "float", "damage_timer") + dtime
local luaentity = obj:get_luaentity()
if damage_timer >= 1 then
damage_timer = 0
mcl_burning.damage(obj)
end
if not luaentity or not luaentity.fire_damage_resistant then
mcl_util.deal_damage(obj, 1, {type = "on_fire"})
end
mcl_burning.set(obj, "float", "damage_timer", damage_timer)
end
mcl_burning.catch_fire_tick(obj, dtime)
end
function mcl_burning.update_animation_frame(obj, fire_entity, animation_frame)
local fire_texture = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. animation_frame
local fire_HUD_texture = "mcl_burning_hud_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. animation_frame
fire_entity:set_properties({textures = {"blank.png", "blank.png", fire_texture, fire_texture, fire_texture, fire_texture}})
if obj:is_player() then
local hud_id = mcl_burning.get(obj, "int", "hud_id") - 1
obj:hud_change(hud_id, "text", fire_HUD_texture)
end
end
function mcl_burning.fire_entity_step(self, dtime)
if self.removed then
return
end
local obj = self.object
local parent = obj:get_attach()
local do_remove
self.doing_step = true
if not parent or not mcl_burning.is_burning(parent) then
do_remove = true
else
for _, other in pairs(minetest.get_objects_inside_radius(obj:get_pos(), 0)) do
local luaentity = obj:get_luaentity()
if luaentity and luaentity.name == "mcl_burning:fire" and not luaentity.doing_step and not luaentity.removed then
do_remove = true
break
end
end
end
self.doing_step = false
if do_remove then
self.removed = true
obj:remove()
return
end
local animation_timer = self.animation_timer + dtime
if animation_timer >= 0.015 then
animation_timer = 0
local animation_frame = self.animation_frame + 1
if animation_frame > mcl_burning.animation_frames - 1 then
animation_frame = 0
end
mcl_burning.update_animation_frame(parent, obj, animation_frame)
self.animation_frame = animation_frame
end
self.animation_timer = animation_timer
end

View File

@ -1,42 +1,29 @@
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
local S = minetest.get_translator("mcl_burning")
local modpath = minetest.get_modpath("mcl_burning")
mcl_burning = {
storage = {},
channels = {},
animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
}
dofile(modpath .. "/api.lua")
minetest.register_entity("mcl_burning:fire", {
initial_properties = {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "cube",
pointable = false,
glow = -1,
},
animation_frame = 0,
animation_timer = 0,
on_step = mcl_burning.fire_entity_step,
})
minetest.register_globalstep(function(dtime)
for _, player in pairs(get_connected_players()) do
local storage = mcl_burning.storage[player]
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 burn_time = 0
for _, pos in pairs(nodes) do
local node = minetest.get_node(pos)
if get_item_group(node.name, "puts_out_fire") > 0 then
burn_time = 0
break
end
local value = get_item_group(node.name, "set_on_fire")
if value > burn_time then
burn_time = value
end
end
if burn_time > 0 then
mcl_burning.set_on_fire(player, burn_time)
end
end
for _, player in pairs(minetest.get_connected_players()) do
mcl_burning.tick(player, dtime)
end
end)
@ -44,68 +31,6 @@ minetest.register_on_respawnplayer(function(player)
mcl_burning.extinguish(player)
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)
mcl_burning.init_player(player)
end)
minetest.register_on_leaveplayer(function(player)
player:get_meta():set_string("mcl_burning:data", minetest.serialize(mcl_burning.storage[player]))
mcl_burning.storage[player] = nil
mcl_burning.set(player, "int", "hud_id")
end)
minetest.register_entity("mcl_burning:fire", {
initial_properties = {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "upright_sprite",
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,
glow = -1,
backface_culling = false,
},
animation_frame = 0,
animation_timer = 0,
on_activate = function(self)
self.object:set_sprite({x = 0, y = 0}, mcl_burning.animation_frames, 1.0 / mcl_burning.animation_frames)
end,
on_step = function(self)
if not self:sanity_check() then
self.object:remove()
end
end,
sanity_check = function(self)
local parent = self.object:get_attach()
if not parent then
return false
end
local storage = mcl_burning.get_storage(parent)
if not storage or not storage.burn_time then
return false
end
return true
end,
})

View File

@ -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

@ -1,4 +1,10 @@
local function get_falling_depth(self)
local S = minetest.get_translator("mcl_falling_nodes")
local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
local has_mcl_armor = minetest.get_modpath("mcl_armor")
local is_creative_enabled = minetest.is_creative_enabled
local get_falling_depth = function(self)
if not self._startpos then
-- Fallback
self._startpos = self.object:get_pos()
@ -6,7 +12,7 @@ local function get_falling_depth(self)
return self._startpos.y - vector.round(self.object:get_pos()).y
end
local function deal_falling_damage(self, dtime)
local deal_falling_damage = function(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return
end
@ -17,34 +23,80 @@ local function deal_falling_damage(self, dtime)
-- Fallback
self._startpos = pos
end
self._hit = self._hit or {}
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
local entity = obj:get_luaentity()
if entity and entity.name == "__builtin:item" then
obj:remove()
elseif mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
self._hit[obj] = true
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
-- Reduce damage if wearing a helmet
local inv = mcl_util.get_inventory(obj)
if inv then
local helmet = inv:get_stack("armor", 2)
if minetest.get_item_group(helmet:get_name(), "combat_armor") > 0 then
damage = damage / 4 * 3
mcl_util.use_item_durability(helmet, 1)
inv:set_stack("armor", 2, helmet)
local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do
if v:is_player() then
local hp = v:get_hp()
local name = v:get_player_name()
if hp ~= 0 then
if not self._hit_players then
self._hit_players = {}
end
local hit = false
for _,v in ipairs(self._hit_players) do
if name == v then
hit = true
end
end
local dmg_type
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
dmg_type = "anvil"
else
dmg_type = "falling_node"
if not hit then
table.insert(self._hit_players, name)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
-- Reduce damage if wearing a helmet
local inv = v:get_inventory()
local helmet = inv:get_stack("armor", 2)
if has_mcl_armor and not helmet:is_empty() then
hp = hp/4*3
if not is_creative_enabled(name) then
helmet:add_wear(65535/helmet:get_definition().groups.mcl_armor_uses) --TODO: be sure damage is exactly like mc (informations are missing in the mc wiki)
inv:set_stack("armor", 2, helmet)
end
end
local msg
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
msg = S("@1 was smashed by a falling anvil.", v:get_player_name())
else
msg = S("@1 was smashed by a falling block.", v:get_player_name())
end
if dmes then
mcl_death_messages.player_damage(v, msg)
end
v:set_hp(hp, { type = "punch", from = "mod" })
end
end
end
else
local hp = v:get_luaentity().health
if hp and hp ~= 0 then
if not self._hit_mobs then
self._hit_mobs = {}
end
local hit = false
for _,mob in ipairs(self._hit_mobs) do
if v == mob then
hit = true
end
end
--TODO: reduce damage for mobs then they will be able to wear armor
if not hit then
table.insert(self._hit_mobs, v)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
v:get_luaentity().health = hp
end
end
mcl_util.deal_damage(obj, damage, {type = dmg_type})
end
end
end
@ -60,8 +112,10 @@ minetest.register_entity(":__builtin:falling_node", {
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
set_node = function(self, node, meta)
local def = minetest.registered_nodes[node.name]
-- Change falling node if definition tells us to
@ -88,6 +142,7 @@ minetest.register_entity(":__builtin:falling_node", {
glow = glow,
})
end,
get_staticdata = function(self)
local meta = self.meta
-- Workaround: Save inventory seperately from metadata.
@ -108,9 +163,10 @@ minetest.register_entity(":__builtin:falling_node", {
}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
local ds = minetest.deserialize(staticdata)
if ds then
self._startpos = ds._startpos
@ -130,6 +186,7 @@ minetest.register_entity(":__builtin:falling_node", {
end
self._startpos = vector.round(self._startpos)
end,
on_step = function(self, dtime)
-- Set gravity
local acceleration = self.object:get_acceleration()
@ -143,7 +200,7 @@ minetest.register_entity(":__builtin:falling_node", {
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
local n2 = minetest.get_node(np)
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
-- TODO: Teleport falling node.
self.object:remove()
return
end
@ -181,9 +238,10 @@ minetest.register_entity(":__builtin:falling_node", {
return
end
local nd = minetest.registered_nodes[n2.name]
--if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
if (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
-- Replace destination node if it's buildable to
minetest.remove_node(np)
-- Run script hook
@ -250,6 +308,7 @@ minetest.register_entity(":__builtin:falling_node", {
self.object:set_pos(npos)
end
end
deal_falling_damage(self, dtime)
end
})

View File

@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 wurde von einem fallenden Amboss zerschmettert.
@1 was smashed by a falling block.=@1 wurde von einem fallenden Block zerschmettert.

View File

@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fue aplastado por la caída de un yunque.
@1 was smashed by a falling block.=@1 fue aplastado por la caída de un bloque.

View File

@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume qui tombait.
@1 was smashed by a falling block.=@1 a été écrasé par un bloc qui tombait.

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.

View File

@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 придавило падающей наковальней.
@1 was smashed by a falling block.=@1 раздавило падающим блоком.

View File

@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=
@1 was smashed by a falling block.=

View File

@ -1,5 +1,5 @@
--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
local pool = {}
@ -38,7 +38,7 @@ item_drop_settings.drop_single_item = false --if true, the drop control dro
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local function get_gravity()
local get_gravity = function()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
@ -60,7 +60,7 @@ mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blaze
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
local function check_pickup_achievements(object, player)
local check_pickup_achievements = function(object, player)
if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name()
@ -72,7 +72,7 @@ local function check_pickup_achievements(object, player)
end
end
local function enable_physics(object, luaentity, ignore_check)
local enable_physics = function(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
@ -83,7 +83,7 @@ local function enable_physics(object, luaentity, ignore_check)
end
end
local function disable_physics(object, luaentity, ignore_check, reset_movement)
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
@ -98,13 +98,15 @@ end
minetest.register_globalstep(function(dtime)
tick = not tick
for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name()
local name = player:get_player_name()
local pos = player:get_pos()
if tick == true and pool[name] > 0 then
@ -122,7 +124,7 @@ minetest.register_globalstep(function(dtime)
end
local inv = player:get_inventory()
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
@ -233,7 +235,7 @@ function minetest.handle_node_drops(pos, drops, digger)
local dug_node = minetest.get_node(pos)
local tooldef
local tool
if digger then
if digger ~= nil then
tool = digger:get_wielded_item()
tooldef = minetest.registered_tools[tool:get_name()]
@ -290,10 +292,10 @@ function minetest.handle_node_drops(pos, drops, digger)
end
end
if digger and mcl_experience.throw_xp and not silk_touch_drop then
if digger and mcl_experience.throw_experience and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name,"xp")
if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount)
mcl_experience.throw_experience(pos, experience_amount)
end
end
@ -314,7 +316,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end
-- Spawn item and apply random speed
local obj = minetest.add_item(dpos, drop_item)
if obj then
if obj ~= nil then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
@ -363,17 +365,6 @@ if not time_to_live then
time_to_live = 300
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", {
initial_properties = {
hp_max = 1,
@ -394,7 +385,7 @@ minetest.register_entity(":__builtin:item", {
-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
-- 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.
itemstring = "",
itemstring = '',
-- If true, item will fall
physical_state = true,
@ -415,14 +406,6 @@ minetest.register_entity(":__builtin:item", {
return
end
local stack = ItemStack(itemstring)
if minetest.get_item_group(stack:get_name(), "compass") > 0 then
stack:set_name("mcl_compass:16")
itemstring = stack:to_string()
self.itemstring = itemstring
end
if minetest.get_item_group(stack:get_name(), "clock") > 0 then
self.is_clock = true
end
local count = stack:get_count()
local max_count = stack:get_stack_max()
if count > max_count then
@ -435,9 +418,13 @@ minetest.register_entity(":__builtin:item", {
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
local glow
local def = minetest.registered_items[itemname]
if def then
item_texture = def.inventory_image
item_type = def.type
description = def.description
glow = def.light_source
end
@ -480,7 +467,7 @@ minetest.register_entity(":__builtin:item", {
end,
get_staticdata = function(self)
local data = minetest.serialize({
return minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age,
@ -488,39 +475,6 @@ minetest.register_entity(":__builtin:item", {
_flowing = self._flowing,
_removed = self._removed,
})
-- sfan5 guessed that the biggest serializable item
-- entity would have a size of 65530 bytes. This has
-- been experimentally verified to be still too large.
--
-- anon5 has calculated that the biggest serializable
-- item entity has a size of exactly 65487 bytes:
--
-- 1. serializeString16 can handle max. 65535 bytes.
-- 2. The following engine metadata is always saved:
-- • 1 byte (version)
-- • 2 byte (length prefix)
-- • 14 byte “__builtin:item”
-- • 4 byte (length prefix)
-- • 2 byte (health)
-- • 3 × 4 byte = 12 byte (position)
-- • 4 byte (yaw)
-- • 1 byte (version 2)
-- • 2 × 4 byte = 8 byte (pitch and roll)
-- 3. This leaves 65487 bytes for the serialization.
if #data > 65487 then -- would crash the engine
local stack = ItemStack(self.itemstring)
stack:get_meta():from_table(nil)
self.itemstring = stack:to_string()
minetest.log(
"warning",
"Overlong item entity metadata removed: “" ..
self.itemstring ..
"” had serialized length of " ..
#data
)
return self:get_staticdata()
end
return data
end,
on_activate = function(self, staticdata, dtime_s)
@ -608,7 +562,7 @@ minetest.register_entity(":__builtin:item", {
return true
end,
on_step = function(self, dtime, moveresult)
on_step = function(self, dtime)
if self._removed then
self.object:set_properties({
physical = false
@ -618,7 +572,7 @@ minetest.register_entity(":__builtin:item", {
return
end
self.age = self.age + dtime
if self._collector_timer then
if self._collector_timer ~= nil then
self._collector_timer = self._collector_timer + dtime
end
if time_to_live > 0 and self.age > time_to_live then
@ -639,12 +593,6 @@ minetest.register_entity(":__builtin:item", {
local node = minetest.get_node_or_nil(p)
local in_unloaded = (node == nil)
if self.is_clock then
self.object:set_properties({
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
})
end
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
@ -675,18 +623,6 @@ minetest.register_entity(":__builtin:item", {
end
end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
-- Push item out when stuck inside solid opaque node
if def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
@ -698,6 +634,16 @@ minetest.register_entity(":__builtin:item", {
-- 1st: closest
-- 2nd: other direction
-- 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
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")

View File

@ -1,5 +1,3 @@
local vector = vector
function mcl_minecarts:get_sign(z)
if z == 0 then
return 0
@ -40,9 +38,11 @@ end
function mcl_minecarts:check_front_up_down(pos, dir_, check_down, railtype)
local dir = vector.new(dir_)
local cur = nil
-- Front
dir.y = 0
local cur = vector.add(pos, dir)
cur = vector.add(pos, dir)
if mcl_minecarts:is_rail(cur, railtype) then
return dir
end
@ -65,9 +65,9 @@ end
function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
local pos = vector.round(pos_)
local cur
local cur = nil
local left_check, right_check = true, true
-- Check left and right
local left = {x=0, y=0, z=0}
local right = {x=0, y=0, z=0}
@ -78,7 +78,7 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
left.z = dir.x
right.z = -dir.x
end
if ctrl then
if old_switch == 1 then
left_check = false
@ -100,13 +100,13 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right_check = true
end
end
-- Normal
cur = mcl_minecarts:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
-- Left, if not already checked
if left_check then
cur = mcl_minecarts:check_front_up_down(pos, left, false, railtype)
@ -114,7 +114,7 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
-- Right, if not already checked
if right_check then
cur = mcl_minecarts:check_front_up_down(pos, right, false, railtype)
@ -122,6 +122,7 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
-- Backwards
if not old_switch then
cur = mcl_minecarts:check_front_up_down(pos, {
@ -133,5 +134,7 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
return {x=0, y=0, z=0}
end
end

View File

@ -1,10 +1,9 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local S = minetest.get_translator("mcl_minecarts")
local has_mcl_wip = minetest.get_modpath("mcl_wip")
mcl_minecarts = {}
mcl_minecarts.modpath = minetest.get_modpath(modname)
mcl_minecarts.modpath = minetest.get_modpath("mcl_minecarts")
mcl_minecarts.speed_max = 10
mcl_minecarts.check_float_time = 15
@ -198,27 +197,14 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
else
self._last_float_check = self._last_float_check + dtime
end
local pos, rou_pos, node = self.object:get_pos()
local r = 0.6
for _, node_pos in pairs({{r, 0}, {0, r}, {-r, 0}, {0, -r}}) do
if minetest.get_node(vector.offset(pos, node_pos[1], 0, node_pos[2])).name == "mcl_core:cactus" then
detach_driver(self)
for d = 1, #drop do
minetest.add_item(pos, drop[d])
end
self.object:remove()
return
end
end
local pos, rou_pos, node
-- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos()
rou_pos = vector.round(pos)
node = minetest.get_node(rou_pos)
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
if player then
if self._old_pos then
@ -500,6 +486,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
if update.pos then
self.object:set_pos(pos)
end
update = nil
end
function cart:get_staticdata()
@ -510,7 +497,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
-- Place a minecart at pointed_thing
function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
if not pointed_thing.type == "node" then
return
end
@ -537,7 +524,7 @@ function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
local cart = minetest.add_entity(railpos, entity_id)
local railtype = minetest.get_item_group(node.name, "connect_to_raillike")
local le = cart:get_luaentity()
if le then
if le ~= nil then
le._railtype = railtype
end
local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
@ -554,7 +541,7 @@ function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
end
local function register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
local register_craftitem = function(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
entity_mapping[itemstring] = entity_id
local groups = { minecart = 1, transport = 1 }
@ -620,7 +607,7 @@ 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)
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)
if minetest.get_modpath("doc_identifier") then
if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object(entity_id, "craftitems", itemstring)
end
end
@ -659,7 +646,7 @@ register_minecart(
if player then
mcl_player.player_set_animation(player, "sit" , 30)
player:set_eye_offset({x=0, y=-5.5, z=0},{x=0, y=-4, z=0})
mcl_title.set(clicker, "actionbar", {text=S("Sneak to dismount"), color="white", stay=60})
mcl_tmp_message.message(clicker, S("Sneak to dismount"))
end
end, name)
end
@ -830,30 +817,31 @@ minetest.register_craft({
})
-- TODO: Re-enable crafting of special minecarts when they have been implemented
--[[minetest.register_craft({
output = "mcl_minecarts:furnace_minecart",
recipe = {
{"mcl_furnaces:furnace"},
{"mcl_minecarts:minecart"},
},
})
if false then
minetest.register_craft({
output = "mcl_minecarts:furnace_minecart",
recipe = {
{"mcl_furnaces:furnace"},
{"mcl_minecarts:minecart"},
},
})
minetest.register_craft({
output = "mcl_minecarts:hopper_minecart",
recipe = {
{"mcl_hoppers:hopper"},
{"mcl_minecarts:minecart"},
},
})
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
recipe = {
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})]]
minetest.register_craft({
output = "mcl_minecarts:hopper_minecart",
recipe = {
{"mcl_hoppers:hopper"},
{"mcl_minecarts:minecart"},
},
})
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
recipe = {
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})
end
if has_mcl_wip then
mcl_wip.register_wip_item("mcl_minecarts:chest_minecart")

View File

@ -33,4 +33,3 @@ Activates minecarts when powered=Aktiviert Loren, wenn bestromt
Emits redstone power when a minecart is detected=Gibt ein Redstonesignal aus, wenn eine Lore erfasst wird
Vehicle for fast travel on rails=Fahrzeug zum schnellen Transport auf Schienen
Can be ignited by tools or powered activator rail=Kann mit Werkzeugen oder bestromten Aktivierungsschienen angezündet werden
Sneak to dismount=Zum Aussteigen schleichen

View File

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

View File

@ -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

View File

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

View File

@ -1,7 +1,7 @@
local S = minetest.get_translator(minetest.get_current_modname())
local S = minetest.get_translator("mcl_minecarts")
-- Template rail function
local function register_rail(itemstring, tiles, def_extras, creative)
local register_rail = function(itemstring, tiles, def_extras, creative)
local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=1,destroy_by_lava_flow=1, transport=1}
if creative == false then
groups.not_in_creative_inventory = 1
@ -206,11 +206,11 @@ register_rail("mcl_minecarts:detector_rail_on",
-- Crafting
minetest.register_craft({
output = "mcl_minecarts:rail 16",
output = 'mcl_minecarts:rail 16',
recipe = {
{"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: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:iron_ingot'},
}
})

View File

@ -502,6 +502,20 @@ and damages any entity caught inside the blast radius. Protection will limit
node destruction but not entity damage.
mobs:capture_mob
----------------
mobs:capture_mob(...)
Does nothing and returns false.
This function is provided for compability with Mobs Redo for an attempt to
capture a mob.
Mobs cannot be captured in MineClone 2.
In Mobs Redo, this is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob. See Mobs Redo documentation
of parameters.
Feeding and Taming/Breeding
---------------------------
@ -521,6 +535,19 @@ Will return true when mob is fed with item it likes.
them up
Protecting Mobs
---------------
mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item,
this will protect the mob from harm inside of a protected area from other
players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information
'clicker' player information
Riding Mobs
-----------
@ -578,7 +605,7 @@ Note: animation names above are from the pre-defined animation lists inside mob
registry without extensions.
mobs.set_mob_animation(self, name)
mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not
found.
@ -754,5 +781,8 @@ mobs:register_mob("mob_horse:horse", {
inv:remove_item("main", "mobs:saddle")
end
end
-- used to capture horse with magic lasso
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
end
})

View File

@ -1,736 +0,0 @@
-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition
-- mobs library
mobs = {}
-- lua locals - can grab from this to easily plop them into the api lua files
--localize minetest functions
local minetest_settings = minetest.settings
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_modpath = minetest.get_modpath
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_node = minetest.get_node
--local minetest_get_item_group = minetest.get_item_group
local minetest_registered_entities = minetest.registered_entities
--local minetest_line_of_sight = minetest.line_of_sight
--local minetest_after = minetest.after
--local minetest_sound_play = minetest.sound_play
--local minetest_add_particlespawner = minetest.add_particlespawner
--local minetest_registered_items = minetest.registered_items
--local minetest_set_node = minetest.set_node
local minetest_add_item = minetest.add_item
--local minetest_get_craft_result = minetest.get_craft_result
--local minetest_find_path = minetest.find_path
local minetest_is_creative_enabled = minetest.is_creative_enabled
--local minetest_find_node_near = minetest.find_node_near
--local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
--local minetest_raycast = minetest.raycast
--local minetest_get_us_time = minetest.get_us_time
local minetest_add_entity = minetest.add_entity
--local minetest_get_natural_light = minetest.get_natural_light
--local minetest_get_node_or_nil = minetest.get_node_or_nil
-- localize math functions
local math = math
-- localize vector functions
local vector = vector
local string = string
-- mob constants
--local BREED_TIME = 30
--local BREED_TIME_AGAIN = 300
--local CHILD_GROW_TIME = 60*20
--local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -10
--local FLOP_HEIGHT = 5.0
--local FLOP_HOR_SPEED = 1.5
local GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81
local MAX_MOB_NAME_LENGTH = 30
--[[local MOB_CAP = {}
MOB_CAP.hostile = 70
MOB_CAP.passive = 10
MOB_CAP.ambient = 15
MOB_CAP.water = 15
]]
-- Load main settings
--local damage_enabled = minetest_settings:get_bool("enable_damage")
--local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
--local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
--local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
--local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
--local remove_far = true
local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0
--local show_health = false
--local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
---local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
-- pathfinding settings
--local enable_pathfinding = true
--local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
--local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- default nodes
--local node_ice = "mcl_core:ice"
--local node_snowblock = "mcl_core:snowblock"
--local node_snow = "mcl_core:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
--local mod_weather = minetest_get_modpath("mcl_weather")
--local mod_explosions = minetest_get_modpath("mcl_explosions")
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners")
--local mod_hunger = minetest_get_modpath("mcl_hunger")
--local mod_worlds = minetest_get_modpath("mcl_worlds")
--local mod_armor = minetest_get_modpath("mcl_armor")
--local mod_experience = minetest_get_modpath("mcl_experience")
-- random locals I found
--local los_switcher = false
--local height_switcher = false
-- Get translator
local S = minetest.get_translator(minetest.get_current_modname())
-- CMI support check
--local use_cmi = minetest.global_exists("cmi")
-- creative check
function mobs.is_creative(name)
return minetest_is_creative_enabled(name)
end
--[[local function atan(x)
if not x or x ~= x then
return 0
else
return math.atan(x)
end
end]]
-- Shows helpful debug info above each mob
--local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
-- Peaceful mode message so players will know there are no monsters
if minetest_settings:get_bool("only_peaceful_mobs", false) then
minetest.register_on_joinplayer(function(player)
minetest.chat_send_player(player:get_player_name(),
S("Peaceful mode active! No monsters will spawn."))
end)
end
local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/"
--ignite all parts of the api
dofile(api_path .. "flow_lib.lua")
dofile(api_path .. "ai.lua")
dofile(api_path .. "animation.lua")
dofile(api_path .. "collision.lua")
dofile(api_path .. "environment.lua")
dofile(api_path .. "interaction.lua")
dofile(api_path .. "movement.lua")
dofile(api_path .. "set_up.lua")
dofile(api_path .. "attack_type_instructions.lua")
dofile(api_path .. "sound_handling.lua")
dofile(api_path .. "death_logic.lua")
dofile(api_path .. "mob_effects.lua")
dofile(api_path .. "projectile_handling.lua")
dofile(api_path .. "breeding.lua")
dofile(api_path .. "head_logic.lua")
mobs.spawning_mobs = {}
-- register mob entity
function mobs:register_mob(name, def)
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox[5] < 0.79 then
collisionbox[5] = 0.79
end
mobs.spawning_mobs[name] = true
local function scale_difficulty(value, default, min, special)
if (not value) or (value == default) or (value == special) then
return default
else
return math.max(min, value * difficulty)
end
end
minetest.register_entity(name, {
description = def.description,
use_texture_alpha = def.use_texture_alpha,
stepheight = def.stepheight or 0.6,
stepheight_backup = def.stepheight or 0.6,
name = name,
type = def.type,
attack_type = def.attack_type,
fly = def.fly,
fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
order = def.order or "",
on_die = def.on_die,
spawn_small_alternative = def.spawn_small_alternative,
do_custom = def.do_custom,
jump_height = def.jump_height or 4, -- was 6
rotate = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
hp_min = scale_difficulty(def.hp_min, 5, 1),
hp_max = scale_difficulty(def.hp_max, 10, 1),
xp_min = def.xp_min or 1,
xp_max = def.xp_max or 5,
breath_max = def.breath_max or 6,
breathes_in_water = def.breathes_in_water or false,
physical = true,
collisionbox = collisionbox,
collide_with_objects = def.collide_with_objects or false,
selectionbox = def.selectionbox or def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound or false,
view_range = def.view_range or 16,
walk_velocity = def.walk_velocity or 1,
run_velocity = def.run_velocity or 2,
damage = scale_difficulty(def.damage, 0, 0),
light_damage = def.light_damage or 0,
sunlight_damage = def.sunlight_damage or 0,
water_damage = def.water_damage or 0,
lava_damage = def.lava_damage or 8,
fire_damage = def.fire_damage or 1,
suffocation = def.suffocation or true,
fall_damage = def.fall_damage or 1,
fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
drops = def.drops or {},
armor = def.armor or 100,
on_rightclick = mobs.create_mob_on_rightclick(def.on_rightclick),
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
jump = def.jump ~= false,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
knock_back = def.knock_back ~= false,
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
floats_on_lava = def.floats_on_lava or 0,
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
on_replace = def.on_replace,
timer = 0,
state_timer = 0,
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
gotten = false,
reach = def.reach or 3,
htimer = 0,
texture_list = def.textures,
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
time_of_day = 0.5,
fear_height = def.fear_height or 0,
runaway = def.runaway,
runaway_timer = 0,
pathfinding = def.pathfinding,
immune_to = def.immune_to or {},
explosion_radius = def.explosion_radius, -- LEGACY
explosion_damage_radius = def.explosion_damage_radius, -- LEGACY
explosiontimer_reset_radius = def.explosiontimer_reset_radius,
explosion_timer = def.explosion_timer or 3,
allow_fuse_reset = def.allow_fuse_reset ~= false,
stop_to_explode = def.stop_to_explode ~= false,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal,
facing_fence = false,
_cmi_is_mob = true,
pushable = def.pushable or true,
--j4i stuff
yaw = 0,
automatic_face_movement_dir = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
automatic_face_movement_max_rotation_per_sec = 360, --degrees
backface_culling = true,
walk_timer = 0,
stand_timer = 0,
current_animation = "",
gravity = GRAVITY,
swim = def.swim,
swim_in = def.swim_in or {mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source},
pitch_switch = "static",
jump_only = def.jump_only,
hostile = def.hostile,
neutral = def.neutral,
attacking = nil,
visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
death_animation_timer = 0,
hostile_cooldown = def.hostile_cooldown or 15,
tilt_fly = def.tilt_fly,
tilt_swim = def.tilt_swim,
fall_slow = def.fall_slow,
projectile_cooldown_min = def.projectile_cooldown_min or 2,
projectile_cooldown_max = def.projectile_cooldown_max or 6,
skittish = def.skittish,
minimum_follow_distance = def.minimum_follow_distance or 0.5, --make mobs not freak out when underneath
memory = 0, -- memory timer if chasing/following
fly_random_while_attack = def.fly_random_while_attack,
--for spiders
always_climb = def.always_climb,
--despawn mechanic variables
lifetimer_reset = 30, --30 seconds
lifetimer = 30, --30 seconds
--breeding stuff
breed_timer = 0,
breed_lookout_timer = 0,
breed_distance = def.breed_distance or 1.5, --how far away mobs have to be to begin actual breeding
breed_lookout_timer_goal = 30, --30 seconds (this timer is for how long the mob looks for a mate)
breed_timer_cooloff = 5*60, -- 5 minutes (this timer is for how long the mob has to wait before being bred again)
bred = false,
follow = def.follow, --this item is also used for the breeding mechanism
follow_distance = def.follow_distance or 2,
baby_size = def.baby_size or 0.5,
baby = false,
grow_up_timer = 0,
grow_up_goal = 20*60, --in 20 minutes the mob grows up
special_breed_timer = 0, --this is used for the AHEM AHEM part of breeding
backup_visual_size = def.visual_size,
backup_collisionbox = collisionbox,
backup_selectionbox = def.selectionbox or def.collisionbox,
--fire timer
burn_timer = 0,
ignores_cobwebs = def.ignores_cobwebs,
breath = def.breath_max or 6,
random_sound_timer_min = 3,
random_sound_timer_max = 10,
--head code variables
--defaults are for the cow's default
--because I don't know what else to set them
--to :P
--you must use these to adjust the mob's head positions
--has_head is used as a logic gate (quick easy check)
has_head = def.has_head or false,
--head_bone is the actual bone in the model which the head
--is attached to for animation
head_bone = def.head_bone or "head",
--this part controls the base position of the head calculations
--localized to the mob's visual yaw when gotten (self.object:get_yaw())
--you can enable the debug in /mob_functions/head_logic.lua by uncommenting the
--particle spawner code
head_height_offset = def.head_height_offset or 1.0525,
head_direction_offset = def.head_direction_offset or 0.5,
--this part controls the visual of the head
head_bone_pos_y = def.head_bone_pos_y or 3.6,
head_bone_pos_z = def.head_bone_pos_z or -0.6,
head_pitch_modifier = def.head_pitch_modifier or 0,
--these variables are switches in case the model
--moves the wrong way
swap_y_with_x = def.swap_y_with_x or false,
reverse_head_yaw = def.reverse_head_yaw or false,
--END HEAD CODE VARIABLES
--end j4i stuff
-- MCL2 extensions
teleport = mobs.teleport,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,
ignores_nametag = def.ignores_nametag or false,
rain_damage = def.rain_damage or 0,
glow = def.glow,
--can_despawn = can_despawn,
child = def.child or false,
texture_mods = {},
shoot_arrow = def.shoot_arrow,
sounds_child = def.sounds_child,
explosion_strength = def.explosion_strength,
suffocation_timer = 0,
follow_velocity = def.follow_velocity or 2.4,
instant_death = def.instant_death or false,
fire_resistant = def.fire_resistant or false,
fire_damage_resistant = def.fire_damage_resistant or false,
ignited_by_sunlight = def.ignited_by_sunlight or false,
eye_height = def.eye_height or 1.5,
defuse_reach = def.defuse_reach or 4,
-- End of MCL2 extensions
on_spawn = def.on_spawn,
--on_blast = def.on_blast or do_tnt,
on_step = mobs.mob_step,
--do_punch = def.do_punch,
on_punch = mobs.mob_punch,
--on_breed = def.on_breed,
--on_grown = def.on_grown,
--on_detach_child = mob_detach_child,
on_activate = function(self, staticdata, dtime)
self.object:set_acceleration(vector.new(0,-GRAVITY, 0))
return mobs.mob_activate(self, staticdata, def, dtime)
end,
get_staticdata = function(self)
return mobs.mob_staticdata(self)
end,
--harmed_by_heal = def.harmed_by_heal,
})
if minetest_get_modpath("doc_identifier") then
doc.sub.identifier.register_object(name, "basics", "mobs")
end
end -- END mobs:register_mob function
-- register arrow for shoot attack
function mobs:register_arrow(name, def)
-- errorcheck
if not name or not def then
print("failed to register arrow entity")
return
end
minetest.register_entity(name.."_entity", {
physical = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
hit_object = def.hit_object,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
switch = 0,
owner_id = def.owner_id,
rotate = def.rotate,
speed = def.speed or nil,
on_step = function(self)
local vel = self.object:get_velocity()
local pos = self.object:get_pos()
if self.timer > 150
or not mobs.within_limits(pos, 0) then
mcl_burning.extinguish(self.object)
self.object:remove();
return
end
-- does arrow have a tail (fireball)
if def.tail
and def.tail == 1
and def.tail_texture then
--do this to prevent clipping through main entity sprite
local pos_adjustment = vector.multiply(vector.normalize(vel), -1)
local divider = def.tail_distance_divider or 1
pos_adjustment = vector.divide(pos_adjustment, divider)
local new_pos = vector.add(pos, pos_adjustment)
minetest.add_particle({
pos = new_pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = def.expire or 0.25,
collisiondetection = false,
texture = def.tail_texture,
size = def.tail_size or 5,
glow = def.glow or 0,
})
end
if self.hit_node then
local node = minetest_get_node(pos).name
if minetest_registered_nodes[node].walkable then
self.hit_node(self, pos, node)
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = (self.lastpos or pos)
minetest_add_item(self.lastpos, self.object:get_luaentity().name)
end
self.object:remove();
return
end
end
if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(minetest_get_objects_inside_radius(pos, 1.5)) do
if self.hit_player
and player:is_player() then
if self.hit_player then
self.hit_player(self, player)
else
mobs.arrow_hit(self, player)
end
self.object:remove();
return
end
--[[
local entity = player:get_luaentity()
if entity
and self.hit_mob
and entity._cmi_is_mob == true
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name
and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
--self.hit_mob(self, player)
self.object:remove();
return
end
]]--
--[[
if entity
and self.hit_object
and (not entity._cmi_is_mob)
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name
and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
--self.hit_object(self, player)
self.object:remove();
return
end
]]--
end
end
self.lastpos = pos
end
})
end
-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mobs:register_egg(mob, desc, background, addegg, no_creative)
local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master)
if no_creative == true then
grp.not_in_creative_inventory = 1
end
local invimg = background
if addegg == 1 then
invimg = "mobs_chicken_egg.png^(" .. invimg ..
"^[mask:mobs_chicken_egg_overlay.png)"
end
-- register old stackable mob egg
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
groups = grp,
_doc_items_longdesc = S("This allows you to place a single mob."),
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function?
local under = minetest_get_node(pointed_thing.under)
local def = minetest_registered_nodes[under.name]
if def and def.on_rightclick then
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end
if pos
--and within_limits(pos, 0)
and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name)
return itemstack
end
if not privs.maphack then
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
return itemstack
end
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
if not mobs.is_creative(name) then
itemstack:take_item()
end
return itemstack
end
if not minetest_registered_entities[mob] then
return itemstack
end
if minetest_settings:get_bool("only_peaceful_mobs", false)
and minetest_registered_entities[mob].type == "monster" then
minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
return itemstack
end
local mob = minetest_add_entity(pos, mob)
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
local ent = mob:get_luaentity()
-- don't set owner if monster or sneak pressed
--[[
if ent.type ~= "monster"
and not placer:get_player_control().sneak then
ent.owner = placer:get_player_name()
ent.tamed = true
end
]]--
-- set nametag
local nametag = itemstack:get_meta():get_string("name")
if nametag ~= "" then
if string.len(nametag) > MAX_MOB_NAME_LENGTH then
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
--update_tag(ent)
end
-- if not in creative then take item
if not mobs.is_creative(placer:get_player_name()) then
itemstack:take_item()
end
end
return itemstack
end,
})
end

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@ -1,257 +0,0 @@
local math = math
local vector = vector
local HALF_PI = math.pi/2
local vector_direction = vector.direction
local vector_distance = vector.distance
local vector_new = vector.new
local minetest_dir_to_yaw = minetest.dir_to_yaw
-- set defined animation
mobs.set_mob_animation = function(self, anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then
return
end
--animations break if they are constantly set
--so we put this return gate to check if it is
--already at the animation we are trying to implement
if self.current_animation == anim then
return
end
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
self.current_animation = anim
end
mobs.death_effect = function(pos, yaw, collisionbox, rotate)
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector_new(-5,-5,-5),
maxvel = vector_new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end
--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
mobs.movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw
if current_engine_yaw > math.pi * 2 then
current_engine_yaw = current_engine_yaw - (math.pi * 2)
end
if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
--this is used when a mob is chasing a player
mobs.set_yaw_while_attacking = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
--this is used to unlock a mob's yaw after attacking
mobs.unlock_yaw = function(self)
if self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
--this is used to lock a mob's yaw when they're standing
mobs.lock_yaw = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
end
local calculate_pitch = function(self)
local pos = self.object:get_pos()
local pos2 = self.old_pos
if pos == nil or pos2 == nil then
return false
end
return minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI
end
--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming
mobs.set_dynamic_pitch = function(self)
local pitch = calculate_pitch(self)
if not pitch then
return
end
local current_rotation = self.object:get_rotation()
current_rotation.x = pitch
self.object:set_rotation(current_rotation)
self.pitch_switch = "dynamic"
end
--this is a helper function used to make mobs pitch rotation reset when flying/swimming
mobs.set_static_pitch = function(self)
if self.pitch_switch == "static" then
return
end
local current_rotation = self.object:get_rotation()
current_rotation.x = 0
self.object:set_rotation(current_rotation)
self.pitch_switch = "static"
end
--this is a helper function for mobs explosion animation
mobs.handle_explosion_animation = function(self)
--secondary catch-all
if not self.explosion_animation then
self.explosion_animation = 0
end
--the timer works from 0 for sense of a 0 based counting
--but this just bumps it up so it's usable in here
local explosion_timer_adjust = self.explosion_animation + 1
local visual_size_modified = table.copy(self.visual_size_origin)
visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3)
visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust
self.object:set_properties({visual_size = visual_size_modified})
end
--this is used when a mob is following player
mobs.set_yaw_while_following = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.following_person:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
--this is used for when mobs breed
mobs.set_yaw_while_breeding = function(self, mate)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = mate:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end

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@ -1,347 +0,0 @@
local vector_direction = vector.direction
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
local vector_multiply = vector.multiply
local math_random = math.random
--[[
_ _ _ _
| | | | | | | |
| | | | __ _ _ __ __| | | |
| | | | / _` | '_ \ / _` | | |
|_| | |___| (_| | | | | (_| | |_|
(_) \_____/\__,_|_| |_|\__,_| (_)
]]--
--[[
_____ _ _
| ___| | | | |
| |____ ___ __ | | ___ __| | ___
| __\ \/ / '_ \| |/ _ \ / _` |/ _ \
| |___> <| |_) | | (_) | (_| | __/
\____/_/\_\ .__/|_|\___/ \__,_|\___|
| |
|_|
]]--
mobs.explode_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
--make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and
--don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
mobs.reverse_explosion_animation(self,dtime)
else
mobs.set_velocity(self,0)
--this is the only way I can reference this without dumping extra data on all mobs
if not self.explosion_animation then
self.explosion_animation = 0
end
--play ignite sound
if self.explosion_animation == 0 then
mobs.play_sound(self,"attack")
end
mobs.set_mob_animation(self,"stand")
mobs.handle_explosion_animation(self)
self.explosion_animation = self.explosion_animation + (dtime/2.5)
end
--make explosive mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
--do biggening explosion thing
if self.explosion_animation and self.explosion_animation > self.explosion_timer then
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 })
self.object:remove()
end
end
--this is a small helper function to make working with explosion animations easier
mobs.reverse_explosion_animation = function(self,dtime)
--if explosion animation was greater than 0 then reverse it
if self.explosion_animation and self.explosion_animation > 0 then
self.explosion_animation = self.explosion_animation - dtime
if self.explosion_animation < 0 then
self.explosion_animation = 0
end
end
mobs.handle_explosion_animation(self)
end
--[[
______ _
| ___ \ | |
| |_/ / _ _ __ ___| |__
| __/ | | | '_ \ / __| '_ \
| | | |_| | | | | (__| | | |
\_| \__,_|_| |_|\___|_| |_|
]]--
mobs.punch_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.minimum_follow_distance then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self, "run")
else
mobs.set_velocity(self, 0)
mobs.set_mob_animation(self, "stand")
end
mobs.set_yaw_while_attacking(self)
--make punchy mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
--mobs that can climb over stuff
if self.always_climb and node_in_front_of > 0 then
mobs.climb(self)
end
--auto reset punch_timer
if not self.punch_timer then
self.punch_timer = 0
end
if self.punch_timer > 0 then
self.punch_timer = self.punch_timer - dtime
end
end
mobs.punch_attack = function(self)
self.attacking:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
self.punch_timer = self.punch_timer_cooloff
--knockback
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local dir = vector_direction(pos1,pos2)
dir = vector_multiply(dir,3)
if self.attacking:get_velocity().y <= 1 then
dir.y = 5
end
self.attacking:add_velocity(dir)
end
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
mobs.projectile_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_velocity(self,0)
mobs.set_mob_animation(self,"stand")
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
--make shooty mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
end
--[[
_ ______ _ _
| | | ___| | | |
| | | |_ | |_ _ | |
| | | _| | | | | | | |
|_| | | | | |_| | |_|
(_) \_| |_|\__, | (_)
__/ |
|___/
]]--
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
local random_pitch_multiplier = {-1,1}
mobs.projectile_attack_fly = function(self, dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
--this is specifically for random ghast movement
if self.fly_random_while_attack then
--enable rotation locking
mobs.movement_rotation_lock(self)
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
end
mobs.set_fly_velocity(self, self.run_velocity)
else
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, 0)
mobs.set_mob_animation(self,"stand")
end
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
if self.fly_random_while_attack then
mobs.set_yaw_while_attacking(self)
self.walk_timer = 0
end
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
end

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@ -1,179 +0,0 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector = vector
--check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false
--ignore
if not self.follow then
self.following_person = nil
return false
end
--hey look, this thing works for passive mobs too!
local follower = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
--check if the follower is a player incase they log out
if follower and follower:is_player() then
local stack = follower:get_wielded_item()
--safety check
if not stack then
self.following_person = nil
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.following_person = follower
return true
end
end
--everything failed
self.following_person = nil
return false
end
--a function which attempts to make mobs enter
--the breeding state
mobs.enter_breed_state = function(self,clicker)
--do not breed if baby
if self.baby then
return false
end
--do not do anything if looking for mate or
--if cooling off from breeding
if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
return false
end
--if this is caught, that means something has gone
--seriously wrong
if not clicker or not clicker:is_player() then
return false
end
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return true
end
--everything failed
return false
end
--find the closest mate in the area
mobs.look_for_mate = function(self)
local pos1 = self.object:get_pos()
pos1.y = pos1.y + self.eye_height
local mates_in_area = {}
local winner_mate = nil
local mates_detected = 0
local radius = self.view_range
--get mates in radius
for _,mate in pairs(minetest_get_objects_inside_radius(pos1, radius)) do
--look for a breeding mate
if mate and mate:get_luaentity()
and mate:get_luaentity()._cmi_is_mob
and mate:get_luaentity().name == self.name
and mate:get_luaentity().breed_lookout_timer > 0
and mate:get_luaentity() ~= self then
local pos2 = mate:get_pos()
local distance = vector.distance(pos1,pos2)
if distance <= radius then
if minetest.line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest.line_of_sight(
vector.new(pos1.x, pos1.y, pos1.z),
vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
) then
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
else
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
end
end
end
--return if there's no one near by
if mates_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
return nil
end
--do a default radius max
local shortest_distance = radius + 1
--sort through mates and find the closest mate
for mate,distance in pairs(mates_in_area) do
if distance < shortest_distance then
shortest_distance = distance
winner_mate = mate
end
end
return winner_mate
end
--make the baby grow up
mobs.baby_grow_up = function(self)
self.baby = nil
self.visual_size = self.backup_visual_size
self.collisionbox = self.backup_collisionbox
self.selectionbox = self.backup_selectionbox
self.object:set_properties(self)
end
--makes the baby grow up faster with diminishing returns
mobs.make_baby_grow_faster = function(self,clicker)
if clicker and clicker:is_player() then
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.grow_up_timer = self.grow_up_timer - (self.grow_up_timer * 0.10) --take 10 percent off - diminishing returns
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return true
end
end
return false
end

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@ -1,135 +0,0 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local math_random = math.random
local vector_multiply = vector.multiply
local vector_direction = vector.direction
local integer_test = {-1,1}
mobs.collision = function(self)
local pos = self.object:get_pos()
if not self or not self.object or not self.object:get_luaentity() then
return
end
--do collision detection from the base of the mob
local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
local collision_boundary = collisionbox[4]
local radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
local collision_count = 0
local check_for_attack = false
if self.attack_type == "punch" and self.hostile and self.attacking then
check_for_attack = true
end
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
if object and object ~= self.object and (object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true and object:get_luaentity().health > 0)) and
--don't collide with rider, rider don't collide with thing
(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
--mob cramming
if collision_count > 30 then
self.health = -20
break
end
local pos2 = object:get_pos()
local object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
local object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
local dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
end
local velocity = dir
--0.5 is the max force multiplier
local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
local vel1 = vector.multiply(velocity, -1.5)
local vel2 = vector.multiply(velocity, 1.5)
vel1 = vector.multiply(vel1, force * 10)
vel2 = vector.multiply(vel2, force)
if object:is_player() then
vel2 = vector_multiply(vel2, 2.5)
--integrate mob punching into collision detection
if check_for_attack and self.punch_timer <= 0 then
if object == self.attacking then
mobs.punch_attack(self)
end
end
end
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end
--this is used for arrow collisions
mobs.arrow_hit = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage}
}, nil)
--knockback
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = player:get_pos()
pos2.y = 0
local dir = vector_direction(pos1,pos2)
dir = vector_multiply(dir,3)
if player:get_velocity().y <= 1 then
dir.y = 5
end
player:add_velocity(dir)
end

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

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

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