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Lizzy Fleckenstein 2021-02-11 15:19:19 +01:00
commit 6ebafe7735
10 changed files with 67 additions and 35 deletions

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@ -5,7 +5,7 @@ Wow, thank you! :-)
But first, some things to note: But first, some things to note:
MineClone 2's development target is to make a free software clone of Minecraft, MineClone 2's development target is to make a free software clone of Minecraft,
***version 1.11***, ***PC edition***. ***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us 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 in the Minetest forums (forums.minetest.net), in IRC in the #minetest

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@ -86,7 +86,8 @@ Minetest to learn more.
## Project description ## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software. The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft, PC Edition, version 1.11** (later known as “Java Edition”) * **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 * 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) * In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
* Cloning the gameplay has highest priority * Cloning the gameplay has highest priority

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@ -405,3 +405,53 @@ function mcl_util.get_object_center(obj)
pos.y = pos.y + (ymax - ymin) / 2.0 pos.y = pos.y + (ymax - ymin) / 2.0
return pos return pos
end end
local get_node_emerge_queue = {}
local function ecb_get_far_node(blockpos, action, calls_remaining, param)
if calls_remaining <= 0 and param then
minetest.log("verbose","[mcl_util] ecb done for param = "..param.." node.name="..minetest.get_node(minetest.string_to_pos(param)).name)
get_node_emerge_queue[param] = nil
end
end
function mcl_util.get_far_node(pos, force)
local node = minetest.get_node(pos)
if node.name ~= "ignore" then
return node
end
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then
return node
end
local blockpos = vector.multiply(vector.floor(vector.divide(pos, mcl_vars.MAP_BLOCKSIZE)), mcl_vars.MAP_BLOCKSIZE)
local key = minetest.pos_to_string(blockpos)
for i=1,2 do -- give engine 2 chances to emerge the data
if not get_node_emerge_queue[key] then
get_node_emerge_queue[key] = 1
minetest.log("verbose","[mcl_util] emerge during get_far_node("..minetest.pos_to_string(pos).."), key="..key..", blockpos="..minetest.pos_to_string(blockpos))
minetest.emerge_area(blockpos, vector.add(blockpos, mcl_vars.MAP_BLOCKSIZE-1), ecb_get_far_node, key)
end
while not get_node_emerge_queue[key] do end
minetest.log("verbose","[mcl_util] emerge finished for node "..minetest.pos_to_string(pos)..", key="..key..", blockpos="..minetest.pos_to_string(blockpos)..", node.name="..mcl_util.get_far_node(pos).name)
node = minetest.get_node(pos)
if node.name ~= "ignore" then
return node
end
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then
return node
end
end
node.name = "air" -- engine continuously returns "ignore" - probably it is a bug
minetest.swap_node(pos, node) -- engine continuously returns "ignore" - probably it is a bug
return node -- engine continuously returns "ignore" - probably it is a bug
end

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@ -331,7 +331,7 @@ mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_siz
-- Show armor and player image -- Show armor and player image
local player_preview local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then if minetest.settings:get_bool("3d_player_preview") then
player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "") player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")
else else
local img, img_player local img, img_player

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@ -65,7 +65,7 @@ local function set_inventory(player, armor_change_only)
-- Show armor and player image -- Show armor and player image
local player_preview local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then if minetest.settings:get_bool("3d_player_preview") then
player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "") player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
else else
local img, img_player local img, img_player

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@ -4,7 +4,7 @@
------------------------------------------------------------------------------- -------------------------------------------------------------------------------
function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name) function settlements.build_schematic(vm, data, va, pos, building, replace_wall, name)
-- get building node material for better integration to surrounding -- get building node material for better integration to surrounding
local platform_material = minetest.get_node_or_nil(pos) local platform_material = mcl_util.get_far_node(pos, true)
if not platform_material then if not platform_material then
return return
end end

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@ -1,3 +1,4 @@
mcl_util
mcl_core mcl_core
mcl_loot mcl_loot
mcl_farming? mcl_farming?

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@ -52,8 +52,7 @@ function settlements.terraform(settlement_info, pr)
else else
-- write ground -- write ground
local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi} local p = {x=pos.x+xi, y=pos.y+yi, z=pos.z+zi}
minetest.forceload_block(p) local node = mcl_util.get_far_node(p, true)
local node = minetest.get_node_or_nil(p)
if node and node.name ~= "air" then if node and node.name ~= "air" then
minetest.swap_node(p,{name="air"}) minetest.swap_node(p,{name="air"})
end end

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@ -94,11 +94,8 @@ if mg_name ~= "singlenode" then
-- don't build settlements on (too) uneven terrain -- don't build settlements on (too) uneven terrain
local height_difference = settlements.evaluate_heightmap(minp, maxp) local height_difference = settlements.evaluate_heightmap(minp, maxp)
if height_difference > max_height_difference then return end if height_difference > max_height_difference then return end
-- we need 'minetest.after' here to exit from emerging thread we probably currently in:
-- new way - slow :((((( minetest.after(0.1, build_a_settlement_no_delay, vector.new(minp), vector.new(maxp), blockseed)
minetest.emerge_area(vector.subtract(minp,24), vector.add(maxp,24), ecb_build_a_settlement, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
-- old way - wait 3 seconds:
-- minetest.after(3, ecb_build_a_settlement, nil, 1, 0, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
end) end)
end end
-- manually place villages -- manually place villages

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@ -51,7 +51,7 @@ function settlements.find_surface(pos)
local itter -- count up or down local itter -- count up or down
local cnt_max = 200 local cnt_max = 200
-- check, in which direction to look for surface -- check, in which direction to look for surface
local surface_node = minetest.get_node_or_nil(p6) local surface_node = mcl_util.get_far_node(p6, true)
if surface_node and string.find(surface_node.name,"air") then if surface_node and string.find(surface_node.name,"air") then
itter = -1 itter = -1
else else
@ -60,32 +60,16 @@ function settlements.find_surface(pos)
-- go through nodes an find surface -- go through nodes an find surface
while cnt < cnt_max do while cnt < cnt_max do
cnt = cnt+1 cnt = cnt+1
minetest.forceload_block(p6) surface_node = mcl_util.get_far_node(p6, true)
surface_node = minetest.get_node_or_nil(p6)
if not surface_node then
-- Load the map at pos and try again
minetest.get_voxel_manip():read_from_map(p6, p6)
surface_node = minetest.get_node(p6)
if surface_node.name == "ignore" then if surface_node.name == "ignore" then
settlements.debug("find_surface1: nil or ignore") settlements.debug("find_surface1: nil or ignore")
return nil return nil
end end
end
-- if surface_node == nil or surface_node.name == "ignore" then
-- --return nil
-- local fl = minetest.forceload_block(p6)
-- if not fl then
--
-- return nil
-- end
-- end
--
-- Check Surface_node and Node above -- Check Surface_node and Node above
-- --
if settlements.surface_mat[surface_node.name] then if settlements.surface_mat[surface_node.name] then
local surface_node_plus_1 = minetest.get_node_or_nil({ x=p6.x, y=p6.y+1, z=p6.z}) local surface_node_plus_1 = mcl_util.get_far_node({ x=p6.x, y=p6.y+1, z=p6.z}, true)
if surface_node_plus_1 and surface_node and if surface_node_plus_1 and surface_node and
(string.find(surface_node_plus_1.name,"air") or (string.find(surface_node_plus_1.name,"air") or
string.find(surface_node_plus_1.name,"snow") or string.find(surface_node_plus_1.name,"snow") or
@ -257,7 +241,7 @@ function settlements.initialize_nodes(settlement_info, pr)
for xi = 0,width do for xi = 0,width do
for zi = 0,depth do for zi = 0,depth do
local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi} local ptemp = {x=p.x+xi, y=p.y+yi, z=p.z+zi}
local node = minetest.get_node(ptemp) local node = mcl_util.get_far_node(ptemp, true)
if node.name == "mcl_furnaces:furnace" or if node.name == "mcl_furnaces:furnace" or
node.name == "mcl_chests:chest" or node.name == "mcl_chests:chest" or
node.name == "mcl_anvils:anvil" then node.name == "mcl_anvils:anvil" then