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Author SHA1 Message Date
cora 97e9dae7c6 Fix portal removal stack overflow 2022-02-14 22:12:11 +01:00
840 changed files with 7917 additions and 15772 deletions

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@ -27,41 +27,19 @@ Any Pull Request that isn't a bug fix can be closed within a week unless it rece
Start coding!
Refer to [Minetest Lua API](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt), [Developer Wiki](https://dev.minetest.net/), [MineClone 5 Wiki](https://git.minetest.land/MineClone5/MineClone5/wiki/) and other documentation.
Refer to Minetest Lua API, Developer Wiki and other documentation.
Follow [Lua code style guidelines](https://dev.minetest.net/Lua_code_style_guidelines). Use tabs, not spaces for indentation (tab size = 8). Never use `minetest.env`.
If you do a translation, try detecting translational issues with `check_translate_files.py` - just run it from tools folder:
```bash
# python3 check_translate_files.py fr | less
```
(`fr` is a language code)
Follow Lua code style guidelines. Use tabs, not spaces for indentation (tab size = 8). Never use `minetest.env`.
Check your code works as expected.
Commit & push your changes to a new branch (not master, one change per a branch).
Commit & push your changes to a new branch (not master, one change per branch)
Commit messages should use the present tense and be descriptive.
Once you are happy with your changes, submit a pull request.
A pull-request is considered merge-able when it looks good to one person from the community.
Please invite other developers to review your contribution when you know they are online. If there is no any reaction during 24 hours after posting the invitation and pinging developers - you are welcome to do a self-review and merge the request.
If someone else's contribution looks good to you - you are free to merge it ASAP.
Different git branches are welcomed! Releases by different people are welcomed! Releases from different branches are welcomed! Frequent releases are welcomed!
It is nice not to block other developers by your work and don't dictate them what to do, unsless they really want that. Git branches and forks are recommended to avoid conflicts at development stage.
It is nice to try splitting big features into small steps.
It is nice to create an issue for any work and mention the issue in the commit text, like `#123 Fix blast resistance of cactus`, where `#123` is the issue number.
Actually, it looks like we all love what we do, so any stupid situations should be carefully discussed before merging into upstreams. But nothing prevents us from releasing controversial stuff through dedicated branches. Release your contribution when you need more feedback.
Feel free to break the rules if you're sure you have to.
A pull-request is considered merge-able when:
#### Contributors

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@ -71,7 +71,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `coral_block=X`: Coral block (1 = alive, 2 = dead)
* `coral_species=X`: Specifies the species of a coral; equal X means equal species
* `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching
* `compostability`: Amount from 1 to 100 that defines the percentage of likelyhood that the composter will advance a level.
#### Footnotes
@ -201,8 +200,6 @@ These groups are used mostly for informational purposes
* `building_block=1`: Block is a building block
* `deco_block=1`: Block is a decorational block
* `blast_furnace_smeltable=1` : Item or node is smeltable by a blast furnace
* `smoker_cookable=1` : Food is cookable by a smoker.
## Fake item groups
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.

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@ -70,11 +70,7 @@ an explanation.
## Installation
This game requires latest stable [Minetest](http://minetest.net) to run, please install
it first. Only latest stable version of Minetest is officially supported.
There are lots of questions about Ubuntu, which has minetest-5.1.1 still.
Please, first of all, visit this page, it should fix the problem: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable
Also, here is endless issue #123: https://git.minetest.land/MineClone5/MineClone5/issues/123 - really less preferable way.
it first. Only stable versions of Minetest are officially supported.
There is no support for running MineClone 5 in development versions of Minetest.
To install MineClone 5 (if you haven't already), move this directory into the
@ -192,7 +188,3 @@ Technical differences from Minecraft:
* `API.md`: For Minetest modders who want to mod this game
* `LEGAL.md`: Legal information
* `CREDITS.md`: List of everyone who contributed
## Menu music
* horizonchris96 — 02_what_we_ll_build_next

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@ -36,10 +36,6 @@ mgvalleys_spflags = noaltitude_chill,noaltitude_dry,nohumid_rivers,vary_river_de
# Probably values >10 won't work because of numerous overridings. Type: int.
max_block_generate_distance = 13
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
# type: int
chunksize = 4
# MCL2-specific stuff
keepInventory = false

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@ -0,0 +1,9 @@
# mcl_bubble_column by j45
https://github.com/Minetest-j45/mcl_bubble_column/
Adds whirlpools and upwards bubble columns to Mineclone2/5
A bubble column is a block generated by placing magma blocks or soul sand in water (source).
Bubble columns push or pull entities and items in certain directions.

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@ -0,0 +1,195 @@
mcl_bubble_column = {}
minetest.register_abm{
label = "bubbleColumnUpStop",
nodenames = {"group:water"},
interval = 0.05,
chance = 1,
action = function(pos)
local meta = minetest.get_meta(pos)
if meta:get_int("bubbly") == 1 then--bubble column
--check down if current needs to be deleted
local downpos = vector.add(pos, {x = 0, y = -1, z = 0})
local downposnode = minetest.get_node(downpos)
local downmeta = minetest.get_meta(downpos)
if (downmeta:get_int("bubbly") ~= 1 and downposnode.name ~= "mcl_nether:soul_sand") then
meta:set_int("bubbly", 0)
end
--check up to see if needs to go up
local uppos = vector.add(pos, {x = 0, y = 1, z = 0})
local upposnode = minetest.get_node(uppos)
local upmeta = minetest.get_meta(uppos)
if (minetest.get_item_group(upposnode.name, "water") == 3 and upmeta:get_int("bubbly") ~= 1) then
upmeta:set_int("bubbly", 1)
end
elseif meta:get_int("whirly") == 1 then--whirlpool
--check down if current needs to be deleted
local downpos = vector.add(pos, {x = 0, y = -1, z = 0})
local downposnode = minetest.get_node(downpos)
local downmeta = minetest.get_meta(downpos)
if (downmeta:get_int("whirly") ~= 1 and downposnode.name ~= "mcl_nether:magma") then
meta:set_int("whirly", 0)
end
--check up to see if needs to go up
local uppos = vector.add(pos, {x = 0, y = 1, z = 0})
local upposnode = minetest.get_node(uppos)
local upmeta = minetest.get_meta(uppos)
if (minetest.get_item_group(upposnode.name, "water") == 3 and upmeta:get_int("whirly") ~= 1) then
upmeta:set_int("whirly", 1)
end
end
end,
}
minetest.register_abm{
label = "startBubbleColumn",
nodenames = {"mcl_nether:soul_sand"},
interval = 0.05,
chance = 1,
action = function(pos)
local uppos = vector.add(pos, {x = 0, y = 1, z = 0})
local upposnode = minetest.get_node(uppos)
local upmeta = minetest.get_meta(uppos)
if (minetest.get_item_group(upposnode.name, "water") == 3 and upmeta:get_int("bubbly") ~= 1) then
upmeta:set_int("bubbly", 1)
end
end,
}
minetest.register_abm{
label = "startWhirlpool",
nodenames = {"mcl_nether:magma"},
interval = 0.05,
chance = 1,
action = function(pos)
local uppos = vector.add(pos, {x = 0, y = 1, z = 0})
local upposnode = minetest.get_node(uppos)
local upmeta = minetest.get_meta(uppos)
if (minetest.get_item_group(upposnode.name, "water") == 3 and upmeta:get_int("whirly") ~= 1) then
upmeta:set_int("whirly", 1)
end
end,
}
mcl_bubble_column.on_enter_bubble_column = function(self)
local velocity = self:get_velocity()
--[[if down.name == "mcl_nether:soul_sand" then
self:add_velocity({x = 0, y = math.min(10, math.abs(velocity.y)+9.4), z = 0})
else]]
self:add_velocity({x = 0, y = math.min(3.6, math.abs(velocity.y)+3), z = 0})
--end
end
mcl_bubble_column.on_enter_whirlpool = function(self)
local velocity = self:get_velocity()
--self:add_velocity({x = 0, y = math.max(-3, (-math.abs(velocity.y))-2), z = 0})
self:add_velocity({x = 0, y = math.max(-0.3, (-math.abs(velocity.y))-0.03), z = 0})
end
mcl_bubble_column.on_enter_bubble_column_with_air_above = function(self)
local velocity = self:get_velocity()
--[[if down.name == "mcl_nether:soul_sand" then
self:add_velocity({x = 0, y = math.min(4.3, math.abs(velocity.y)+2.8), z = 0})
else]]
self:add_velocity({x = 0, y = math.min(2.6, math.abs(velocity.y)+2), z = 0})
--end
end
mcl_bubble_column.on_enter_whirlpool_with_air_above = function(self)
local velocity = self:get_velocity()
--self:add_velocity({x = 0, y = math.max(-3.5, (-math.abs(velocity.y))-2), z = 0})
self:add_velocity({x = 0, y = math.max(-0.9, (-math.abs(velocity.y))-0.03), z = 0})
end
minetest.register_abm{
label = "entGo",
nodenames = {"group:water"},
interval = 0.05,
chance = 1,
action = function(pos)
--if not bubble column block return
local meta = minetest.get_meta(pos)
if meta:get_int("bubbly") == 1 then
local up = minetest.get_node(vector.add(pos, {x = 0, y = 1, z = 0}))
for _,entity in pairs(minetest.get_objects_inside_radius(pos, 0.75)) do
if up.name == "air" then
mcl_bubble_column.on_enter_bubble_column_with_air_above(entity)
else
mcl_bubble_column.on_enter_bubble_column(entity)
end
end
elseif meta:get_int("whirly") == 1 then
local up = minetest.get_node(vector.add(pos, {x = 0, y = 1, z = 0}))
for _,entity in pairs(minetest.get_objects_inside_radius(pos, 0.75)) do
if up.name == "air" then
mcl_bubble_column.on_enter_whirlpool_with_air_above(entity)
else
mcl_bubble_column.on_enter_whirlpool(entity)
end
end
end
end,
}
minetest.register_globalstep(function()
for _,player in ipairs(minetest.get_connected_players()) do
local ppos = player:get_pos()
local eyepos = {x = ppos.x, y = ppos.y + player:get_properties().eye_height, z = ppos.z}
local node = minetest.get_node(ppos)
local eyenode = minetest.get_node(eyepos)
local meta = minetest.get_meta(ppos)
local eyemeta = minetest.get_meta(eyepos)
local eyemeta = minetest.get_meta(ppos)
--if minetest.get_item_group(node.name, "water") == 3 and minetest.get_item_group(eyenode.name, "water") == 3 then return end
if meta:get_int("bubbly") == 1 or eyemeta:get_int("bubbly") == 1 then
local up = minetest.get_node(vector.add(eyepos, {x = 0, y = 1, z = 0}))
if up.name == "air" then
mcl_bubble_column.on_enter_bubble_column_with_air_above(player)
else
mcl_bubble_column.on_enter_bubble_column(player)
end
elseif meta:get_int("whirly") == 1 or eyemeta:get_int("whirly") == 1 then
local up = minetest.get_node(vector.add(ppos, {x = 0, y = 1, z = 0}))
if up.name == "air" then
mcl_bubble_column.on_enter_whirlpool_with_air_above(player)
else
mcl_bubble_column.on_enter_whirlpool(player)
end
end
end
end)
--abms to remove and replace old bubble columns/whirlpools
minetest.register_abm{
label = "removeOldFlowingColumns",
nodenames = {"mcl_bubble_column:water_flowing_up", "mcl_bubble_column:water_flowing_down"},
interval = 1,--reduce lag
chance = 1,
action = function(pos)
minetest.set_node(pos, {name = "air"})
end,
}
minetest.register_abm{
label = "replaceBubbleColumns",
nodenames = {"mcl_bubble_column:water_source_up"},
interval = 1,--reduce lag
chance = 1,
action = function(pos)
minetest.set_node(pos, {name = "mcl_core:water_source"})
local meta = minetest.get_meta(pos)
meta:set_int("bubbly", 1)
end,
}
minetest.register_abm{
label = "replaceWhirlpools",
nodenames = {"mcl_bubble_column:water_source_down"},
interval = 1,--reduce lag
chance = 1,
action = function(pos)
minetest.set_node(pos, {name = "mcl_core:water_source"})
local meta = minetest.get_meta(pos)
meta:set_int("whirly", 1)
end,
}

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 est mort(e) dans une explosion

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 es mòrt(a) dins una petarada.

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

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

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

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@ -148,48 +148,16 @@ local chunk_scan_range = {
[ CS_NODES] = {LAST_BLOCK+1, LAST_BLOCK+1},
}
local EDGE_MIN = mcl_mapgen.EDGE_MIN
local EDGE_MAX = mcl_mapgen.EDGE_MAX
local function is_chunk_finished(minp)
local center_x = minp.x + HALF_CS_NODES
local center_y = minp.y + HALF_CS_NODES
local center_z = minp.z + HALF_CS_NODES
local from_x = center_x - CS_NODES
local from_y = center_y - CS_NODES
local from_z = center_z - CS_NODES
local to_x = center_x + CS_NODES
local to_y = center_y + CS_NODES
local to_z = center_z + CS_NODES
if from_x < EDGE_MIN then from_x = center_x end
if from_y < EDGE_MIN then from_y = center_y end
if from_z < EDGE_MIN then from_z = center_z end
if to_x > EDGE_MAX then to_x = center_x end
if to_y > EDGE_MAX then to_y = center_y end
if to_z > EDGE_MAX then to_z = center_z end
for check_x = from_x, to_x, CS_NODES do
local are_we_in_central_chunk = check_x == center_x
for check_y = from_y, to_y, CS_NODES do
are_we_in_central_chunk = are_we_in_central_chunk and (check_y == center_y)
for check_z = from_z, to_z, CS_NODES do
are_we_in_central_chunk = are_we_in_central_chunk and (check_z == center_z)
if not are_we_in_central_chunk then
local check_pos = {x = check_x, y = check_y, z = check_z}
minetest_get_voxel_manip():read_from_map(check_pos, check_pos)
local node = minetest_get_node(check_pos)
local center = vector.add(minp, HALF_CS_NODES)
for check_x = center.x - CS_NODES, center.x + CS_NODES, CS_NODES do
for check_y = center.y - CS_NODES, center.y + CS_NODES, CS_NODES do
for check_z = center.z - CS_NODES, center.z + CS_NODES, CS_NODES do
local pos = vector.new(check_x, check_y, check_z)
if pos ~= center then
minetest_get_voxel_manip():read_from_map(pos, pos)
local node = minetest_get_node(pos)
if node.name == "ignore" then
-- return nil, means false, means, there is something to generate still,
-- (because one of adjacent chunks is unfinished - "ignore" means that),
-- means this chunk will be changed, at least one of its sides or corners
-- means it's unsafe to place anything there right now, it might disappar,
-- better to wait, see the diagram of conflict/ok areas per a single axis:
-- conflict| ok |conflict|conflict| ok |conflict|conflict| ok |conflict
-- (_________Chunk1_________)|(_________Chunk2_________)|(_________Chunk3_________)
-- [Block1]|[MidBlk]|[BlockN]|[Block1]|[MidBlk]|[BlockN]|[Block1]|[MidBlk]|[BlockN]
-- \_____________Chunk2-with-shell____________/
-- ...______Chunk1-with-shell________/ \________Chunk3-with-shell______...
-- Generation of chunk 1 AFFECTS 2 ^^^ ^^^ Generation of chunk 3 affects 2
-- ^^^^^^^^Chunk 2 gen. affects 1 and 3^^^^^^^^
return
end
end
@ -357,7 +325,7 @@ minetest.register_on_generated(function(minp, maxp, chunkseed)
-- mcl_mapgen.register_mapgen_lvm(function(vm_context), order_number) --
-- --
for _, v in pairs(queue_chunks_lvm) do
v.f(vm_context)
vm_context = v.f(vm_context)
end
-- --
-- mcl_mapgen.register_mapgen(function(minp, maxp, chunkseed, vm_context), order_number) --
@ -394,17 +362,7 @@ minetest.register_on_generated(function(minp, maxp, chunkseed)
end
end)
local register_on_generated_old = minetest.register_on_generated
minetest.register_on_generated = function(...)
minetest.log("warning", "minetest.register_on_generated() is being called by the mod '"
.. minetest.get_current_modname() .. "'. MineClone5's map generation system avoids using "
.. "this callback to work around engine map generation issues. If possible please read "
.. "mods/CORE/mcl_mapgen/API.md and update " .. minetest.get_current_modname()
.. " to use the method described from there. MineClone5 makes no promises that "
.. "mapgen mods will be fully compatible with it, please test your server and use at "
.. "your own risk.")
return register_on_generated_old(...)
end
minetest.register_on_generated = mcl_mapgen.register_chunk_generator
function mcl_mapgen.get_far_node(p)
local p = p
@ -450,21 +408,6 @@ function mcl_mapgen.get_chunk_number(pos) -- unsigned int
c.x + k_positive
end
-- Components of this game should register functions here to update their internal
-- state when external mods modify mapgen settings that they care about.
local settings_changed_callbacks = {}
function mcl_mapgen.register_on_settings_changed(callback)
table.insert(settings_changed_callbacks, callback)
end
-- this is to be called by external mods after modifying these settings
-- to notify Mineclone that it needs to update local copies and whatever's based on them.
function mcl_mapgen.on_settings_changed()
for _, callback in pairs(settings_changed_callbacks) do
callback()
end
end
mcl_mapgen.minecraft_height_limit = 256
mcl_mapgen.bedrock_is_rough = normal
@ -473,7 +416,7 @@ mcl_mapgen.bedrock_is_rough = normal
overworld.min = -62
if superflat then
mcl_mapgen.ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8
overworld.min = mcl_mapgen.ground - 3
overworld.min = ground - 3
end
-- if singlenode then mcl_mapgen.overworld.min = -66 end -- DONT KNOW WHY
overworld.max = mcl_mapgen.EDGE_MAX
@ -537,6 +480,7 @@ function mcl_mapgen.get_voxel_manip(vm_context)
return vm_context.vm
end
local CS_NODES = mcl_mapgen.CS_NODES
function mcl_mapgen.clamp_to_chunk(x, size)
if not size then
minetest.log("warning", "[mcl_mapgen] Couldn't clamp " .. tostring(x) .. " - missing size")
@ -560,33 +504,6 @@ function mcl_mapgen.clamp_to_chunk(x, size)
end
return x - overflow
end
function mcl_mapgen.get_chunk_beginning(x)
if tonumber(x) then
return x - ((x + central_chunk_min_pos) % CS_NODES)
end
if x.x then
return {
x = mcl_mapgen.get_chunk_beginning(x.x),
y = mcl_mapgen.get_chunk_beginning(x.y),
z = mcl_mapgen.get_chunk_beginning(x.z)
}
end
return x - ((x + central_chunk_min_pos) % CS_NODES)
end
function mcl_mapgen.get_chunk_ending(x)
if tonumber(x) then
return mcl_mapgen.get_chunk_beginning(x) + LAST_NODE_IN_CHUNK
end
if x.x then
return {
x = mcl_mapgen.get_chunk_beginning(x.x) + LAST_NODE_IN_CHUNK,
y = mcl_mapgen.get_chunk_beginning(x.y) + LAST_NODE_IN_CHUNK,
z = mcl_mapgen.get_chunk_beginning(x.z) + LAST_NODE_IN_CHUNK
}
end
end
mcl_mapgen.get_block_seed = get_block_seed
mcl_mapgen.get_block_seed2 = get_block_seed2
mcl_mapgen.get_block_seed3 = get_block_seed3

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@ -1,4 +1,4 @@
name = mcl_mapgen
author = kay27
description = MineClone 2/5 MapGen Basic Stuff
depends = mcl_init
name = mcl_mapgen
author = kay27
description = MineClone 2/5 MapGen Basic Stuff
depends = mcl_init

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@ -1,10 +1,9 @@
# mcl_time v2.2
# mcl_time
## by kay27 for MineClone 5
---------------------------
This mod counts time when all players sleep or some area is inactive.
It depends very much on `time_speed` configuration variable, which could be changed 'on the fly' by a chat command:
* `/set time_speed 72`
It depends very much on `time_speed` configuration variable, which could be changed 'on the fly' by a chat command.
If `time_speed` set to 0, this mod logs warnings and returns zeroes.
@ -16,15 +15,13 @@ Usually this value grow smoothly. But when you skip the night being in the bed,
### mcl_time.get_number_of_times(last_time, interval, chance)
-------------------------------------------------------------
Returns the number of how many times something would probably happen if the area was active and we didn't skip the nights.
Handy to process AMBs.
Arguments:
* `last_time` - you pass last known for you value of `seconds_irl`
* `interval` and `chance` - interval and chance like from ABM setup
You pass `last_time` - last known value of `seconds_irl`, also ABM `interval` and ABM `chance`.
Returns:
* Integer number of how many times something would probably happen if the area was active all the time and we didn't skip the nights.
* Integer value of in-real-life (not in-game) seconds since world creation.
* Integer number of how many times ABM function should be called if the area was active all the time and you didn't skip the night.
* Integer value of realtime (not in-game) seconds since world creation.
### mcl_time.touch(pos)
-----------------------
@ -32,76 +29,24 @@ This function 'toches' node at position `pos` by writing `_t` meta variable of `
### mcl_time.get_number_of_times_at_pos(pos, interval, chance)
--------------------------------------------------------------
Returns the number of how many times something would probably happen for node at pos `pos` if the area was active and we didn't skip the nights.
It reads and updates meta variable `_t` from position `pos` and uses it as previous `seconds_irl`, so we don't need to remember it.
Much more handy to call from LBM on area load, than `mcl_time.get_number_of_times()`!
Argunments:
* `pos` - node position
* `interval` and `chance` - interval and chance like from ABM setup
It reads meta variable `_t` from position `pos` and uses it as previous `seconds_irl`, which then pass as first argument into `mcl_time.get_number_of_times()`.
After calling this, it also 'touches' the node at `pos` by writing `seconds_irl` into meta variable `_t`.
Returns:
* Integer number of how many times something would happen to the node at position `pos` if the area was active all the time and we didn't skip the nights.
* For unclear conditions, like missing meta or zero `time_speed`, this function will return `0`.
* Integer number of how many times ABM function should be called if the area was active all the time and you didn't skip the night.
* Integer value of realtime (not in-game) seconds since world creation.
*Warning!* This function can return 0. So it's better not to use it for regular ABMs - use `mcl_time.get_number_of_times_at_pos_or_1()` instead.
### mcl_time.get_number_of_times_at_pos_or_1(pos, interval, chance)
-------------------------------------------------------------------
Returns the number of how many times something would probably happen for node at pos `pos` if the area was active and we didn't skip the nights.
It reads and updates meta variable `_t` from position `pos` and uses it as previous `seconds_irl`, so we don't need to remember it.
Much more handy to process ABMs than `mcl_time.get_number_of_times()` and `mcl_time.get_number_of_times_at_pos()`!
Argunments:
* `pos` - node position
* `interval` and `chance` - interval and chance like from ABM setup
It just calls `mcl_time.get_number_of_times_at_pos()` but doesn't return 0, the minimum number it can return is 1,
which is the most suitable for regular ABM processing function.
Returns:
* Integer number of how many times something would happen to the node at position `pos` if the area was active all the time and we didn't skip the nights.
* For unclear conditions, like missing meta or zero `time_speed`, this function will return `1`.
### mcl_time.get_number_of_times_at_pos_or_nil(pos, interval, chance)
---------------------------------------------------------------------
Returns the number of how many times something would probably happen for node at pos `pos` if the area was active and we didn't skip the nights.
It reads and updates meta variable `_t` from position `pos` and uses it as previous `seconds_irl`, so we don't need to remember it.
Argunments:
* `pos` - node position
* `interval` and `chance` - interval and chance like from ABM setup
Returns:
* Integer number of how many times something would happen to the node at position `pos` if the area was active all the time and we didn't skip the nights.
* For unclear conditions, like missing meta or zero `time_speed`, this function will return `nil`.
### mcl_time.get_irl_seconds_passed_at_pos(pos)
-----------------------------------------------
Returns the number of how many in-real-life seconds would be passed for the node at position `pos`, if the area was active all the time and we didn't skip the nights.
It uses node meta variable `_t` to calculate this value.
Argunments:
* `pos` - node position
Returns:
* Integer number of how many in-real-life seconds would be passed for the node at position `pos, if the area was active all the time and we didn't skip the nights.
* For unclear conditions, like missing meta or zero `time_speed`, this function will return `0`.
### mcl_time.get_irl_seconds_passed_at_pos_or_1(pos)
----------------------------------------------------
Returns the number of how many in-real-life seconds would be passed for the node at position `pos`, if the area was active all the time and we didn't skip the nights.
It uses node meta variable `_t` to calculate this value.
Argunments:
* `pos` - node position
Returns:
* Integer number of how many in-real-life seconds would be passed for the node at position `pos, if the area was active all the time and we didn't skip the nights.
* For unclear conditions, like missing meta or zero `time_speed`, this function will return `1`.
### mcl_time.get_irl_seconds_passed_at_pos_or_nil(pos)
----------------------------------------------------
Returns the number of how many in-real-life seconds would be passed for the node at position `pos`, if the area was active all the time and we didn't skip the nights.
It uses node meta variable `_t` to calculate this value.
Argunments:
* `pos` - node position
Returns:
* Integer number of how many in-real-life seconds would be passed for the node at position `pos, if the area was active all the time and we didn't skip the nights.
* For unclear conditions, like missing meta or zero `time_speed`, this function will return `nil`.
* Integer number of how many times ABM function should be called if the area was active all the time and you didn't skip the night.
* Integer value of realtime (not in-game) seconds since world creation.

View File

@ -14,21 +14,11 @@ local last_save_seconds_irl = seconds_irl_public
local next_save_seconds_irl = last_save_seconds_irl + save_to_storage_interval
local previous_seconds_irl = -2
local time_speed_is_ok = true
local function get_seconds_irl()
local time_speed = tonumber(minetest.settings:get("time_speed") or default_time_speed)
if time_speed < 1 then
if time_speed_is_ok then
minetest.log("warning", "[mcl_time] time_speed < 1 - please increase to make mcl_time api work (default: " .. default_time_speed .. ")")
time_speed_is_ok = false
end
minetest.log("warning", "[mcl_time] time_speed < 1 - please increase to make mcl_time api work (default: " .. default_time_speed .. ")")
return 0
else
if not time_speed_is_ok then
minetest.log("warning", "[mcl_time] time_speed is now " .. time_speed)
time_speed_is_ok = true
end
end
local irl_multiplier = 86400 / time_speed
local day_count = minetest.get_day_count()
@ -61,10 +51,10 @@ local function get_seconds_irl()
next_save_seconds_irl = seconds_irl + save_to_storage_interval
end
return math.floor(seconds_irl)
return seconds_irl
end
seconds_irl_public = get_seconds_irl()
local seconds_irl_public = get_seconds_irl()
function mcl_time.get_seconds_irl()
return seconds_irl_public
@ -76,14 +66,14 @@ local function time_runner()
end
function mcl_time.get_number_of_times(last_time, interval, chance)
if not last_time then return 0, seconds_irl_publicend end
if seconds_irl_public < 2 then return 0, seconds_irl_public end
if not interval then return 0, seconds_irl_public end
if not chance then return 0, seconds_irl_public end
if interval < 1 then return 0, seconds_irl_public end
if chance < 1 then return 0, seconds_irl_public end
if not last_time then return 0 end
if seconds_irl_public < 2 then return 0 end
if not interval then return 0 end
if not chance then return 0 end
if interval < 1 then return 0 end
if chance < 1 then return 0 end
local number_of_intervals = (seconds_irl_public - last_time) / interval
if number_of_intervals < 1 then return 0, seconds_irl_public end
if number_of_intervals < 1 then return 0 end
local average_chance = (1 + chance) / 2
local number_of_times = math.floor(number_of_intervals / average_chance)
return number_of_times, seconds_irl_public
@ -96,56 +86,44 @@ function mcl_time.touch(pos)
meta:set_int(meta_name, seconds_irl_public)
end
local touch = mcl_time.touch
function mcl_time.get_number_of_times_at_pos(pos, interval, chance)
if not pos then return 0 end
if not time_speed_is_ok then return 0 end
local meta = minetest.get_meta(pos)
local last_time = meta:get_int(meta_name)
meta:set_int(meta_name, seconds_irl_public)
local number_of_times = (last_time <= 0) and 0 or get_number_of_times(last_time, interval, chance)
return number_of_times
local number_of_times = (last_time == 0) and 0 or get_number_of_times(last_time, interval, chance)
touch(pos)
return number_of_times, seconds_irl_public
end
local get_number_of_times_at_pos = mcl_time.get_number_of_times_at_pos
function mcl_time.get_number_of_times_at_pos_or_1(pos, interval, chance)
return math.max(get_number_of_times_at_pos(pos, interval, chance), 1)
end
function mcl_time.get_number_of_times_at_pos_or_nil(pos, interval, chance)
local number_of_times_at_pos = get_number_of_times_at_pos(pos, interval, chance)
if number_of_times_at_pos > 0 then
return number_of_times_at_pos
end
return math.max(get_number_of_times_at_pos(pos, interval, chance), 1), seconds_irl_public
end
function mcl_time.get_irl_seconds_passed_at_pos(pos)
if not pos then return 0 end
if not time_speed_is_ok then return 0 end
local meta = minetest.get_meta(pos)
local last_time = meta:get_int(meta_name)
meta:set_int(meta_name, seconds_irl_public)
local irl_seconds_passed = (last_time <= 0) and 0 or (seconds_irl_public - last_time)
local irl_seconds_passed = (last_time == 0) and 0 or (seconds_irl_public - last_time)
return irl_seconds_passed
end
function mcl_time.get_irl_seconds_passed_at_pos_or_1(pos)
if not pos then return 1 end
if not time_speed_is_ok then return 1 end
local meta = minetest.get_meta(pos)
local last_time = meta:get_int(meta_name)
meta:set_int(meta_name, seconds_irl_public)
local irl_seconds_passed = (last_time <= 0) and 1 or (seconds_irl_public - last_time)
local irl_seconds_passed = (last_time == 0) and 1 or (seconds_irl_public - last_time)
return irl_seconds_passed
end
function mcl_time.get_irl_seconds_passed_at_pos_or_nil(pos)
if not pos then return end
if not time_speed_is_ok then return end
local meta = minetest.get_meta(pos)
local last_time = meta:get_int(meta_name)
meta:set_int(meta_name, seconds_irl_public)
if last_time <= 0 then return end
if last_time == 0 then return end
local delta_time = seconds_irl_public - last_time
if delta_time <= 0 then return end
return delta_time

View File

@ -1,11 +1,5 @@
mcl_util = {}
local minetest_get_item_group = minetest.get_item_group
local minetest_get_meta = minetest.get_meta
local minetest_get_node = minetest.get_node
local minetest_get_node_timer = minetest.get_node_timer
local table_copy = table.copy
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs{...} do
@ -39,6 +33,36 @@ function mcl_util.rotate_axis(itemstack, placer, pointed_thing)
return itemstack
end
-- Returns position of the neighbor of a double chest node
-- or nil if node is invalid.
-- This function assumes that the large chest is actually intact
-- * pos: Position of the node to investigate
-- * param2: param2 of that node
-- * side: Which "half" the investigated node is. "left" or "right"
function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
if side == "right" then
if param2 == 0 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z+1}
elseif param2 == 2 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z-1}
end
else
if param2 == 0 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z-1}
elseif param2 == 2 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z+1}
end
end
end
-- Iterates through all items in the given inventory and
-- returns the slot of the first item which matches a condition.
-- Returns nil if no item was found.
@ -63,7 +87,7 @@ end
-- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack)
local g = minetest_get_item_group(itemstack:get_name(), "shulker_box")
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
@ -109,116 +133,136 @@ end
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure.
local SHULKER_BOX = 3
local FURNACE = 4
local DOUBLE_CHEST_LEFT = 5
local DOUBLE_CHEST_RIGHT = 6
local CONTAINER_GROUP_TO_LIST = {
[1] = "main",
[2] = "main",
[SHULKER_BOX] = "main",
[FURNACE] = "dst",
[DOUBLE_CHEST_LEFT] = "main",
[DOUBLE_CHEST_RIGHT] = "main",
}
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
local spos = table_copy(source_pos)
local snode = minetest_get_node(spos)
local sctype = minetest_get_item_group(snode.name, "container")
local default_source_list = CONTAINER_GROUP_TO_LIST[sctype]
if not default_source_list then return end
if sctype == DOUBLE_CHEST_RIGHT then
local sparam2 = snode.param2
if sparam2 == 0 then spos.x = spos.x - 1
elseif sparam2 == 1 then spos.z = spos.z + 1
elseif sparam2 == 2 then spos.x = spos.x + 1
elseif sparam2 == 3 then spos.z = spos.z - 1
end
snode = minetest_get_node(spos)
sctype = minetest_get_item_group(snode.name, "container")
if sctype ~= DOUBLE_CHEST_LEFT then return end
end
local smeta = minetest_get_meta(spos)
local sinv = smeta:get_inventory()
local source_list = source_list or default_source_list
local dpos = table.copy(destination_pos)
local spos = table.copy(source_pos)
local snode = minetest.get_node(spos)
local dnode = minetest.get_node(dpos)
local dpos = table_copy(destination_pos)
local dnode = minetest_get_node(dpos)
local dctype = minetest_get_item_group(dnode.name, "container")
local default_destination_list = CONTAINER_GROUP_TO_LIST[sctype]
if not default_destination_list then return end
if dctype == DOUBLE_CHEST_RIGHT then
local dparam2 = dnode.param2
if dparam2 == 0 then dpos.x = dpos.x - 1
elseif dparam2 == 1 then dpos.z = dpos.z + 1
elseif dparam2 == 2 then dpos.x = dpos.x + 1
elseif dparam2 == 3 then dpos.z = dpos.z - 1
end
dnode = minetest_get_node(dpos)
dctype = minetest_get_item_group(dnode.name, "container")
if dctype ~= DOUBLE_CHEST_LEFT then return end
local dctype = minetest.get_item_group(dnode.name, "container")
local sctype = minetest.get_item_group(snode.name, "container")
-- Container type 7 does not allow any movement
if sctype == 7 then
return false
end
local dmeta = minetest_get_meta(dpos)
-- Normalize double container by forcing to always use the left segment first
local function normalize_double_container(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
return false
end
node = minetest.get_node(pos)
ctype = minetest.get_item_group(node.name, "container")
-- The left segment seems incorrect? We better bail out!
if ctype ~= 5 then
return false
end
end
return pos, node, ctype
end
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
local sinv = smeta:get_inventory()
local dinv = dmeta:get_inventory()
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
else
return false
end
end
-- Automatically select stack slot ID if set to automatic
local source_stack_id = source_stack_id or -1
if not source_stack_id then
source_stack_id = -1
end
if source_stack_id == -1 then
local cond = nil
-- Prevent shulker box inception
if dctype == SHULKER_BOX then cond = is_not_shulker_box end
if dctype == 3 then
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
if sctype == DOUBLE_CHEST_LEFT then
local sparam2 = snode.param2
if sparam2 == 0 then spos.x = spos.x + 1
elseif sparam2 == 1 then spos.z = spos.z - 1
elseif sparam2 == 2 then spos.x = spos.x - 1
elseif sparam2 == 3 then spos.z = spos.z + 1
end
snode = minetest_get_node(spos)
sctype = minetest_get_item_group(snode.name, "container")
if sctype ~= DOUBLE_CHEST_RIGHT then return end
smeta = minetest_get_meta(spos)
-- Try again if source is a double container
if sctype == 5 then
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
smeta = minetest.get_meta(spos)
sinv = smeta:get_inventory()
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
return false
end
else
return false
end
end
if not source_stack_id then return end
end
-- Abort transfer if shulker box wants to go into shulker box
if dctype == SHULKER_BOX then
if dctype == 3 then
local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest_get_item_group(stack:get_name(), "shulker_box") == 1 then return end
end
local destination_list = destination_list or default_destination_list
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok then
if dctype == DOUBLE_CHEST_LEFT then
local dparam2 = dnode.param2
if dparam2 == 0 then dpos.x = dpos.x + 1
elseif dparam2 == 1 then dpos.z = dpos.z - 1
elseif dparam2 == 2 then dpos.x = dpos.x - 1
elseif dparam2 == 3 then dpos.z = dpos.z + 1
end
dnode = minetest_get_node(dpos)
dctype = minetest_get_item_group(dnode.name, "container")
if dctype ~= DOUBLE_CHEST_RIGHT then return end
dmeta = minetest_get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
return false
end
end
-- Update furnace
if ok and dctype == FURNACE then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest_get_node_timer(dpos):start(1.0)
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end
return ok
-- If it's a container, put it into the container
if dctype ~= 0 then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
end
if destination_list then
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
end
end
return false
end
-- Returns the ID of the first non-empty slot in the given inventory list
@ -248,7 +292,7 @@ function mcl_util.generate_on_place_plant_function(condition)
end
-- Call on_rightclick if the pointed node defines it
local node = minetest_get_node(pointed_thing.under)
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
@ -256,8 +300,8 @@ function mcl_util.generate_on_place_plant_function(condition)
end
local place_pos
local def_under = minetest.registered_nodes[minetest_get_node(pointed_thing.under).name]
local def_above = minetest.registered_nodes[minetest_get_node(pointed_thing.above).name]
local def_under = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name]
local def_above = minetest.registered_nodes[minetest.get_node(pointed_thing.above).name]
if not def_under or not def_above then
return itemstack
end
@ -315,7 +359,7 @@ 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)
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
@ -328,7 +372,7 @@ 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 armor_uses = minetest.get_item_group(itemstack:get_name(), "mcl_armor_uses")
local uses
@ -373,7 +417,6 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
-- 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
luaentity.pause_timer = 0.4
end
return
end
@ -455,24 +498,3 @@ function mcl_util.get_pointed_thing(player)
end
end
end
local possible_hackers = {}
function mcl_util.is_player(obj)
if not obj then return end
if not obj.is_player then return end
if not obj:is_player() then return end
local name = obj:get_player_name()
if not name then return end
if possible_hackers[name] then return end
return true
end
minetest.register_on_authplayer(function(name, ip, is_success)
if not is_success then return end
possible_hackers[name] = true
end)
minetest.register_on_joinplayer(function(player)
possible_hackers[player:get_player_name()] = nil
end)

View File

@ -2,18 +2,11 @@ mcl_worlds = {}
local get_connected_players = minetest.get_connected_players
local min1, min2, min3
local max1, max2, max3
local get_local_settings = function()
min1, min2, min3 = mcl_mapgen.overworld.min, mcl_mapgen.end_.min, mcl_mapgen.nether.min
max1, max2, max3 = mcl_mapgen.overworld.max, mcl_mapgen.end_.max, mcl_mapgen.nether.max+128
end
get_local_settings()
mcl_mapgen.register_on_settings_changed(get_local_settings)
-- 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
local min1, min2, min3 = mcl_mapgen.overworld.min, mcl_mapgen.end_.min, mcl_mapgen.nether.min
local max1, max2, max3 = mcl_mapgen.overworld.max, mcl_mapgen.end_.max, mcl_mapgen.nether.max+128
function mcl_worlds.is_in_void(pos)
local y = pos.y
local void = not ((y < max1 and y > min1) or (y < max2 and y > min2) or (y < max3 and y > min3))
@ -159,23 +152,3 @@ minetest.register_globalstep(function(dtime)
dimtimer = 0
end
end)
function mcl_worlds.get_cloud_parameters()
if mcl_mapgen.name == "valleys" then
return {
height = 384,
speed = {x=-2, z=0},
thickness=5,
color="#FFF0FEF",
ambient = "#201060",
}
else
-- MC-style clouds: Layer 127, thickness 4, fly to the “West”
return {
height = mcl_worlds.layer_to_y(127),
speed = {x=-2, z=0},
thickness = 4,
color = "#FFF0FEF",
}
end
end

View File

@ -1,87 +1,4 @@
# tga_encoder
A TGA Encoder written in Lua without the use of external Libraries.
Created by fleckenstein for MineClone2, then improved by erlehmann.
May be used as a Minetest mod.
See `examples.lua` for example code and usage hints.
## Use Cases for `tga_encoder`
### Encoding Textures for Editing
TGA images of types 1/2/3 consist of header data followed by a pixel array.
This makes it trivial to parse TGA files and even edit pixels in-place.
No checksums need to be updated on any kind of in-place texture editing.
**Tip**: When storing an editable image in item meta, use zlib compression.
### Legacy Minetest Texture Encoding
Minetest 5.4 did not include `minetest.encode_png()` (or any equvivalent).
Since `tga_encoder` is written in pure Lua, it does not need engine support.
**Tip:** Look at `examples.lua` and the Minetest mod `mcl_maps` for guidance.
### Advanced Texture Format Control
The function `minetest.encode_png()` always encodes images as 32bpp RGBA.
`tga_encoder` allows saving images as grayscale, 16bpp RGBA and 24bpp RGB.
For generating maps from terrain, color-mapped formats can be more useful.
### Encoding Very Small Textures
Images of size 8×8 or below are often smaller than an equivalent PNG file.
Note that on many filesystems files use at least 4096 bytes (i.e. 64×64).
Therefore, saving bytes on files up to a few 100 bytes is often useless.
### Encoding Reference Textures
TGA is a simple format, which makes it easy to create reference textures.
Using a hex editor, one can trivially see how all the pixels are stored.
## Supported Image Types
For all types, images are encoded in a fast single pass (i.e. append-only).
### Color-Mapped Images (Type 1)
These images contain a palette, followed by pixel data.
* `A1R5G5B5` (8bpp RGB)
* `B8G8R8` (8bpp RGB)
* `B8G8R8A8` (8bpp RGBA)
### True-Color Images (Type 2)
These images contain uncompressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
### Grayscale Images (Type 3)
* `Y8` (8bpp grayscale)
### Run-Length Encoded (RLE), True-Color Images (Type 10)
These images contain compressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
## TODO
* Actually support `R8G8B8A8` input for `A1R5G5B5` output
* Add both zoomable and explorable maps to `mcl_maps`.

View File

@ -1,150 +0,0 @@
dofile("init.lua")
-- encode a bitmap
local _ = { 0, 0, 0 }
local R = { 255, 127, 127 }
local pixels = {
{ _, _, _, _, _, _, _ },
{ _, _, _, R, _, _, _ },
{ _, _, R, R, R, _, _ },
{ _, R, R, R, R, R, _ },
{ _, R, R, R, R, R, _ },
{ _, _, R, _, R, _, _ },
{ _, _, _, _, _, _, _ },
}
tga_encoder.image(pixels):save("bitmap_small.tga")
-- change a single pixel, then rescale the bitmap
local pixels_orig = pixels
pixels_orig[4][4] = { 255, 255, 255 }
local pixels = {}
for x = 1,56,1 do
local x_orig = math.ceil(x/8)
for z = 1,56,1 do
local z_orig = math.ceil(z/8)
local color = pixels_orig[z_orig][x_orig]
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("bitmap_large.tga")
-- note that the uncompressed grayscale TGA file written in this
-- example is 80 bytes but an optimized PNG file is 81 bytes …
local pixels = {}
for x = 1,6,1 do -- left to right
for z = 1,6,1 do -- bottom to top
local color = { math.min(x * z * 4 - 1, 255) }
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("gradient_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
local pixels = {}
for x = 1,16,1 do -- left to right
for z = 1,16,1 do -- bottom to top
local r = math.min(x * 32 - 1, 255)
local g = math.min(z * 32 - 1, 255)
local b = 0
-- blue rectangle in top right corner
if x > 8 and z > 8 then
r = 0
g = 0
b = math.min(z * 16 - 1, 255)
end
local color = { r, g, b }
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
local gradients = tga_encoder.image(pixels)
gradients:save("gradients_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
gradients:save("gradients_16bpp_raw.tga", {color_format="A1R5G5B5", compression="RAW"})
gradients:save("gradients_16bpp_rle.tga", {color_format="A1R5G5B5", compression="RLE"})
gradients:save("gradients_24bpp_raw.tga", {color_format="B8G8R8", compression="RAW"})
gradients:save("gradients_24bpp_rle.tga", {color_format="B8G8R8", compression="RLE"})
for x = 1,16,1 do -- left to right
for z = 1,16,1 do -- bottom to top
local color = pixels[z][x]
color[#color+1] = ((x * x) + (z * z)) % 256
pixels[z][x] = color
end
end
gradients:save("gradients_32bpp_raw.tga", {color_format="B8G8R8A8", compression="RAW"})
-- the RLE-compressed file is larger than just dumping pixels because
-- the gradients in this picture can not be compressed well using RLE
gradients:save("gradients_32bpp_rle.tga", {color_format="B8G8R8A8", compression="RLE"})
local pixels = {}
for x = 1,512,1 do -- left to right
for z = 1,512,1 do -- bottom to top
local oz = (z - 256) / 256 + 0.75
local ox = (x - 256) / 256
local px, pz, i = 0, 0, 0
while (px * px) + (pz * pz) <= 4 and i < 128 do
px = (px * px) - (pz * pz) + oz
pz = (2 * px * pz) + ox
i = i + 1
end
local color = {
math.max(0, math.min(255, math.floor(px * 64))),
math.max(0, math.min(255, math.floor(pz * 64))),
math.max(0, math.min(255, math.floor(i))),
}
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("fractal_8bpp.tga", {color_format="Y8"})
tga_encoder.image(pixels):save("fractal_16bpp.tga", {color_format="A1R5G5B5"})
tga_encoder.image(pixels):save("fractal_24bpp.tga", {color_format="B8G8R8"})
-- encode a colormapped bitmap
local K = { 0 }
local B = { 1 }
local R = { 2 }
local G = { 3 }
local W = { 4 }
local colormap = {
{ 1, 2, 3 }, -- K
{ 0, 0, 255 }, -- B
{ 255, 0, 0 }, -- R
{ 0, 255, 0 }, -- G
{ 253, 254, 255 }, -- W
}
local pixels = {
{ W, K, W, K, W, K, W },
{ R, G, B, R, G, B, K },
{ K, W, K, W, K, W, K },
{ G, B, R, G, B, R, W },
{ W, W, W, K, K, K, W },
{ B, R, G, B, R, G, K },
{ B, R, G, B, R, G, W },
}
-- note that the uncompressed colormapped TGA file written in this
-- example is 108 bytes but an optimized PNG file is 121 bytes …
tga_encoder.image(pixels):save("colormapped_B8G8R8.tga", {colormap=colormap})
-- encoding as A1R5G5B5 saves 1 byte per palette entry → 103 bytes
tga_encoder.image(pixels):save("colormapped_A1R5G5B5.tga", {colormap=colormap, color_format="A1R5G5B5"})
-- encode a colormapped bitmap with transparency
local _ = { 0 }
local K = { 1 }
local W = { 2 }
local colormap = {
{ 0, 0, 0, 0 },
{ 0, 0, 0, 255 },
{ 255, 255, 255, 255 },
}
local pixels = {
{ _, K, K, K, K, K, _ },
{ _, K, W, W, W, K, _ },
{ K, K, W, W, W, K, K },
{ K, W, W, W, W, W, K },
{ _, K, W, W, W, K, _ },
{ _, _, K, W, K, _, _ },
{ _, _, _, K, _, _, _ },
}
tga_encoder.image(pixels):save("colormapped_B8G8R8A8.tga", {colormap=colormap})

View File

@ -9,533 +9,60 @@ local image = setmetatable({}, {
})
function image:constructor(pixels)
self.data = ""
self.pixels = pixels
self.width = #pixels[1]
self.height = #pixels
self:encode()
end
local pixel_depth_by_color_format = {
["Y8"] = 8,
["A1R5G5B5"] = 16,
["B8G8R8"] = 24,
["B8G8R8A8"] = 32,
}
function image:encode_colormap_spec(properties)
local colormap = properties.colormap
local colormap_pixel_depth = 0
if 0 ~= #colormap then
colormap_pixel_depth = pixel_depth_by_color_format[
properties.color_format
]
end
local colormap_spec =
string.char(0, 0) .. -- first entry index
string.char(#colormap % 256, math.floor(#colormap / 256)) .. -- number of entries
string.char(colormap_pixel_depth) -- bits per pixel
self.data = self.data .. colormap_spec
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(properties)
local color_format = properties.color_format
assert(
"Y8" == color_format or -- (8 bit grayscale = 1 byte = 8 bits)
"A1R5G5B5" == color_format or -- (A1R5G5B5 = 2 bytes = 16 bits)
"B8G8R8" == color_format or -- (B8G8R8 = 3 bytes = 24 bits)
"B8G8R8A8" == color_format -- (B8G8R8A8 = 4 bytes = 32 bits)
)
local pixel_depth
if 0 ~= #properties.colormap then
pixel_depth = self.pixel_depth
else
pixel_depth = pixel_depth_by_color_format[color_format]
end
assert( nil ~= pixel_depth)
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(pixel_depth)
.. string.char(24) -- pixel depth (RGB = 3 bytes = 24 bits)
.. string.char(0) -- image descriptor
end
function image:encode_colormap(properties)
local colormap = properties.colormap
if 0 == #colormap then
return
end
local color_format = properties.color_format
assert (
"A1R5G5B5" == color_format or
"B8G8R8" == color_format or
"B8G8R8A8" == color_format
)
local colors = {}
if "A1R5G5B5" == color_format then
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for i = 1,#colormap,1 do
local color = colormap[i]
local colorword = 32768 +
((math.floor((color[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((color[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((color[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
local color_bytes = string.char(
colorword % 256,
math.floor(colorword / 256)
)
colors[#colors + 1] = color_bytes
end
elseif "B8G8R8" == color_format then
for i = 1,#colormap,1 do
local color = colormap[i]
local color_bytes = string.char(
color[3], -- B
color[2], -- G
color[1] -- R
)
colors[#colors + 1] = color_bytes
end
elseif "B8G8R8A8" == color_format then
for i = 1,#colormap,1 do
local color = colormap[i]
local color_bytes = string.char(
color[3], -- B
color[2], -- G
color[1], -- R
color[4] -- A
)
colors[#colors + 1] = color_bytes
end
end
assert( 0 ~= #colors )
self.data = self.data .. table.concat(colors)
end
function image:encode_header(properties)
local color_format = properties.color_format
local colormap = properties.colormap
local compression = properties.compression
local colormap_type
local image_type
if "Y8" == color_format and "RAW" == compression then
colormap_type = 0
image_type = 3 -- grayscale
elseif (
"A1R5G5B5" == color_format or
"B8G8R8" == color_format or
"B8G8R8A8" == color_format
) then
if "RAW" == compression then
if 0 ~= #colormap then
colormap_type = 1
image_type = 1 -- colormapped RGB(A)
else
colormap_type = 0
image_type = 2 -- RAW RGB(A)
end
elseif "RLE" == compression then
colormap_type = 0
image_type = 10 -- RLE RGB
end
end
assert( nil ~= colormap_type )
assert( nil ~= image_type )
function image:encode_header()
self.data = self.data
.. string.char(0) -- image id
.. string.char(colormap_type)
.. string.char(image_type)
self:encode_colormap_spec(properties) -- color map specification
self:encode_image_spec(properties) -- image specification
self:encode_colormap(properties)
.. 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(properties)
local color_format = properties.color_format
local colormap = properties.colormap
local compression = properties.compression
local data_length_before = #self.data
if "Y8" == color_format and "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
elseif 24 == self.pixel_depth then
self:encode_data_R8G8B8_as_Y8_raw()
end
elseif "A1R5G5B5" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8_as_A1R5G5B5_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8_as_A1R5G5B5_rle()
end
end
elseif "B8G8R8" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8_as_B8G8R8_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8_as_B8G8R8_rle()
end
end
elseif "B8G8R8A8" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
end
end
end
local data_length_after = #self.data
assert(
data_length_after ~= data_length_before,
"No data encoded for color format: " .. color_format
)
end
function image:encode_data_Y8_as_Y8_raw()
assert(8 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[1])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_Y8_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
-- the HSP RGB to brightness formula is
-- sqrt( 0.299 r² + .587 g² + .114 b² )
-- see <https://alienryderflex.com/hsp.html>
local gray = math.floor(
math.sqrt(
0.299 * pixel[1]^2 +
0.587 * pixel[2]^2 +
0.114 * pixel[3]^2
) + 0.5
)
local raw_pixel = string.char(gray)
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_A1R5G5B5_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local colorword = 32768 +
((math.floor((pixel[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((pixel[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((pixel[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
local raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_A1R5G5B5_rle()
assert(24 == self.pixel_depth)
local colorword = nil
local previous_r = nil
local previous_g = nil
local previous_b = nil
local raw_pixel = ''
local raw_pixels = {}
function image:encode_data()
local current_pixel = ''
local previous_pixel = ''
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
if nil ~= previous_r then
colorword = 32768 +
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
else
count = count + 1
end
end
end
colorword = 32768 +
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
if 1 == count then
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_data_R8G8B8_as_B8G8R8_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_B8G8R8_rle()
assert(24 == self.pixel_depth)
local previous_r = nil
local previous_g = nil
local previous_b = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
if nil ~= previous_r then
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(previous_b, previous_g, previous_r)
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
packets[#packets +1] = rle_packet
end
end
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_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
previous_pixel = current_pixel
else
count = count + 1
end
rle_packet = string.char(128 + count - 1) .. current_pixel
end
end
if 1 == count then
raw_pixel = string.char(previous_b, previous_g, previous_r)
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
assert(32 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1], pixel[4])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
assert(32 == self.pixel_depth)
local previous_r = nil
local previous_g = nil
local previous_b = nil
local previous_a = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or pixel[4] ~= previous_a or count == 128 then
if nil ~= previous_r then
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
previous_a = pixel[4]
else
count = count + 1
end
end
end
if 1 == count then
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
packets[#packets +1] = rle_packet
end
packets[#packets +1] = rle_packet
self.data = self.data .. table.concat(packets)
end
@ -548,44 +75,15 @@ function image:encode_footer()
.. string.char(0)
end
function image:encode(properties)
self.data = ""
self:encode_header(properties) -- header
function image:encode()
self:encode_header() -- header
-- no color map and image id data
self:encode_data(properties) -- encode data
self:encode_data() -- encode data
-- no extension or developer area
self:encode_footer() -- footer
end
function image:save(filename, properties)
local properties = properties or {}
properties.colormap = properties.colormap or {}
properties.compression = properties.compression or "RAW"
self.pixel_depth = #self.pixels[1][1] * 8
local color_format_defaults_by_pixel_depth = {
[8] = "Y8",
[24] = "B8G8R8",
[32] = "B8G8R8A8",
}
if nil == properties.color_format then
if 0 ~= #properties.colormap then
properties.color_format =
color_format_defaults_by_pixel_depth[
#properties.colormap[1] * 8
]
else
properties.color_format =
color_format_defaults_by_pixel_depth[
self.pixel_depth
]
end
end
assert( nil ~= properties.color_format )
self:encode(properties)
function image:save(filename)
local f = assert(io.open(filename, "wb"))
f:write(self.data)
f:close()

View File

@ -1,2 +1,3 @@
name = tga_encoder
author = Fleckenstein
description = A TGA Encoder written in Lua without the use of external Libraries.

View File

@ -30,26 +30,26 @@ local S = minetest.get_translator("extra_mobs")
--###################
local cod = {
type = "animal",
spawn_class = "water",
can_despawn = true,
passive = true,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
armor = 100,
type = "animal",
spawn_class = "water",
can_despawn = true,
passive = true,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
armor = 100,
rotate = 270,
tilt_swim = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
visual = "mesh",
mesh = "extra_mobs_cod.b3d",
textures = {
{"extra_mobs_cod.png"}
},
sounds = {
},
animation = {
tilt_swim = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
visual = "mesh",
mesh = "extra_mobs_cod.b3d",
textures = {
{"extra_mobs_cod.png"}
},
sounds = {
},
animation = {
stand_start = 1,
stand_end = 20,
walk_start = 1,
@ -57,52 +57,45 @@ local cod = {
run_start = 1,
run_end = 20,
},
drops = {
drops = {
{name = "mcl_fishing:fish_raw",
chance = 1,
min = 1,
max = 1,},
{name = "mcl_dye:white",
{name = "mcl_dye:white",
chance = 20,
min = 1,
max = 1,},
},
visual_size = {x=3, y=3},
makes_footstep_sound = false,
swim = true,
breathes_in_water = true,
jump = false,
view_range = 16,
runaway = true,
fear_height = 4,
do_custom = function(self)
self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
if minetest.get_item_group(self.standing_in, "water") ~= 0 then
if self.object:get_velocity().y < 2.5 then
self.object:add_velocity({ x = 0 , y = math.random(-.002, .002) , z = 0 })
end
end
for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 10)) do
local lp = object:get_pos()
local s = self.object:get_pos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:cod" then
self.state = "runaway"
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
end
end
end,
on_rightclick = function(self, clicker)
if clicker:get_wielded_item():get_name() == "mcl_buckets:bucket_water" then
self.object:remove()
clicker:set_wielded_item("mcl_fishing:bucket_cod")
awards.unlock(clicker:get_player_name(), "mcl:tacticalFishing")
end
end
visual_size = {x=3, y=3},
makes_footstep_sound = false,
swim = true,
breathes_in_water = true,
jump = false,
view_range = 16,
runaway = true,
fear_height = 4,
do_custom = function(self)
self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
if minetest.get_item_group(self.standing_in, "water") ~= 0 then
if self.object:get_velocity().y < 2.5 then
self.object:add_velocity({ x = 0 , y = math.random(-.002, .002) , z = 0 })
end
end
for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 10)) do
local lp = object:get_pos()
local s = self.object:get_pos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:cod" then
self.state = "runaway"
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
end
end
end
}
mobs:register_mob("extra_mobs:cod", cod)

View File

@ -246,4 +246,4 @@ water-16,
water)
--spawn egg
mobs:register_egg("extra_mobs:dolphin", S("Dolphin"), "extra_mobs_spawn_icon_dolphin.png", 0)
mobs:register_egg("extra_mobs:dolphin", S("dolphin"), "extra_mobs_spawn_icon_dolphin.png", 0)

View File

@ -18,14 +18,17 @@ local S = minetest.get_translator("extra_mobs")
--################### fox
--###################
local followitem = "mcl_farming:sweet_berry"
local followitem = ""
if minetest.get_modpath("mc_sweet_berry") then
followitem = "mc_sweet_berry:sweet_berry"
else
followitem = nil
end
local fox = {
type = "animal",
type = "monster",
passive = false,
spawn_class = "hostile",
skittish = true,
runaway = true,
hp_min = 10,
hp_max = 10,
xp_min = 1,
@ -34,20 +37,9 @@ local fox = {
attack_type = "dogfight",
damage = 2,
reach = 1.5,
jump = true,
makes_footstep_sound = true,
walk_velocity = 3,
run_velocity = 6,
follow_velocity = 2,
follow = followitem,
pathfinding = 1,
fear_height = 4,
view_range = 16,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3},
specific_attack = { "mobs_mc:chicken", "extra_mobs:cod", "extra_mobs:salmon" },
visual = "mesh",
mesh = "extra_mobs_fox.b3d",
rotate = 270,
textures = { {
"extra_mobs_fox.png",
"extra_mobs_trans.png",
@ -55,6 +47,10 @@ local fox = {
visual_size = {x=3, y=3},
sounds = {
},
jump = true,
makes_footstep_sound = true,
walk_velocity = 3,
run_velocity = 6,
drops = {
},
animation = {
@ -72,9 +68,9 @@ local fox = {
lay_start = 34,
lay_end = 34,
},
runaway = true,
on_spawn = function(self)
if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil
or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then
if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then
self.object:set_properties({textures={"extra_mobs_artic_fox.png", "extra_mobs_trans.png"}})
end
end,
@ -92,11 +88,7 @@ local fox = {
end)
end
for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do
if object
and not object:is_player()
and object:get_luaentity()
and object:get_luaentity().name == "extra_mobs:fox"
and self.state ~= "attack" and math.random(1, 500) == 1 then
if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then
self.horny = true
end
local lp = object:get_pos()
@ -106,30 +98,15 @@ local fox = {
y = lp.y - s.y,
z = lp.z - s.z
}
-- scare logic
if (object
and object:is_player()
and not object:get_player_control().sneak)
or (not object:is_player()
and object:get_luaentity()
and object:get_luaentity().name == "mobs_mc:wolf") then
-- don't keep setting it once it's set
if not self.state == "runaway" then
self.state = "runaway"
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
end
-- if it is within a distance of the player or wolf
if 6 > vector.distance(self.object:get_pos(), object:get_pos()) then
self.timer = self.timer + 1
-- have some time before getting scared
if self.timer > 6 then
self.timer = 0
-- punch the fox for the player, but don't do any damage
self.object:punch(object, 0, {
full_punch_interval = 0,
damage_groups = {fleshy = 0}
}, nil)
end
if object and object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mobs_mc:wolf" then
self.state = "runaway"
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then
self.timer = 0
object:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
end
end
end
@ -137,54 +114,63 @@ local fox = {
do_punch = function(self)
self.state = "runaway"
end,
follow = followitem,
fear_height = 4,
view_range = 16,
specific_attack = { "mobs_mc:chicken", "extra_mobs:cod", "extra_mobs:salmon" },
}
mobs:register_mob("extra_mobs:fox", fox)
-- spawning
mobs:spawn_setup({
name = "extra_mobs:fox",
biomes = {
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"ColdTaiga",
"SunflowerPlains",
"RoofedForest",
"MesaPlateauFM_grasstop",
"ExtremeHillsM",
"BirchForestM",
},
interval = 30,
chance = 6000,
min_height = mobs_mc.spawn_height.water,
})
mobs:spawn_specific(
"extra_mobs:fox",
"overworld",
"ground",
{
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"ColdTaiga",
"SunflowerPlains",
"RoofedForest",
"MesaPlateauFM_grasstop",
"ExtremeHillsM",
"BirchForestM",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mobs_mc.spawn_height.water,
mobs_mc.spawn_height.overworld_max)
--mobs:spawn_specific("extra_mobs:fox", "overworld", "ground", 0, minetest.LIGHT_MAX+1, 30, 6000, 3, 0, 500)
--[[
mobs:spawn_specific(
"extra_mobs:artic_fox",
"overworld",
"ground",
"extra_mobs:artic_fox",
"overworld",
"ground",
{
"ColdTaiga",
"IcePlainsSpikes",
"IcePlains",
"ExtremeHills+_snowtop",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mobs_mc.spawn_height.water,
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mobs_mc.spawn_height.water,
mobs_mc.spawn_height.overworld_max)
]]--
-- spawn eggs

View File

@ -231,13 +231,3 @@ water)
-- spawn egg
mobs:register_egg("extra_mobs:glow_squid", S("Glow Squid"), "extra_mobs_spawn_icon_glow_squid.png", 0)
-- dropped item (used to craft glowing itemframe)
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
description = S("Glow Ink Sac"),
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
inventory_image = "extra_mobs_glow_ink_sac.png",
groups = { craftitem = 1 },
})

View File

@ -0,0 +1,329 @@
local S = minetest.get_translator("extra_mobs")
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
description = S("Glow Ink Sac"),
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
inventory_image = "extra_mobs_glow_ink_sac.png",
groups = { craftitem = 1 },
})
--------------------
--[[This mod is originally by Zeg9, but heavily modified for MineClone 2.
Model created by 22i, licensed under the
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>.
Source: <https://github.com/22i/amc>
]]
local VISUAL_SIZE = 0.3
minetest.register_entity("extra_mobs:glow_item_frame_item",{
hp_max = 1,
visual = "wielditem",
visual_size = {x=VISUAL_SIZE, y=VISUAL_SIZE},
physical = false,
pointable = false,
textures = { "blank.png" },
_texture = "blank.png",
_scale = 1,
glow = minetest.LIGHT_MAX,
on_activate = function(self, staticdata)
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self._nodename = data[1]
self._texture = data[2]
if data[3] then
self._scale = data[3]
else
self._scale = 1
end
end
end
if self._texture ~= nil then
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
get_staticdata = function(self)
if self._nodename ~= nil and self._texture ~= nil then
local ret = self._nodename .. ';' .. self._texture
if self._scale ~= nil then
ret = ret .. ';' .. self._scale
end
return ret
end
return ""
end,
_update_texture = function(self)
if self._texture ~= nil then
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
})
local facedir = {}
facedir[0] = {x=0,y=0,z=1}
facedir[1] = {x=1,y=0,z=0}
facedir[2] = {x=0,y=0,z=-1}
facedir[3] = {x=-1,y=0,z=0}
local remove_item_entity = function(pos, node)
local objs = nil
if node.name == "extra_mobs:glow_item_frame" then
objs = minetest.get_objects_inside_radius(pos, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
obj:remove()
end
end
end
end
local update_item_entity = function(pos, node, param2)
remove_item_entity(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
if not param2 then
param2 = node.param2
end
if node.name == "extra_mobs:glow_item_frame" then
local posad = facedir[param2]
pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16
pos.z = pos.z + posad.z*6.5/16
end
local e = minetest.add_entity(pos, "extra_mobs:glow_item_frame_item")
local lua = e:get_luaentity()
lua._nodename = node.name
local itemname = item:get_name()
if itemname == "" or itemname == nil then
lua._texture = "blank.png"
lua._scale = 1
else
lua._texture = itemname
local def = minetest.registered_items[itemname]
if def and def.wield_scale then
lua._scale = def.wield_scale.x
else
lua._scale = 1
end
end
lua:_update_texture()
if node.name == "extra_mobs:glow_item_frame" then
local yaw = math.pi*2 - param2 * math.pi/2
e:set_yaw(yaw)
end
end
end
local drop_item = function(pos, node, meta, clicker)
local cname = ""
if clicker and clicker:is_player() then
cname = clicker:get_player_name()
end
if node.name == "extra_mobs:glow_item_frame" and not minetest.is_creative_enabled(cname) then
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
minetest.add_item(pos, item)
end
end
meta:set_string("infotext", "")
remove_item_entity(pos, node)
end
minetest.register_node("extra_mobs:glow_item_frame",{
description = S("Glow Item Frame"),
_tt_help = S("Can hold an item and glows"),
_doc_items_longdesc = S("Glow Item frames are decorative blocks in which items can be placed."),
_doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."),
drawtype = "mesh",
is_ground_content = false,
mesh = "extra_mobs_glow_item_frame.obj",
selection_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
collision_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
tiles = {"extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png"},
inventory_image = "extra_mobs_glow_item_frame_item.png",
wield_image = "extra_mobs_glow_item_frame.png",
paramtype = "light",
paramtype2 = "facedir",
--FIXME: should only be glowing, no light source. How is that possible with a node?
light_source = 1,
sunlight_propagates = true,
groups = { dig_immediate=3,deco_block=1,dig_by_piston=1,container=7,attached_node_facedir=1 },
sounds = mcl_sounds.node_sound_defaults(),
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 1)
end,
on_rightclick = function(pos, node, clicker, itemstack)
if not itemstack then
return
end
local pname = clicker:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
local meta = minetest.get_meta(pos)
drop_item(pos, node, meta, clicker)
local inv = meta:get_inventory()
if itemstack:is_empty() then
remove_item_entity(pos, node)
meta:set_string("infotext", "")
inv:set_stack("main", 1, "")
return itemstack
end
local put_itemstack = ItemStack(itemstack)
put_itemstack:set_count(1)
inv:set_stack("main", 1, put_itemstack)
update_item_entity(pos, node)
-- Add node infotext when item has been named
local imeta = itemstack:get_meta()
local iname = imeta:get_string("name")
if iname then
meta:set_string("infotext", iname)
end
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return count
end
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
drop_item(pos, node, meta)
end,
on_rotate = function(pos, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then
-- Rotate face
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
local objs = nil
if node.name == "extra_mobs:glow_item_frame" then
objs = minetest.get_objects_inside_radius(pos, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
update_item_entity(pos, node, (node.param2+1) % 4)
break
end
end
end
return
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
end,
})
minetest.register_craft({
type = "shapeless",
output = 'extra_mobs:glow_item_frame',
recipe = {'mcl_itemframes:item_frame', 'extra_mobs:glow_ink_sac'},
})
minetest.register_lbm({
label = "Update legacy item frames",
name = "extra_mobs:update_legacy_glow_item_frames",
nodenames = {"extra_mobs:glow_frame"},
action = function(pos, node)
-- Swap legacy node, then respawn entity
node.name = "extra_mobs:glow_item_frame"
local meta = minetest.get_meta(pos)
local item = meta:get_string("item")
minetest.swap_node(pos, node)
if item ~= "" then
local itemstack = ItemStack(minetest.deserialize(meta:get_string("itemdata")))
local inv = meta:get_inventory()
inv:set_size("main", 1)
if not itemstack:is_empty() then
inv:set_stack("main", 1, itemstack)
end
end
update_item_entity(pos, node)
end,
})
-- FIXME: Item entities can get destroyed by /clearobjects
minetest.register_lbm({
label = "Respawn item frame item entities",
name = "extra_mobs:respawn_entities",
nodenames = {"extra_mobs:glow_item_frame"},
run_at_every_load = true,
action = function(pos, node)
update_item_entity(pos, node)
end,
})
minetest.register_alias("extra_mobs:glow_frame", "extra_mobs:glow_item_frame")
--------------------

View File

@ -21,3 +21,8 @@ dofile(path .. "/cod.lua")
dofile(path .. "/salmon.lua")
dofile(path .. "/dolphin.lua")
dofile(path .. "/glow_squid.lua")
--Items
dofile(path .. "/glow_squid_items.lua")

View File

@ -1,11 +0,0 @@
# textdomain:extra_mobs
Hoglin=Hoglin
Piglin=Piglin
Piglin Brute=Piglin Barbare
Strider=Arpenteur
Fox=Renard
Cod=Poisson
Salmon=Saumon
Dolphin=Dauphin
Glow Squid=Pieuvre Lumineuse
Glow Ink Sac=Sac d'Encre Lumineuse

View File

@ -1,11 +0,0 @@
# textdomain:extra_mobs
Hoglin=Хоглин
piglin=Пиглин
piglin Brute=Жестокий пиглин
Strider=Страйдер
Fox=Лиса
Cod=Треска
Salmon=Лосось
dolphin=Дельфин
Glow Squid=Светящийся спрут
Glow Ink Sac=Светящийся чернильный мешок

View File

@ -1,11 +0,0 @@
# textdomain:extra_mobs
Hoglin=
Piglin=
Piglin Brute=
Strider=
Fox=
Cod=
Salmon=
Dolphin=
Glow Squid=
Glow Ink Sac=

View File

@ -296,5 +296,5 @@ minetest.LIGHT_MAX+1,
mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
-- spawn eggs
mobs:register_egg("extra_mobs:piglin", S("Piglin"), "extra_mobs_spawn_icon_piglin.png", 0)
mobs:register_egg("extra_mobs:piglin_brute", S("Piglin Brute"), "extra_mobs_spawn_icon_piglin.png", 0)
mobs:register_egg("extra_mobs:piglin", S("piglin"), "extra_mobs_spawn_icon_piglin.png", 0)
mobs:register_egg("extra_mobs:piglin_brute", S("piglin Brute"), "extra_mobs_spawn_icon_piglin.png", 0)

View File

@ -10,26 +10,26 @@ local S = minetest.get_translator("extra_mobs")
--###################
local salmon = {
type = "animal",
spawn_class = "water",
can_despawn = true,
passive = true,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
armor = 100,
rotate = 270,
tilt_swim = true,
collisionbox = {-0.4, 0.0, -0.4, 0.4, 0.79, 0.4},
visual = "mesh",
mesh = "extra_mobs_salmon.b3d",
textures = {
{"extra_mobs_salmon.png"}
},
sounds = {
},
animation = {
type = "animal",
spawn_class = "water",
can_despawn = true,
passive = true,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
armor = 100,
rotate = 270,
tilt_swim = true,
collisionbox = {-0.4, 0.0, -0.4, 0.4, 0.79, 0.4},
visual = "mesh",
mesh = "extra_mobs_salmon.b3d",
textures = {
{"extra_mobs_salmon.png"}
},
sounds = {
},
animation = {
stand_start = 1,
stand_end = 20,
walk_start = 1,
@ -37,31 +37,24 @@ local salmon = {
run_start = 1,
run_end = 20,
},
drops = {
drops = {
{name = "mcl_fishing:salmon_raw",
chance = 1,
min = 1,
max = 1,},
{name = "mcl_dye:white",
{name = "mcl_dye:white",
chance = 20,
min = 1,
max = 1,},
},
visual_size = {x=3, y=3},
makes_footstep_sound = false,
swim = true,
breathes_in_water = true,
jump = false,
view_range = 16,
runaway = true,
fear_height = 4,
on_rightclick = function(self, clicker)
if clicker:get_wielded_item():get_name() == "mcl_buckets:bucket_water" then
self.object:remove()
clicker:set_wielded_item("mcl_fishing:bucket_salmon")
awards.unlock(clicker:get_player_name(), "mcl:tacticalFishing")
end
end
visual_size = {x=3, y=3},
makes_footstep_sound = false,
swim = true,
breathes_in_water = true,
jump = false,
view_range = 16,
runaway = true,
fear_height = 4,
}
mobs:register_mob("extra_mobs:salmon", salmon)

View File

@ -213,36 +213,20 @@ baby_strider.child = 1
mobs:register_mob("extra_mobs:baby_strider", baby_strider)
-- Regular spawning in the Nether
mobs:spawn_setup({
name = "extra_mobs:strider",
type_of_spawning = "lava",
dimension = "nether",
biomes = {
"Nether"
},
min_height = mcl_mapgen.nether.min,
max_height = mcl_mapgen.nether.max,
chance = 2000,
check_position = function(pos)
return minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z}).name:find("lava")
end
})
mobs:spawn_setup({
name = "extra_mobs:baby_strider",
type_of_spawning = "lava",
dimension = "nether",
biomes = {
"Nether"
},
min_height = mcl_mapgen.nether.min,
max_height = mcl_mapgen.nether.max,
chance = 100,
check_position = function(pos)
return minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z}).name:find("lava")
end
})
mobs:spawn_specific(
"extra_mobs:strider",
"nether",
"lava",
{
"Nether"
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
-- spawn eggs
mobs:register_egg("extra_mobs:strider", S("Strider"), "extra_mobs_spawn_icon_strider.png", 0)

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@ -166,24 +166,19 @@ function boat.on_activate(self, staticdata, dtime_s)
self._last_v = self._v
self._itemstring = data.itemstring
if data.textures then
while #data.textures < 5 do
table.insert(data.textures, data.textures[1])
end
self.object:set_properties({textures = data.textures})
while #data.textures < 5 do
table.insert(data.textures, data.textures[1])
end
self.object:set_properties({textures = data.textures})
end
end
function boat.get_staticdata(self)
if not self then return end
local object = self.object
local object_properties = object and object.get_properties and object:get_properties()
return minetest.serialize({
v = self._v,
itemstring = self._itemstring,
textures = object_properties and object_properties.textures
textures = self.object:get_properties().textures
})
end

View File

@ -6,8 +6,7 @@ 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
Obsidian Boat=Bateau en Obsidienne
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.
Spruce Boat=Bateau en Sapin
Water vehicle=Véhicule aquatique
Sneak to dismount=S'accroupir (sneak) pour descendre
Sneak to dismount=

View File

@ -1,13 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=Barca de Cacièr
Birch Boat=Barca de Bèç
Boat=Barca
Boats are used to travel on the surface of water.= Las Barcas permetàn de vogar per l'aiga.
Dark Oak Boat=Barca de Jàrric
Jungle Boat=Barca de Jungla
Oak Boat=Barca de Ròure
Obsidian Boat=Barca d'Obsidiana
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.=Fasetz un clic dreit sobre una sorça d'aiga per botar la barca. Fasetz un clic dreit sobre la barca per ne'n dintrar. Utilisatz [Esquèrra] e [Dreita] per menar, [Davant] per accelerar, e [Darrèir] per alentir o recular. Utilizatz [S'acatar] per o quitar, picatz la barca per o faire tombar en objèct.
Spruce Boat=Barca de Sap
Water vehicle=Veïcule d'Aiga
Sneak to dismount=S'acatar per descendre

View File

@ -4,9 +4,8 @@ Birch Boat=Берёзовая лодка
Boat=Лодка
Boats are used to travel on the surface of water.=С помощью лодки можно путешествовать по водной поверхности.
Dark Oak Boat=Лодка из тёмного дуба
Jungle Boat=Лодка из тропического дерева
Jungle Boat=Лодка из дерева джунглей
Oak Boat=Дубовая лодка
Obsidian Boat=Обсидиановая лодка
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.=Правый клик по воде спустит лодку на воду. Правый клик по лодке, чтобы сесть в неё. [Влево] и [Вправо] - рулить, [Вперед] для ускорения, [Назад] - тормозить или плыть назад. Правый клик по лодке, когда вы в ней, позволит выйти из неё. Удар по лодке превратит её обратно в предмет.
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.=Правый клик по воде спустит лодку на воду. Правый клик по лодке разместит вас в ней. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Правый клик по лодке, когда вы в ней, позволит выйти из неё. Удар по лодке превратит её обратно в предмет.
Spruce Boat=Еловая лодка
Water vehicle=Водный транспорт

View File

@ -1,12 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=金合欢木船
Birch Boat=白桦木船
Boat=船
Boats are used to travel on the surface of water.=船是用来在水面上航行的.
Dark Oak Boat=黑色橡木船
Jungle Boat=从林木船
Oak Boat=橡木船
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.=右键单击水源以放置船。右键单击船进入。使用[左]和[右]转向,[前]加速,[后]减速或向后移动。使用[潜行]离开船,击打船使其作为物品掉落。
Spruce Boat=云杉船
Water vehicle=水上交通工具
Sneak to dismount=潜行以下船

View File

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

View File

@ -1,24 +1,16 @@
-- Dripping Water Mod
-- by kddekadenz
local math = math
-- License of code, textures & sounds: CC0
local math_random = math.random
local all_dirs = {
{x = 0, y = 0, z = 1},
{x = 0, y = 1, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z =-1},
{x = 0, y =-1, z = 0},
{x =-1, y = 0, z = 0},
}
local function register_drop_entity(substance, glow, sound, texture_file_name)
minetest.register_entity("mcl_dripping:drop_" .. substance, {
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},
collisionbox = {-0.01, 0.01, -0.01, 0.01, 0.01, 0.01},
glow = glow,
pointable = false,
visual = "sprite",
@ -30,18 +22,11 @@ local function register_drop_entity(substance, glow, sound, texture_file_name)
_dropped = false,
on_activate = function(self)
self.object:set_properties({
textures = {
"[combine:2x2:"
.. -math_random(1, 16)
.. ","
.. -math_random(1, 16)
.. "="
.. (texture_file_name or ("default_" .. substance .. "_source_animated.png"))
}
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 k = math.random(1, 222)
local ownpos = self.object:get_pos()
if k == 1 then
self.object:set_acceleration(vector.new(0, -5, 0))
@ -53,9 +38,7 @@ local function register_drop_entity(substance, glow, sound, texture_file_name)
local ent = self.object:get_luaentity()
if not ent._dropped then
ent._dropped = true
if sound then
minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
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()
@ -63,10 +46,6 @@ local function register_drop_entity(substance, glow, sound, texture_file_name)
end
end,
})
end
local function register_liquid_drop(liquid, glow, sound, nodes)
register_drop_entity(liquid, glow, sound)
minetest.register_abm({
label = "Create drops",
nodenames = nodes,
@ -76,31 +55,12 @@ local function register_liquid_drop(liquid, glow, sound, nodes)
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
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_liquid_drop("water", 1, "", {"group:opaque", "group:leaves"})
register_liquid_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"})
register_drop_entity("crying_obsidian", 10, nil, "mcl_core_crying_obsidian.png")
minetest.register_abm({
label = "Create crying obsidian drops",
nodenames = {"mcl_core:crying_obsidian"},
neighbors = {"air"},
interval = 2,
chance = 22,
action = function(pos)
local i0 = math_random(1, 6)
for i = i0, i0 + 5 do
local dir = all_dirs[(i % 6) + 1]
if minetest.get_node(vector.add(pos, dir)).name == "air" then
minetest.add_entity(vector.offset(pos, dir.x * 0.52, dir.y * 0.52, dir.z * 0.52), "mcl_dripping:drop_crying_obsidian")
return
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

@ -1,30 +1,29 @@
Dripping Mod
by kddekadenz
modified for MineClone 2 by Wuzzy and NO11
modified for MineClone 5 by kay27
Installing instructions:
1. Copy the mcl_dripping mod folder into games/gamemode/mods
2. Start game and enjoy :)
Manual:
-> drops are generated rarely under solid nodes
-> they will stay some time at the generated block and than they fall down
-> when they collide with the ground, a sound is played and they are destroyed
License:
code & sounds: CC0
Changelog:
16.04.2012 - first release
28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)
Dripping Mod
by kddekadenz
modified for MineClone 2 by Wuzzy and NO11
Installing instructions:
1. Copy the mcl_dripping mod folder into games/gamemode/mods
2. Start game and enjoy :)
Manual:
-> drops are generated rarely under solid nodes
-> they will stay some time at the generated block and than they fall down
-> when they collide with the ground, a sound is played and they are destroyed
License:
code & sounds: CC0
Changelog:
16.04.2012 - first release
28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)

View File

@ -89,7 +89,6 @@ minetest.register_entity(":__builtin:falling_node", {
})
end,
get_staticdata = function(self)
if not self then return end
local meta = self.meta
-- Workaround: Save inventory seperately from metadata.
-- Because Minetest crashes when a node with inventory gets deactivated

View File

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

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@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fuguèt espotit per una enclutge.
@1 was smashed by a falling block.=@1 fuguèt espotit per un blòc.

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@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 был(а) раздавлен упавшей наковальней.
@1 was smashed by a falling block.=@1 был(а) раздавлен упавшим блоком.

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@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 被落下的铁砧砸碎了.
@1 was smashed by a falling block.=@1 被落下的方块砸碎了.

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

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@ -6,8 +6,9 @@ local pool = {}
local tick = false
minetest.register_on_authplayer(function(name, ip, is_success)
if not is_success then return end
minetest.register_on_joinplayer(function(player)
local name
name = player:get_player_name()
pool[name] = 0
end)
@ -42,8 +43,6 @@ 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 is_player = mcl_util.is_player
local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
@ -65,8 +64,6 @@ mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
mcl_item_entity.register_pickup_achievement("mcl_core:crying_obsidian", "mcl:whosCuttingOnions")
mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hiddenInTheDepths")
local function check_pickup_achievements(object, player)
if has_awards then
@ -136,7 +133,7 @@ minetest.register_globalstep(function(dtime)
--magnet and collection
for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
if not is_player(object) and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
@ -156,10 +153,6 @@ minetest.register_globalstep(function(dtime)
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0})
if object._flowing then
object._flowing = false
end
object:move_to(checkpos)
pool[name] = pool[name] + 1
@ -174,7 +167,7 @@ minetest.register_globalstep(function(dtime)
end
end
elseif not is_player(object) and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
local entity = object:get_luaentity()
entity.collector = player:get_player_name()
entity.collected = true
@ -237,7 +230,7 @@ function minetest.handle_node_drops(pos, drops, digger)
-- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case.
if (digger and is_player(digger) and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
return
end
@ -347,7 +340,7 @@ end
-- Drop single items by default
function minetest.item_drop(itemstack, dropper, pos)
if dropper and is_player(dropper) then
if dropper and dropper:is_player() then
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = itemstack:get_count()
@ -492,7 +485,6 @@ minetest.register_entity(":__builtin:item", {
end,
get_staticdata = function(self)
if not self then return end
local data = minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
@ -799,9 +791,6 @@ minetest.register_entity(":__builtin:item", {
local oldvel = self.object:get_velocity() -- v is vector, vel is velocity
-- apply gravity *before* drag computations
oldvel.y = oldvel.y - get_gravity() * dtime
-- drag
local fluid_drag = item_drop_settings.fluid_drag
@ -815,6 +804,12 @@ minetest.register_entity(":__builtin:item", {
newv.x = newv.x - (oldvel.x - newv.x) * fluid_drag * dtime
newv.y = newv.y - (oldvel.y - newv.y) * fluid_drag * dtime
newv.z = newv.z - (oldvel.z - newv.z) * fluid_drag * dtime
newv.y = newv.y + -0.22 -- (keep slight downward thrust from previous version of code)
-- NOTE: is there any particular reason we have this, anyway?
-- since fluid drag is now on, we could as well just
-- apply gravity here; drag will slow down the fall
-- realistically
self.object:set_velocity({x = oldvel.x + newv.x * dtime, y = oldvel.y + newv.y * dtime, z = oldvel.z + newv.z * dtime})

View File

@ -1,4 +1,4 @@
name = mcl_item_entity
author = PilzAdam
description = Dropped items will be attracted to the player like a magnet.
depends = flowlib, mcl_enchanting, mcl_util
depends = flowlib, mcl_enchanting

View File

@ -503,7 +503,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
function cart:get_staticdata()
if not self then return end
return minetest.serialize({_railtype = self._railtype})
end

View File

@ -5,32 +5,32 @@ Minecarts only ride on rails and always follow the tracks. At a T-junction with
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Vous pouvez placer le wagonnet sur des rails. Faites un clic droit dessus pour entrer dedans. Frappez-le pour le faire bouger.
To obtain the minecart, punch it while holding down the sneak key.=Pour obtenir la wagonnet, frappez-le tout en maintenant la touche furtive enfoncée.
A minecart with TNT is an explosive vehicle that travels on rail.=Un wagonnet avec de la TNT est un véhicule explosif qui se déplace sur rail.
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.=Placez-le sur des rails. Frappez-le pour le déplacer. La TNT est allumée avec un briquet ou lorsque le minecart est sur un rail d'activation alimenté.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Pour obtenir le wagonnet avec la TNT, frappez-les tout en maintenant la touche furtive [Sneak] enfoncée. Vous ne pouvez pas faire cela si la TNT a été allumée.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Un wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant.
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.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pour longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet avec le four, frappez-les tout en maintenant la touche furtive [Sneak] enfoncée.
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.=Placez-le sur des rails. Frappez-le pour le déplacer. Le TNT est allumé avec un briquet ou lorsque le minecart est sur un rail d'activation alimenté.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Pour obtenir la wagonnet et la TNT, frappez-les tout en maintenant la touche furtive enfoncée. Vous ne pouvez pas faire cela si le TNT a été allumé.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant.
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.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée.
Minecart with Chest=Wagonnet avec Coffre
Minecart with Furnace=Wagonnet avec Four
Minecart with Command Block=Wagonnet avec Bloc de Commande
Minecart with Hopper=Wagonnet avec Entonnoir
Minecart with Hopper=Wagonnet avec Entonoir
Minecart with TNT=Wagonnet avec 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.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin.
Rail=Rail
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction.
Powered Rail=Rail alimenté
Powered Rail=Rail allimenté
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone.
Activator Rail=Rail d'activation
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails activateurs sont utilisés pour activer des wagonnets spéciaux.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Pour activer ce rail, activez le wagonnet, alimentez-le avec de l'énergie redstone et envoyez un wagonnet sur ce morceau de rail.
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Des rails activateurs sont utilisés pour activer des wagonnets spéciaux.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Pour activer ce rail, activez les wagonnets, alimentez-le avec de l'énergie redstone et envoyez un wagonnet sur ce morceau de rail.
Detector Rail=Rail de détection
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.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Un rail de détection est capable de détecter un wagonnet au-dessus et alimente les mécanismes de redstone.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Pour détecter un wagonnet et fournir une alimentation redstone, connectez-le aux câbles redstone ou aux mécanismes redstone et envoyez n'importe quel wagonnet sur le rail.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Pour détecter un wagonnet et fournir une alimentation redstone, connectez-le aux câble redstone ou aux mécanismes redstone et envoyez n'importe quel wagonnet sur le rail.
Track for minecarts=Piste pour wagonnets
Speed up when powered, slow down when not powered=Accélérez lorsqu'il est alimenté, ralentissez lorsqu'il n'est pas alimenté
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=S'accroupir [Sneak] pour descendre
Sneak to dismount=

View File

@ -1,36 +1,36 @@
# textdomain: mcl_minecarts
Minecart=Вагонетка
Minecarts can be used for a quick transportion on rails.=Вагонетка может быть использована для быстрого перемещения по рельсам.
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.=Вагонетки едут только по проложенным рельсам. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы можете поставить вагонетку на рельсы. Правым кликом сядьте в неё. Бейте по вагонетке, чтобы она ехала.
To obtain the minecart, punch it while holding down the sneak key.=Чтобы забрать вагонетку, ударьте по ней, удерживая клавишу [Красться].
A minecart with TNT is an explosive vehicle that travels on rail.=Вагонетка с ТНТ это взрывающийся железнодорожный транспорт.
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.=Поместите вагонетку на рельсы. Ударьте по ней, чтобы она поехала. ТНТ активируется, если его поджечь огнивом или когда вагонетка проедет через подключенные активирующие рельсы.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы забрать вагонетку с ТНТ, ударьте по ней, удерживая клавишу [Красться]. Если ТНТ подожжён, сделать это нельзя.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагонетка с печью - это железнодорожный транспорт. Она может ехать сама за счёт топлива.
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.=Поставьте вагонетку на рельсы. Если добавить в неё угля, то печь зажжётся на продолжительное время и вагонетка сможет поехать сама. Ударьте по ней для начала движения.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы забрать вагонетку с печью, ударьте по ней, удерживая клавишу [Красться].
Minecart with Chest=Вагонетка с сундуком
Minecart with Furnace=Вагонетка с печью
Minecart with Command Block=Вагонетка с командным блоком
Minecart with Hopper=Вагонетка с воронкой
Minecart with TNT=Вагонетка с ТНТ
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.=Поместите рельсы на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут образовывать повороты, T-образные развилки, перекрёстки и склоны там, где это потребуется.
Minecarts can be used for a quick transportion on rails.=Вагонетки нужны, чтобы быстро перемещаться по рельсам.
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.=Вагонетки едут строго по проложенному железнодорожному пути. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы ставите вагонетку на рельсы. Правым кликом садитесь в неё. Стукаете, чтобы начать движение.
To obtain the minecart, punch it while holding down the sneak key.=Чтобы взять вагонетку, стукните её, удерживая клавишу [Красться].
A minecart with TNT is an explosive vehicle that travels on rail.=Вагон тротила это подрывной железнодорожный транспорт.
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.=Поместите его на рельсы. Стукните, чтобы он поехал. Тротил воспламеняется, если его поджечь огнивом, либо при попадании на подключенный рельсовый активатор.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы взять вагон тротила, стукните его, удерживая клавишу [Красться]. Если тротил воспламенён, сделать это нельзя.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагон с печью - это железнодорожный транспорт. Он может двигаться за счёт топлива.
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.=Поставьте его на рельсы. Если добавить немного угля, то печь зажжётся на продолжительное время и вагон сможет ехать. Стукните вагон для начала движения.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы взять вагон с печью, стукните его, удерживая клавишу [Красться].
Minecart with Chest=Вагон с сундуком
Minecart with Furnace=Вагон с печью
Minecart with Command Block=Вагон с командным блоком
Minecart with Hopper=Вагон с бункером
Minecart with TNT=Вагон тротила
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.=Поместите на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут превращаться в плавный повороты, T-образные развилки, перекрёстки и уклоны там, где это потребуется.
Rail=Рельсы
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Рельсы используются для строительства железной дороги. Обычные рельсы немного замедляют движение вагонеток из-за трения.
Powered Rail=Энергорельсы
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Энергорельсы используются для строительства железной дороги. Энергорельсы могут ускорять и тормозить вагонетки.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Неподключенные энергорельсы замедляют вагонетки. Чтобы энергорельсы ускоряли вагонетки, проведите к ним сигнал редстоуна.
Activator Rail=Активирующие рельсы
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Активирующие рельсы используются для строительства железной дороги. Активирующие рельсы активируют некоторые особые вагонетки.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы эти рельсы активировали вагонетки, подключите активирующие рельсы к сигналу редстоуна и направьте вагонетку через них.
Detector Rail=Нажимные рельсы
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.=Нажимные рельсы используются для строительства железной дороги. Нажимные рельсы реагируют на проезжающие по ним вагонетки и выдают сигнал для механизмов из редстоуна.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Подсоедините к нажимным рельсам провод редстоуна или редстоуновые механизмы, чтобы активировать их когда по рельсам проезжает вагонетка.
Powered Rail=Подключаемые рельсы
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Рельсы используются для строительства железной дороги. Подключённые рельсы могут разгонять и тормозить вагонетки.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Без энергии редстоуна рельсы будут тормозить вагонетки.
Activator Rail=Рельсовый активатор
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Рельсы используются для строительства железной дороги. Рельсовый активатор активирует особые вагонетки.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы этот блок рельсов активировал вагонетку, подключите его к энергии редстоуна и направьте вагонетку через него.
Detector Rail=Рельсовый детектор
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.=Рельсы используются для строительства железной дороги. Рельсовый детектор может обнаруживать вагонетку у себя наверху и подключать механизмы редстоуна.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Чтобы обнаруживать вагонетку и подавать энергию редстоуна, подключите его к дорожке редстоуна или механизму редстоуна, после чего направьте любую вагонетку через него.
Track for minecarts=Железная дорога
Speed up when powered, slow down when not powered=Разгоняет, если подключёны, тормозит, если не подключёны
Activates minecarts when powered=Активирует особые вагонетки, если подключёны
Emits redstone power when a minecart is detected=Подает сигнал редстоуна при обнаружении вагонетки
Speed up when powered, slow down when not powered=Разгоняет, если подключён, тормозит, если не подключён
Activates minecarts when powered=Активирует особые вагонетки, если подключён
Emits redstone power when a minecart is detected=Испускает энергию редстоуна при обнаружении вагонетки
Vehicle for fast travel on rails=Быстрый железнодорожный транспорт
Can be ignited by tools or powered activator rail=Можно поджечь с помощью инструмента или активирующими рельсами
Can be ignited by tools or powered activator rail=Можно воспламенить с помощью инструмента или подключенного рельсового активатора
Sneak to dismount=Нажмите [Красться] для высадки

View File

@ -227,11 +227,6 @@ functions needed for the mob to work properly which contains the following:
older mobs.
'pushable' Allows players, & other mobs to push the mob.
'spawn_with_armor' If set to true, the mob has a small chance of spawning with
random matched armor. If set to a string, the string represents
the material type of the armor. Any materials used by
mcl_armor will work. Example: "gold"
It is assumed that the first texture is for armor.
MineClone 2 extensions:

View File

@ -375,7 +375,6 @@ function mobs:register_mob(name, def)
--moves the wrong way
swap_y_with_x = def.swap_y_with_x or false,
reverse_head_yaw = def.reverse_head_yaw or false,
_spawn_with_armor = def.spawn_with_armor,
--END HEAD CODE VARIABLES
@ -402,7 +401,6 @@ function mobs:register_mob(name, def)
ignited_by_sunlight = def.ignited_by_sunlight or false,
eye_height = def.eye_height or 1.5,
defuse_reach = def.defuse_reach or 4,
spawn = def.spawn,
-- End of MCL2 extensions
on_spawn = def.on_spawn,
@ -417,7 +415,7 @@ function mobs:register_mob(name, def)
--on_breed = def.on_breed,
on_grown = def.on_grown,
--on_grown = def.on_grown,
--on_detach_child = mob_detach_child,
@ -427,9 +425,7 @@ function mobs:register_mob(name, def)
end,
get_staticdata = function(self)
if self and mobs then
return mobs.mob_staticdata(self)
end
return mobs.mob_staticdata(self)
end,
--harmed_by_heal = def.harmed_by_heal,

View File

@ -88,7 +88,7 @@ local function land_state_switch(self, dtime)
end
--ignore everything else if following
if mobs.check_following(self, dtime) and
if mobs.check_following(self) and
(not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and
(not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then
self.state = "follow"
@ -801,6 +801,20 @@ function mobs.mob_step(self, dtime)
return false
end
--DEBUG TIME!
--REMEMBER TO MOVE THIS AFTER DEATH CHECK
--if self.has_head then
-- mobs.do_head_logic(self,dtime)
--end
--if true then--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
-- return
--end
--despawn mechanism
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
@ -819,7 +833,7 @@ function mobs.mob_step(self, dtime)
self.object:set_texture_mod("^[colorize:red:120")
--fix double death sound
if self.health > 0 then
mobs.play_sound(self, "damage")
mobs.play_sound(self,"damage")
end
end
self.old_health = self.health
@ -849,7 +863,7 @@ function mobs.mob_step(self, dtime)
return
end
mobs.random_sound_handling(self, dtime)
mobs.random_sound_handling(self,dtime)
--mobs drowning mechanic
if not self.breathes_in_water then
@ -879,40 +893,14 @@ function mobs.mob_step(self, dtime)
end
end
local pos = self.object:get_pos()
local node = minetest_get_node(pos).name
--water damage
if self.water_damage and self.water_damage ~= 0 and minetest_get_item_group(node, "water") ~= 0 then
self.water_counter = (self.water_counter or 0) + dtime
if self.water_counter >= 1 then
if self.water_damage and self.water_damage ~= 0 then
local pos = self.object:get_pos()
local node = minetest_get_node(pos).name
if minetest_get_item_group(node, "water") ~= 0 then
mobs.smoke_effect(self)
self.health = self.health - self.water_damage
self:teleport()
self.water_counter = 0
end
end
--lava damage
local lava_damage = self.lava_damage
if lava_damage and lava_damage ~= 0 and minetest_get_item_group(node, "lava") ~= 0 then
self.lava_counter = (self.lava_counter or 0) + dtime
if self.lava_counter >= 1 then
minetest.sound_play("default_punch", {
object = self.object,
max_hear_distance = 5
}, true)
--[[ if not mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(self.object, 1.1)
else
]] self.object:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.lava_damage}
}, nil)
-- end
self.lava_counter = 0
self.health = self.health - lava_damage
self:teleport()
end
end
@ -984,7 +972,7 @@ function mobs.mob_step(self, dtime)
--go get the closest player
if attacking then
mobs.do_head_logic(self, dtime, attacking)
self.memory = 6 --6 seconds of memory
--set initial punch timer
@ -1040,7 +1028,6 @@ function mobs.mob_step(self, dtime)
--don't break eye contact
if self.hostile and self.attacking then
mobs.set_yaw_while_attacking(self)
mobs.do_head_logic(self, dtime, self.attacking)
end
--perfectly reset pause_timer

View File

@ -26,8 +26,6 @@ local math_random = math.random
|_|
]]--
local minetest_line_of_sight = minetest.line_of_sight
mobs.explode_attack_walk = function(self,dtime)
--this needs an exception
@ -38,27 +36,17 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.set_yaw_while_attacking(self)
local pos = self.object:get_pos()
local attack_pos = self.attacking:get_pos()
local distance_from_attacking = vector_distance(pos, attack_pos)
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
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
--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) or
--don't allow creeper to finish exploding animation if can't see target
not minetest_line_of_sight(
{x = pos.x, y = pos.y + self.eye_height, z = pos.z},
{x = attack_pos.x, y = attack_pos.y + (self.attacking.eye_height or 0), z = attack_pos.z}
)
) 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)
@ -356,4 +344,4 @@ mobs.projectile_attack_fly = function(self, dtime)
mobs.shoot_projectile(self)
end
end
end
end

View File

@ -3,7 +3,7 @@ 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, dtime) -- returns true or false
mobs.check_following = function(self) -- returns true or false
--ignore
if not self.follow then
self.following_person = nil
@ -15,7 +15,6 @@ mobs.check_following = function(self, dtime) -- returns true or false
--check if the follower is a player incase they log out
if follower and follower:is_player() then
mobs.do_head_logic(self, dtime, follower)
local stack = follower:get_wielded_item()
--safety check
if not stack then
@ -146,12 +145,11 @@ 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)
if self.on_grown then self.on_grown(self) end
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

View File

@ -211,6 +211,26 @@ mobs.teleport = function(self, target)
end
end
--a function used for despawning mobs
mobs.check_for_player_within_area = function(self, radius)
local pos1 = self.object:get_pos()
if not pos1 then return end
--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

View File

@ -1,15 +1,14 @@
local math = math
local vector = vector
local debug_head = minetest.settings:get_bool("mcl_debug_head_code", false)
--converts yaw to degrees
local degrees = function(yaw)
return yaw*180.0/math.pi
end
mobs.do_head_logic = function(self, dtime, player)
if not self.has_head == true then return end
local player = player or minetest.get_player_by_name("singleplayer")
mobs.do_head_logic = function(self,dtime)
local player = minetest.get_player_by_name("singleplayer")
local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height
@ -26,16 +25,15 @@ mobs.do_head_logic = function(self, dtime, player)
pos = vector.add(pos, head_offset)
if debug_head then
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
end
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
local bone_pos = vector.new(0,0,0)
--(horizontal)
@ -91,21 +89,10 @@ mobs.do_head_logic = function(self, dtime, player)
head_pitch = head_pitch + self.head_pitch_modifier
end
local head_bone = self.head_bone
if (type(head_bone) == "table") then
for _, v in pairs(head_bone) do
if self.swap_y_with_x then
self.object:set_bone_position(v, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(v, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
end
if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
if self.swap_y_with_x then
self.object:set_bone_position(head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
--set_bone_position([bone, position, rotation])
end
end

View File

@ -28,14 +28,12 @@ mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, po
obj:set_acceleration({x=0, y=gravity, z=0})
obj:set_yaw(yaw-math.pi/2)
local le = obj:get_luaentity()
if le then
le._shooter = shooter
le._damage = damage
le._is_critical = is_critical
le._startpos = pos
le._knockback = knockback
le._collectable = collectable
end
le._shooter = shooter
le._damage = damage
le._is_critical = is_critical
le._startpos = pos
le._knockback = knockback
le._collectable = collectable
--play custom shoot sound
if shooter and shooter.shoot_sound then

View File

@ -5,32 +5,9 @@ local minetest_settings = minetest.settings
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
local vector_distance = vector.distance
local minetest_get_connected_players = minetest.get_connected_players
local math_random = math.random
mobs.can_despawn = function(self)
if self.tamed or self.bred or self.nametag then return false end
local mob_pos = self.object:get_pos()
if not mob_pos then return true end
local players = minetest_get_connected_players()
if #players == 0 then return false end
-- If no players, probably this is being called from get_staticdata() at server shutdown time
-- Minetest is to buggy (as of 5.5) to delete entities at server shutdown time anyway
local distance = 999
for _, player in pairs(players) do
if player and player:get_hp() > 0 then
local player_pos = player:get_pos()
local new_distance = vector_distance(player_pos, mob_pos)
if new_distance < distance then
distance = new_distance
if distance < 33 then return false end
if distance < 128 and math_random(1, 42) ~= 11 then return false end
end
end
end
return true
return (not self.tamed and not self.bred and not self.nametag and
not mobs.check_for_player_within_area(self, 64));
end
-- get entity staticdata
@ -47,7 +24,7 @@ mobs.mob_staticdata = function(self)
self.following = nil
if use_cmi then
self.serialized_cmi_components = cmi and cmi.serialize_components(self._cmi_components)
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
local tmp = {}
@ -67,102 +44,6 @@ mobs.mob_staticdata = function(self)
return minetest.serialize(tmp)
end
mobs.armor_setup = function(self)
if not self._armor_items then
local armor = {}
-- Source: https://minecraft.fandom.com/wiki/Zombie
local materials = {
{name = "leather", chance = 0.3706},
{name = "gold", chance = 0.4873},
{name = "chain", chance = 0.129},
{name = "iron", chance = 0.0127},
{name = "diamond", chance = 0.0004}
}
local types = {
{name = "helmet", chance = 0.15},
{name = "chestplate", chance = 0.75},
{name = "leggings", chance = 0.75},
{name = "boots", chance = 0.75}
}
local material
if type(self._spawn_with_armor) == "string" then
material = self._spawn_with_armor
else
local chance = 0
for i, m in pairs(materials) do
chance = chance + m.chance
if math.random() <= chance then
material = m.name
break
end
end
end
for i, t in pairs(types) do
if math.random() <= t.chance then
armor[t.name] = material
else
break
end
end
-- Save armor items in lua entity
self._armor_items = {}
for atype, material in pairs(armor) do
local item = "mcl_armor:" .. atype .. "_" .. material
self._armor_items[atype] = item
end
-- Setup armor drops
for atype, material in pairs(armor) do
local wear = math.random(1, 65535)
local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
self.drops = table.copy(self.drops)
table.insert(self.drops, {
name = item,
chance = 1/0.085, -- 8.5%
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 3,
})
end
-- Configure textures
local t = ""
local first_image = true
for atype, material in pairs(armor) do
if not first_image then
t = t .. "^"
end
t = t .. "mcl_armor_" .. atype .. "_" .. material .. ".png"
first_image = false
end
if t ~= "" then
self.base_texture = table.copy(self.base_texture)
self.base_texture[1] = t
end
-- Configure damage groups based on armor
-- Source: https://minecraft.fandom.com/wiki/Armor#Armor_points
local points = 2
for atype, material in pairs(armor) do
local item_name = "mcl_armor:" .. atype .. "_" .. material
points = points + minetest.get_item_group(item_name, "mcl_armor_points")
end
local armor_strength = 100 - 4 * points
local armor_groups = self.object:get_armor_groups()
armor_groups.fleshy = armor_strength
self.armor = armor_groups
-- Helmet protects mob from sun damage
if armor.helmet then
self.ignited_by_sunlight = false
end
end
end
-- activate mob and reload settings
mobs.mob_activate = function(self, staticdata, def, dtime)
@ -205,11 +86,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox
end
-- Setup armor on mobs
if self._spawn_with_armor then
mobs.armor_setup(self)
end
-- for current mobs that dont have this set
if not self.base_selbox then

View File

@ -6,14 +6,11 @@ local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players
local minetest_get_perlin = minetest.get_perlin
local math_random = math.random
local math_floor = math.floor
local math_ceil = math.ceil
local math_cos = math.cos
local math_sin = math.sin
local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
--local max = math.max
--local vector_distance = vector.distance
local vector_new = vector.new
@ -25,171 +22,151 @@ local table_remove = table.remove
local pairs = pairs
-- range for mob count
local aoc_range = 32
local aoc_range = 48
--do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
--[[
local noise_params = {
offset = 0,
scale = 3,
spread = {
x = 301,
y = 50,
z = 304,
},
seed = 100,
octaves = 3,
persistence = 0.5,
}
THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter
-- Please update the list when adding new biomes!
underground:
"FlowerForest_underground",
"JungleEdge_underground",local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
local list_of_all_biomes = {
ocean:
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
"BirchForest_ocean",
"IcePlains_deep_ocean",
"Jungle_deep_ocean",
"Savanna_ocean",
"MesaPlateauF_ocean",
"ExtremeHillsM_deep_ocean",
"Savanna_deep_ocean",
"SunflowerPlains_ocean",
"Swampland_deep_ocean",
"Swampland_ocean",
"MegaSpruceTaiga_deep_ocean",
"ExtremeHillsM_ocean",
"JungleEdgeM_deep_ocean",
"SunflowerPlains_deep_ocean",
"BirchForest_deep_ocean",
"IcePlainsSpikes_ocean",
"Mesa_ocean",
"StoneBeach_ocean",
"Plains_deep_ocean",
"JungleEdge_deep_ocean",
"SavannaM_deep_ocean",
"Desert_deep_ocean",
"Mesa_deep_ocean",
"ColdTaiga_deep_ocean",
"Plains_ocean",
"MesaPlateauFM_ocean",
"Forest_deep_ocean",
"JungleM_deep_ocean",
"FlowerForest_deep_ocean",
"MushroomIsland_ocean",
"MegaTaiga_ocean",
"StoneBeach_deep_ocean",
"IcePlainsSpikes_deep_ocean",
"ColdTaiga_ocean",
"SavannaM_ocean",
"MesaPlateauF_deep_ocean",
"MesaBryce_deep_ocean",
"ExtremeHills+_deep_ocean",
"ExtremeHills_ocean",
"MushroomIsland_deep_ocean",
"Forest_ocean",
"MegaTaiga_deep_ocean",
"JungleEdge_ocean",
"MesaBryce_ocean",
"MegaSpruceTaiga_ocean",
"ExtremeHills+_ocean",
"Jungle_ocean",
"RoofedForest_deep_ocean",
"IcePlains_ocean",
"FlowerForest_ocean",
"ExtremeHills_deep_ocean",
"MesaPlateauFM_deep_ocean",
"Desert_ocean",
"Taiga_ocean",
"BirchForestM_deep_ocean",
"Taiga_deep_ocean",
"JungleM_ocean",
-- underground:
water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
"FlowerForest_underground",
"JungleEdge_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
beach:
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
-- ocean:
dimension biome:
"Nether",
"End",
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
"BirchForest_ocean",
"IcePlains_deep_ocean",
"Jungle_deep_ocean",
"Savanna_ocean",
"MesaPlateauF_ocean",
"ExtremeHillsM_deep_ocean",
"Savanna_deep_ocean",
"SunflowerPlains_ocean",
"Swampland_deep_ocean",
"Swampland_ocean",
"MegaSpruceTaiga_deep_ocean",
"ExtremeHillsM_ocean",
"JungleEdgeM_deep_ocean",
"SunflowerPlains_deep_ocean",
"BirchForest_deep_ocean",
"IcePlainsSpikes_ocean",
"Mesa_ocean",
"StoneBeach_ocean",
"Plains_deep_ocean",
"JungleEdge_deep_ocean",
"SavannaM_deep_ocean",
"Desert_deep_ocean",
"Mesa_deep_ocean",
"ColdTaiga_deep_ocean",
"Plains_ocean",
"MesaPlateauFM_ocean",
"Forest_deep_ocean",
"JungleM_deep_ocean",
"FlowerForest_deep_ocean",
"MushroomIsland_ocean",
"MegaTaiga_ocean",
"StoneBeach_deep_ocean",
"IcePlainsSpikes_deep_ocean",
"ColdTaiga_ocean",
"SavannaM_ocean",
"MesaPlateauF_deep_ocean",
"MesaBryce_deep_ocean",
"ExtremeHills+_deep_ocean",
"ExtremeHills_ocean",
"MushroomIsland_deep_ocean",
"Forest_ocean",
"MegaTaiga_deep_ocean",
"JungleEdge_ocean",
"MesaBryce_ocean",
"MegaSpruceTaiga_ocean",
"ExtremeHills+_ocean",
"Jungle_ocean",
"RoofedForest_deep_ocean",
"IcePlains_ocean",
"FlowerForest_ocean",
"ExtremeHills_deep_ocean",
"MesaPlateauFM_deep_ocean",
"Desert_ocean",
"Taiga_ocean",
"BirchForestM_deep_ocean",
"Taiga_deep_ocean",
"JungleM_ocean",
Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
]]--
-- water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
-- beach:
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
-- dimension biome:
"Nether",
"End",
-- Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
}
-- count how many mobs are in an area
local function count_mobs(pos)
@ -239,88 +216,11 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
--this is where all of the spawning information is kept
local spawn_dictionary = {}
local summary_chance = 0
function mobs:spawn_setup(def)
if not mobs_spawn then return end
if not def then
minetest.log("warning", "Empty mob spawn setup definition")
return
end
local name = def.name
if not name then
minetest.log("warning", "Missing mob name")
return
end
local dimension = def.dimension or "overworld"
local type_of_spawning = def.type_of_spawning or "ground"
local biomes = def.biomes or list_of_all_biomes
local min_light = def.min_light or 0
local max_light = def.max_light or (minetest.LIGHT_MAX + 1)
local chance = def.chance or 1000
local aoc = def.aoc or aoc_range
local min_height = def.min_height or mcl_mapgen.overworld.min
local max_height = def.max_height or mcl_mapgen.overworld.max
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
local check_position = def.check_position
local group_size_min = def.group_size_min or 1
local group_size_max = def.group_size_max or 1
-- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name)
if numbers then
numbers = numbers:split(",")
chance = tonumber(numbers[1]) or chance
aoc = tonumber(numbers[2]) or aoc
if chance == 0 then
minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
return
end
minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
if chance < 1 then
chance = 1
minetest.log("warning", "Chance shouldn't be less than 1 (mob name: " .. name ..")")
end
spawn_dictionary[#spawn_dictionary + 1] = {
name = name,
dimension = dimension,
type_of_spawning = type_of_spawning,
biomes = biomes,
min_light = min_light,
max_light = max_light,
chance = chance,
aoc = aoc,
min_height = min_height,
max_height = max_height,
day_toggle = day_toggle,
check_position = check_position,
on_spawn = on_spawn,
group_size_min = group_size_min,
group_size_max = group_size_max,
}
summary_chance = summary_chance + chance
end
function mobs.spawn_mob(name, pos)
local def = minetest.registered_entities[name]
if not def then return end
if def.spawn then
return def.spawn(pos)
end
return minetest.add_entity(pos, name)
end
local spawn_mob = mobs.spawn_mob
function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
--print(dump(biomes))
-- Do mobs spawn at all?
if not mobs_spawn then
return
@ -339,7 +239,179 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
return
end
minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
minetest.log("action",
string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
--[[
local function spawn_action(pos, node, active_object_count, active_object_count_wider, name)
local orig_pos = table.copy(pos)
-- is mob actually registered?
if not mobs.spawning_mobs[name]
or not minetest.registered_entities[name] then
minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!")
return
end
-- additional custom checks for spawning mob
if mobs:spawn_abm_check(pos, node, name) == true then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!")
return
end
-- count nearby mobs in same spawn class
local entdef = minetest.registered_entities[name]
local spawn_class = entdef and entdef.spawn_class
if not spawn_class then
if entdef.type == "monster" then
spawn_class = "hostile"
else
spawn_class = "passive"
end
end
local in_class_cap = count_mobs(pos, "!"..spawn_class) < MOB_CAP[spawn_class]
-- do not spawn if too many of same mob in area
if active_object_count_wider >= max_per_block -- large-range mob cap
or (not in_class_cap) -- spawn class mob cap
or count_mobs(pos, name) >= aoc then -- per-mob mob cap
-- too many entities
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!")
return
end
-- if toggle set to nil then ignore day/night check
if day_toggle then
local tod = (minetest.get_timeofday() or 0) * 24000
if tod > 4500 and tod < 19500 then
-- daylight, but mob wants night
if day_toggle == false then
-- mob needs night
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!")
return
end
else
-- night time but mob wants day
if day_toggle == true then
-- mob needs day
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!")
return
end
end
end
-- spawn above node
pos.y = pos.y + 1
-- only spawn away from player
local objs = minetest.get_objects_inside_radius(pos, 24)
for n = 1, #objs do
if objs[n]:is_player() then
-- player too close
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!")
return
end
end
-- mobs cannot spawn in protected areas when enabled
if not spawn_protected
and minetest.is_protected(pos, "") then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!")
return
end
-- are we spawning within height limits?
if pos.y > max_height
or pos.y < min_height then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!")
return
end
-- are light levels ok?
local light = minetest.get_node_light(pos)
if not light
or light > max_light
or light < min_light then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!")
return
end
-- do we have enough space to spawn mob?
local ent = minetest.registered_entities[name]
local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1]))
local min_x, max_x
if width_x % 2 == 0 then
max_x = math.floor(width_x/2)
min_x = -(max_x-1)
else
max_x = math.floor(width_x/2)
min_x = -max_x
end
local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3]))
local min_z, max_z
if width_z % 2 == 0 then
max_z = math.floor(width_z/2)
min_z = -(max_z-1)
else
max_z = math.floor(width_z/2)
min_z = -max_z
end
local max_y = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
for y = 0, max_y do
for x = min_x, max_x do
for z = min_z, max_z do
local pos2 = {x = pos.x+x, y = pos.y+y, z = pos.z+z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
-- inside block
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
if ent.spawn_small_alternative and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
end
return
end
end
end
end
-- tweak X/Y/Z spawn pos
if width_x % 2 == 0 then
pos.x = pos.x + 0.5
end
if width_z % 2 == 0 then
pos.z = pos.z + 0.5
end
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, name)
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
if on_spawn then
local ent = mob:get_luaentity()
on_spawn(ent, pos)
end
end
local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
spawn_action(pos, node, active_object_count, active_object_count_wider, name)
end
]]--
local entdef = minetest.registered_entities[name]
local spawn_class
if entdef.type == "monster" then
spawn_class = "hostile"
else
spawn_class = "passive"
end
--load information into the spawn dictionary
@ -351,36 +423,107 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
spawn_dictionary[key]["biomes"] = biomes
spawn_dictionary[key]["min_light"] = min_light
spawn_dictionary[key]["max_light"] = max_light
spawn_dictionary[key]["interval"] = interval
spawn_dictionary[key]["chance"] = chance
spawn_dictionary[key]["aoc"] = aoc
spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["group_size_min"] = 1
spawn_dictionary[key]["group_size_max"] = 3
--spawn_dictionary[key]["on_spawn"] = spawn_abm_action
spawn_dictionary[key]["spawn_class"] = spawn_class
summary_chance = summary_chance + chance
--[[
minetest.register_abm({
label = name .. " spawning",
nodenames = nodes,
neighbors = neighbors,
interval = interval,
chance = floor(max(1, chance * mobs_spawn_chance)),
catch_up = false,
action = spawn_abm_action,
})
]]--
end
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos)
local distance = math_random(25, 32)
local angle = math_random() * two_pi
return {
x = math_round(pos.x + distance * math_cos(angle)),
y = pos.y,
z = math_round(pos.z + distance * math_sin(angle))
}
-- compatibility with older mob registration
-- we're going to forget about this for now -j4i
--[[
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
chance, active_object_count, -31000, max_height, day_toggle)
end
]]--
--Don't disable this yet-j4i
-- MarkBu's spawn function
function mobs:spawn(def)
--does nothing for now
--[[
local name = def.name
local nodes = def.nodes or {"group:soil", "group:stone"}
local neighbors = def.neighbors or {"air"}
local min_light = def.min_light or 0
local max_light = def.max_light or 15
local interval = def.interval or 30
local chance = def.chance or 5000
local active_object_count = def.active_object_count or 1
local min_height = def.min_height or -31000
local max_height = def.max_height or 31000
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
]]--
end
local axis
--inner and outer part of square donut radius
local inner = 15
local outer = 64
local int = {-1,1}
local function position_calculation(pos)
pos = vector_floor(pos)
--this is used to determine the axis buffer from the player
axis = math_random(0,1)
--cast towards the direction
if axis == 0 then --x
pos.x = pos.x + math_random(inner,outer)*int[math_random(1,2)]
pos.z = pos.z + math_random(-outer,outer)
else --z
pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
pos.x = pos.x + math_random(-outer,outer)
end
return pos
end
--[[
local decypher_limits_dictionary = {
["overworld"] = {mcl_vars.mg_overworld_min,mcl_vars.mg_overworld_max},
["nether"] = {mcl_vars.mg_nether_min, mcl_vars.mg_nether_max},
["end"] = {mcl_vars.mg_end_min, mcl_vars.mg_end_max}
}
]]--
local function decypher_limits(posy)
--local min_max_table = decypher_limits_dictionary[dimension]
--return min_max_table[1],min_max_table[2]
posy = math_floor(posy)
return posy - 32, posy + 32
end
--a simple helper function for mob_spawn
local function biome_check(biome_list, biome_goal)
for _, data in pairs(biome_list) do
for _,data in ipairs(biome_list) do
if data == biome_goal then
return true
end
@ -390,102 +533,176 @@ local function biome_check(biome_list, biome_goal)
end
--todo mob limiting
--MAIN LOOP
if mobs_spawn then
local perlin_noise
local function spawn_a_mob(pos, dimension, y_min, y_max)
local dimension = dimension or mcl_worlds.pos_to_dimension(pos)
local goal_pos = get_next_mob_spawn_pos(pos)
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list <= 0 then return end
local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
--hard code mob limit in area to 5 for now
if count_mobs(spawning_position) >= 5 then return end
local gotten_node = get_node(spawning_position).name
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_node or not gotten_biome then return end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_ground = not (is_water or is_lava)
if not is_ground then
spawning_position.y = spawning_position.y - 1
end
local mob_def
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance
while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
local mob_index = 1
local mob_chance = mob_library_worker_table[mob_index].chance
local step_chance = mob_chance
while step_chance < mob_chance_offset do
mob_index = mob_index + 1
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
end
local mob_def = mob_library_worker_table[mob_index]
if mob_def
and spawning_position.y >= mob_def.min_height
and spawning_position.y <= mob_def.max_height
and mob_def.dimension == dimension
and biome_check(mob_def.biomes, gotten_biome)
and gotten_light >= mob_def.min_light
and gotten_light <= mob_def.max_light
and (is_ground or mob_def.type_of_spawning ~= "ground")
and (mob_def.check_position and mob_def.check_position(spawning_position) or true)
then
--everything is correct, spawn mob
local object = spawn_mob(mob_def.name, spawning_position)
if object then
return mob_def.on_spawn and mob_def.on_spawn(object, spawning_position)
end
end
current_summary_chance = current_summary_chance - mob_chance
table_remove(mob_library_worker_table, mob_index)
end
end
--MAIN LOOP
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 10 then return end
timer = 0
for _, player in pairs(get_connected_players()) do
local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
local y_min, y_max = decypher_limits(pos.y)
for i = 1, math_random(1, 4) do
spawn_a_mob(pos, dimension, y_min, y_max)
end
if timer >= 10 then
timer = 0
for _,player in pairs(get_connected_players()) do
-- after this line each "break" means "continue"
local do_mob_spawning = true
repeat
--don't need to get these variables more than once
--they happen in a single server step
local player_pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(player_pos)
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local min, max = decypher_limits(player_pos.y)
for i = 1, math_random(1,4) do
-- after this line each "break" means "continue"
local do_mob_algorithm = true
repeat
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(vector_new(goal_pos.x,min,goal_pos.z), vector_new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
--couldn't find node
if #spawning_position_list <= 0 then
break
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior --- this is commented out: /too close to player --fixed with inner circle
if not spawning_position then -- or vector_distance(player_pos, spawning_position) < 15
break
end
--hard code mob limit in area to 5 for now
if count_mobs(spawning_position) >= 5 then
break
end
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local mob_def = nil
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
local repeat_mob_search = true
repeat
--do not infinite loop
if #mob_library_worker_table <= 0 then
--print("breaking infinite loop")
break
end
local skip = false
--use this for removing table elements of mobs that do not match
local temp_index = math_random(1,#mob_library_worker_table)
local temp_def = mob_library_worker_table[temp_index]
--skip if something ridiculous happens (nil mob def)
--something truly horrible has happened if skip gets
--activated at this point
if not temp_def then
skip = true
end
if not skip and (spawning_position.y < temp_def.min_height or spawning_position.y > temp_def.max_height) then
skip = true
end
--skip if not correct dimension
if not skip and (temp_def.dimension ~= dimension) then
skip = true
end
--skip if not in correct biome
if not skip and (not biome_check(temp_def.biomes, gotten_biome)) then
skip = true
end
--don't spawn if not in light limits
if not skip and (gotten_light < temp_def.min_light or gotten_light > temp_def.max_light) then
skip = true
end
--skip if not in correct spawning type
if not skip and (temp_def.type_of_spawning == "ground" and is_water) then
skip = true
end
if not skip and (temp_def.type_of_spawning == "ground" and is_lava) then
skip = true
end
--found a mob, exit out of loop
if not skip then
--minetest.log("warning", "found mob:"..temp_def.name)
--print("found mob:"..temp_def.name)
mob_def = table_copy(temp_def)
break
else
--minetest.log("warning", "deleting temp index "..temp_index)
--print("deleting temp index")
table_remove(mob_library_worker_table, temp_index)
end
until repeat_mob_search == false --this is needed to sort through mobs randomly
--catch if went through all mobs and something went horribly wrong
--could not find a valid mob to spawn that fits the environment
if not mob_def then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--print("spawning: " .. mob_def.name)
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
break
until do_mob_algorithm == false --this is a safety catch
end
break
until do_mob_spawning == false --this is a performance catch
end
end
end)

View File

@ -1,11 +1,11 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Mode paisible actif ! Aucun monstre n'apparaîtra.
Peaceful mode active! No monsters will spawn.=Mode paisible actif! Aucun monstre n'apparaîtra.
This allows you to place a single mob.=Cela vous permet de placer un seul mob.
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.=Placez-le là où vous voulez que le mob apparaisse. Les animaux apparaîtront apprivoisés, sauf si vous maintenez la touche furtive enfoncée pendant le placement. Si vous le placez sur un générateur de mob, vous changez le mob qu'il génère.
You need the “maphack” privilege to change the mob spawner.=Vous avez besoin du privilège "maphack" pour changer le générateur de mob.
Name Tag=Étiquette de nom
A name tag is an item to name a mob.=Une étiquette de nom est un élément pour nommer un mob.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Avant d'utiliser l'étiquette de nom, vous devez définir un nom sur une enclume. Ensuite, vous pouvez utiliser l'étiquette de nom pour nommer un mob. Cela utilise l'étiquette de nom.
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisés !
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées!
Give names to mobs=Donne des noms aux mobs
Set name at anvil=Définir le nom sur l'enclume

View File

@ -1,11 +1,11 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут появляться.
This allows you to place a single mob.=Позволяет вам разместить одного моба.
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.=Используйте предмет там, где хотите, чтобы появился моб. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при использовании. Если поместить это на спаунер, появляющийся из него моб будет изменён.
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.=Просто поместите это туда, где хотите, чтобы появился моб. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если поместить это на спаунер, появляющийся из него моб будет изменён.
You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией “maphack”, чтобы изменить спаунер моба.
Name Tag=Бирка
A name tag is an item to name a mob.=Бирка это предмет, которым можно дать мобу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать бирку, переименуйте её на наковальне. Тогда вы сможете использовать бирку на мобе, чтобы дать ему имя.
Name Tag=Именная бирка
A name tag is an item to name a mob.=Именная бирка это предмет, чтобы дать мобу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать именную бирку, нужно задать имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу.
Only peaceful mobs allowed!=Разрешены только мирные мобы!
Give names to mobs=Даёт имена мобам
Set name at anvil=Переименуйте на наковальне
Set name at anvil=Задайте имя при помощи наковальни

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@ -160,7 +160,6 @@ minetest.register_entity("mcl_paintings:painting", {
set_entity(self.object)
end,
get_staticdata = function(self)
if not self then return end
local data = {
_facing = self._facing,
_pos = self._pos,

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

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@ -1,2 +1,2 @@
# textdomain:mcl_paintings
Painting=Картина
Painting=Рисование

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@ -68,7 +68,7 @@ mobs:register_mob("mobs_mc:blaze", {
light_damage = 0,
view_range = 16,
attack_type = "projectile",
arrow = "mobs_mc:blaze_fireball_entity",
arrow = "mobs_mc:blaze_fireball",
shoot_interval = 3.5,
shoot_offset = 1.0,
passive = false,

View File

@ -61,7 +61,6 @@ dofile(path .. "/villager.lua") -- KrupnoPavel Mesh and animation by toby109tt
--dofile(path .. "/agent.lua") -- Mesh and animation by toby109tt / https://github.com/22i
-- Illagers and witch
dofile(path .. "/pillager.lua") -- Mesh by KrupnoPavel and MrRar, animation by MrRar
dofile(path .. "/villager_evoker.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/villager_vindicator.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/villager_zombie.lua") -- Mesh and animation by toby109tt / https://github.com/22i

View File

@ -1,7 +1,7 @@
# textdomain: mobs_mc
Totem of Undying=Totem d'immortalité
A totem of undying is a rare artifact which may safe you from certain death.=Un totem d'immortalité est un artefact rare qui peut vous protéger d'une mort certaine.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=Le totem ne fonctionne que lorsque vous le tenez dans votre main. Si vous recevez des dégâts mortels, vous êtes sauvé(e) de la mort et vous obtenez une seconde chance avec 1 HP. Cependant, le totem est détruit.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=Le totem ne fonctionne que lorsque vous le tenez dans votre main. Si vous recevez des dégâts mortels, vous êtes sauvé de la mort et vous obtenez une seconde chance avec 1 HP. Cependant, le totem est détruit.
Agent=Agent
Bat=Chauve-souris
Blaze=Blaze
@ -58,7 +58,7 @@ Iron horse armor can be worn by horses to increase their protection from harm a
Golden Horse Armor=Armure de cheval en or
Golden horse armor can be worn by horses to increase their protection from harm.=Une armure de cheval en or peut être portée par les chevaux pour augmenter leur protection contre les dommages.
Diamond Horse Armor=Armure de cheval en diamant
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=Une armure de cheval en diamant peut être portée par les chevaux pour augmenter fortement leur protection contre les dommages.
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=Une armure de cheval en diament peut être portée par les chevaux pour augmenter fortement leur protection contre les dommages.
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=Placez-la sur un cheval pour mettre l'armure de cheval. Les ânes et les mules ne peuvent pas porter d'armure de cheval.
Farmer=Fermier
Fisherman=Pêcheur
@ -73,5 +73,4 @@ Weapon Smith=Fabriquant d'arme
Tool Smith=Fabriquant d'outil
Cleric=Clerc
Nitwit=Crétin
Protects you from death while wielding it=Vous protège de la mort en le maniant
Pillager=Pillard
Protects you from death while wielding it=Vous protège de la mort en la maniant

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@ -1,77 +0,0 @@
# textdomain: mobs_mc
Totem of Undying=Totèm d'Imortalitat
A totem of undying is a rare artifact which may safe you from certain death.=Un totèm d'imortalitat es un artefacte rara que pòt vos sauvar d'una mòrt surada.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=
Agent=Agent
Bat=Ratapenada
Blaze=Blaze
Chicken=Pola
Cow=Vacha
Mooshroom=Champavacha
Creeper=Creeper
Ender Dragon=Drac de l'End
Enderman=Òme de l'End
Endermite=Endarna
Ghast=Trèva
Elder Guardian=Gardian Ainat
Guardian=Gardian
Horse=Ega
Skeleton Horse=Ega Esquelèta
Zombie Horse=Ega Mòrtaviva
Donkey=Asne
Mule=Miula
Iron Golem=Golèm de Fèrre
Llama=Lama
Ocelot=Ocelòt
Parrot=Papagai
Pig=Pòrc
Polar Bear=Ors Polar
Rabbit=Lapin
Killer Bunny=Lapin Tuaire
The Killer Bunny=Lo Lapin Tuaire
Sheep=Moton
Shulker=
Silverfish=
Skeleton=
Stray=
Wither Skeleton=
Magma Cube=
Slime=
Snow Golem=
Spider=
Cave Spider=
Squid=
Vex=
Evoker=
Illusioner=
Villager=
Vindicator=
Zombie Villager=
Witch=
Wither=
Wolf=
Husk=
Zombie=
Zombie Pigman=
Iron Horse Armor=
Iron horse armor can be worn by horses to increase their protection from harm a bit.=
Golden Horse Armor=
Golden horse armor can be worn by horses to increase their protection from harm.=
Diamond Horse Armor=
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=
Farmer=
Fisherman=
Fletcher=
Shepherd=
Librarian=
Cartographer=
Armorer=
Leatherworker=
Butcher=
Weapon Smith=
Tool Smith=
Cleric=
Nitwit=
Protects you from death while wielding it=
Pillager=

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@ -1,24 +1,24 @@
# textdomain: mobs_mc
Totem of Undying=Тотем бессмертия
A totem of undying is a rare artifact which may safe you from certain death.=Тотем бессмертия это редкий артефакт, способный спасти вас от смерти.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=Тотем работает только тогда, когда вы держите его в руке. Если вы получаете смертельный урон, вы спасаетесь от смерти и получаете второй шанс с 1 HP. Однако тотем при этом уничтожается.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=Тотем работает только когда вы держите его в руке. Если вы получаете смертельный урон, вы спасаетесь от смерти и получаете второй шанс с 1 HP. Однако тотем при этом уничтожается.
Agent=Агент
Bat=Летучая мышь
Blaze=Ифрит
Chicken=Курица
Cow=Корова
Mooshroom=Грибная корова
Mooshroom=Гриб
Creeper=Крипер
Ender Dragon=Дракон Края
Ender Dragon=Дракон Предела
Enderman=Эндермен
Endermite=Эндермит
Ghast=Гаст
Elder Guardian=Древний страж
Guardian=Страж
Horse=Лошадь
Skeleton Horse=Лошадь-скелет
Zombie Horse=Лошадь-зомби
Donkey=Осёл
Skeleton Horse=Скелет лошади
Zombie Horse=Зомби-лошадь
Donkey=Ослик
Mule=Мул
Iron Golem=Железный голем
Llama=Лама
@ -36,7 +36,7 @@ Skeleton=Скелет
Stray=Странник
Wither Skeleton=Скелет-иссушитель
Magma Cube=Лавовый куб
Slime=Слизень
Slime=Слизняк
Snow Golem=Снежный голем
Spider=Паук
Cave Spider=Пещерный паук
@ -53,13 +53,13 @@ Wolf=Волк
Husk=Кадавр
Zombie=Зомби
Zombie Pigman=Зомби-свиночеловек
Iron Horse Armor=Железная конская броня
Iron horse armor can be worn by horses to increase their protection from harm a bit.=Железная конская броня может быть надета на лошадь, чтобы повысить её защиту от урона.
Golden Horse Armor=Золотая конская броня
Golden horse armor can be worn by horses to increase their protection from harm.=Золотая конская броня может быть надета на лошадь, чтобы повысить её защиту от урона.
Diamond Horse Armor=Алмазная конская броня
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=Алмазная конская броня может быть надета на лошадь, чтобы повысить её защиту от урона.
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=Поместите это на лошадь, чтобы одеть лошадь в броню. Ослы и мулы не могут носить конскую броню.
Iron Horse Armor=Железные доспехи лошади
Iron horse armor can be worn by horses to increase their protection from harm a bit.=Железные доспехи лошади, надетые на лошадь, немного защищают её от вреда.
Golden Horse Armor=Золотые доспехи лошади
Golden horse armor can be worn by horses to increase their protection from harm.=Золотые доспехи лошади, надетые на лошадь, защищают её от вреда.
Diamond Horse Armor=Алмазные доспехи лошади
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=Алмазные доспехи лошади, надетые на лошадь, отлично защищают её от вреда.
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=Поместите это на лошадь, чтобы одеть лошадь в доспехи. Ослики и мулы не могут носить лошадиные доспехи.
Farmer=Фермер
Fisherman=Рыбак
Fletcher=Лучник
@ -71,6 +71,6 @@ Leatherworker=Кожевник
Butcher=Мясник
Weapon Smith=Оружейник
Tool Smith=Инструментальщик
Cleric=Священник
Cleric=Церковник
Nitwit=Нищий
Protects you from death while wielding it=Защищает вас от смерти, пока вы держите его
Protects you from death while wielding it=Защищает вас от смерти, пока вы владеете им

View File

@ -74,4 +74,3 @@ Tool Smith=
Cleric=
Nitwit=
Protects you from death while wielding it=
Pillager=

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@ -1,159 +0,0 @@
local S = minetest.get_translator("mobs_mc")
local function reload(self)
if not self or not self.object then return end
minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
if not props then return end
props.textures[2] = "mcl_bows_crossbow_3.png^[resize:16x16"
self.object:set_properties(props)
end
local function reset_animation(self, animation)
if not self or not self.object or self.current_animation ~= animation then return end
self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
mobs.set_mob_animation(self, animation)
end
pillager = {
description = S("Pillager"),
type = "monster",
spawn_class = "hostile",
hostile = true,
rotate = 270,
hp_min = 24,
hp_max = 24,
xp_min = 6,
xp_max = 6,
breath_max = -1,
eye_height = 1.5,
projectile_cooldown = 3, -- Useless
shoot_interval = 3, -- Useless
shoot_offset = 1.5,
dogshoot_switch = 1,
dogshoot_count_max = 1.8,
projectile_cooldown_min = 3,
projectile_cooldown_max = 2.5,
armor = {fleshy = 100},
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
pathfinding = 1,
group_attack = true,
visual = "mesh",
mesh = "mobs_mc_pillager.b3d",
--head code
has_head = false,
head_bone = "head",
swap_y_with_x = true,
reverse_head_yaw = true,
head_bone_pos_y = 2.4,
head_bone_pos_z = 0,
head_height_offset = 1.1,
head_direction_offset = 0,
head_pitch_modifier = 0,
--end head code
visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true,
walk_velocity = 1.2,
run_velocity = 4,
damage = 2,
reach = 8,
view_range = 16,
fear_height = 4,
attack_type = "projectile",
arrow = "mcl_bows:arrow_entity",
sounds = {
random = "mobs_mc_pillager_grunt2",
war_cry = "mobs_mc_pillager_grunt1",
death = "mobs_mc_pillager_ow2",
damage = "mobs_mc_pillager_ow1",
distance = 16,
},
textures = {
{
"mobs_mc_pillager.png", -- Skin
"mcl_bows_crossbow_3.png^[resize:16x16", -- Wielded item
}
},
drops = {
{
name = "mcl_bows:arrow",
chance = 1,
min = 0,
max = 2,
looting = "common",
},
{
name = "mcl_bows:crossbow",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare",
},
},
animation = {
unloaded_walk_start = 1,
unloaded_walk_end = 40,
unloaded_stand_start = 41,
unloaded_stand_end = 60,
reload_stand_speed = 20,
reload_stand_start = 61,
reload_stand_end = 100,
stand_speed = 6,
stand_start = 101,
stand_end = 109,
walk_speed = 25,
walk_start = 111,
walk_end = 150,
run_speed = 40,
run_start = 111,
run_end = 150,
reload_run_speed = 20,
reload_run_start = 151,
reload_run_end = 190,
die_speed = 15,
die_start = 191,
die_end = 192,
die_loop = false,
stand_unloaded_start = 40,
stand_unloaded_end = 59,
},
shoot_arrow = function(self, pos, dir)
minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
self.object:set_properties(props)
local old_anim = self.current_animation
if old_anim == "run" then
mobs.set_mob_animation(self, "reload_run")
end
if old_anim == "stand" then
mobs.set_mob_animation(self, "reload_stand")
end
self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
minetest.after(1, reload, self)
minetest.after(2, reset_animation, self, old_anim)
mobs.shoot_projectile_handling(
"mcl_bows:arrow", pos, dir, self.object:get_yaw(),
self.object, 30, math.random(3,4))
-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
if self.sounds and self.sounds.random then
self.sounds = table.copy(self.sounds)
self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
end
end,
}
mobs:register_mob("mobs_mc:pillager", pillager)
mobs:register_egg("mobs_mc:pillager", S("Pillager"), "mobs_mc_spawn_icon_pillager.png", 0)

View File

@ -2,27 +2,118 @@
local S = minetest.get_translator(minetest.get_current_modname())
local mob_name = "mobs_mc:rabbit"
local rabbit = {
description = S("Rabbit"),
type = "animal",
spawn_class = "passive",
passive = true,
reach = 1,
rotate = 270,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.49, 0.2},
local textures = {
visual = "mesh",
mesh = "mobs_mc_rabbit.b3d",
textures = {
{"mobs_mc_rabbit_brown.png"},
{"mobs_mc_rabbit_gold.png"},
{"mobs_mc_rabbit_white.png"},
{"mobs_mc_rabbit_white_splotched.png"},
{"mobs_mc_rabbit_salt.png"},
{"mobs_mc_rabbit_black.png"},
},
visual_size = {x=1.5, y=1.5},
sounds = {
random = "mobs_mc_rabbit_random",
damage = "mobs_mc_rabbit_hurt",
death = "mobs_mc_rabbit_death",
attack = "mobs_mc_rabbit_attack",
eat = "mobs_mc_animal_eat_generic",
distance = 16,
},
makes_footstep_sound = false,
walk_velocity = 1,
run_velocity = 3.7,
follow_velocity = 1.1,
floats = 1,
runaway = true,
jump = true,
drops = {
{name = mobs_mc.items.rabbit_raw, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_hide, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_foot, chance = 10, min = 0, max = 1, looting = "rare", looting_factor = 0.03,},
},
fear_height = 4,
animation = {
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20,
run_start = 0, run_end = 20,
},
-- Follow (yellow) dangelions, carrots and golden carrots
follow = mobs_mc.follow.rabbit,
view_range = 8,
-- Eat carrots and reduce their growth stage by 1
replace_rate = 10,
replace_what = mobs_mc.replace.rabbit,
on_rightclick = function(self, clicker)
-- Feed, tame protect or capture
if mobs:feed_tame(self, clicker, 1, true, true) then return end
end,
do_custom = function(self)
-- Easter egg: Change texture if rabbit is named “Toast”
if self.nametag == "Toast" and not self._has_toast_texture then
self._original_rabbit_texture = self.base_texture
self.base_texture = { "mobs_mc_rabbit_toast.png" }
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = true
elseif self.nametag ~= "Toast" and self._has_toast_texture then
self.base_texture = self._original_rabbit_texture
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = false
end
end,
}
local sounds = {
random = "mobs_mc_rabbit_random",
damage = "mobs_mc_rabbit_hurt",
death = "mobs_mc_rabbit_death",
attack = "mobs_mc_rabbit_attack",
eat = "mobs_mc_animal_eat_generic",
distance = 16,
}
mobs:register_mob("mobs_mc:rabbit", rabbit)
local biome_list = {
-- The killer bunny (Only with spawn egg)
local killer_bunny = table.copy(rabbit)
killer_bunny.description = S("Killer Bunny")
killer_bunny.type = "monster"
killer_bunny.spawn_class = "hostile"
killer_bunny.attack_type = "dogfight"
killer_bunny.specific_attack = { "player", "mobs_mc:wolf", "mobs_mc:dog" }
killer_bunny.damage = 8
killer_bunny.passive = false
-- 8 armor points
killer_bunny.armor = 50
killer_bunny.textures = { "mobs_mc_rabbit_caerbannog.png" }
killer_bunny.view_range = 16
killer_bunny.replace_rate = nil
killer_bunny.replace_what = nil
killer_bunny.on_rightclick = nil
killer_bunny.run_velocity = 6
killer_bunny.do_custom = function(self)
if not self._killer_bunny_nametag_set then
self.nametag = S("The Killer Bunny")
self._killer_bunny_nametag_set = true
end
end
mobs:register_mob("mobs_mc:killer_bunny", killer_bunny)
-- Mob spawning rules.
-- Different skins depending on spawn location <- we'll get to this when the spawning algorithm is fleshed out
mobs:spawn_specific(
"mobs_mc:rabbit",
"overworld",
"ground",
{
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
@ -70,149 +161,73 @@ local biome_list = {
"MesaBryce",
"JungleEdge",
"SavannaM",
},
9,
minetest.LIGHT_MAX+1,
30,
15000,
8,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
--[[
local spawn = {
name = "mobs_mc:rabbit",
neighbors = {"air"},
chance = 15000,
active_object_count = 10,
min_light = 0,
max_light = minetest.LIGHT_MAX+1,
min_height = mobs_mc.spawn_height.overworld_min,
max_height = mobs_mc.spawn_height.overworld_max,
}
local function spawn_rabbit(pos)
local biome_data = minetest.get_biome_data(pos)
local biome_name = biome_data and minetest.get_biome_name(biome_data.biome) or ""
local mob = minetest.add_entity(pos, mob_name)
if not mob then return end
local self = mob:get_luaentity()
local spawn_desert = table.copy(spawn)
spawn_desert.nodes = mobs_mc.spawn.desert
spawn_desert.on_spawn = function(self, pos)
local texture = "mobs_mc_rabbit_gold.png"
self.base_texture = { "mobs_mc_rabbit_gold.png" }
self.object:set_properties({textures = self.base_texture})
end
mobs:spawn(spawn_desert)
local spawn_snow = table.copy(spawn)
spawn_snow.nodes = mobs_mc.spawn.snow
spawn_snow.on_spawn = function(self, pos)
local texture
if biome_name:find("Desert") then
texture = "mobs_mc_rabbit_gold.png"
local r = math.random(1, 100)
-- 80% white fur
if r <= 80 then
texture = "mobs_mc_rabbit_white.png"
-- 20% black and white fur
else
local r = math.random(1, 100)
if biome_name:find("Ice") or biome_name:find("snow") or biome_name:find("Cold") then
-- 80% white fur
if r <= 80 then
texture = "mobs_mc_rabbit_white.png"
-- 20% black and white fur
else
texture = "mobs_mc_rabbit_white_splotched.png"
end
else
-- 50% brown fur
if r <= 50 then
texture = "mobs_mc_rabbit_brown.png"
-- 40% salt fur
elseif r <= 90 then
texture = "mobs_mc_rabbit_salt.png"
-- 10% black fur
else
texture = "mobs_mc_rabbit_black.png"
end
end
texture = "mobs_mc_rabbit_white_splotched.png"
end
self.base_texture = {texture}
self.object:set_properties({textures = {texture}})
self.base_texture = { texture }
self.object:set_properties({textures = self.base_texture})
end
mobs:spawn(spawn_snow)
local function do_custom_rabbit(self)
-- Easter egg: Change texture if rabbit is named “Toast”
if self.nametag == "Toast" and not self._has_toast_texture then
self._original_rabbit_texture = self.base_texture
self.base_texture = { "mobs_mc_rabbit_toast.png" }
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = true
elseif self.nametag ~= "Toast" and self._has_toast_texture then
self.base_texture = self._original_rabbit_texture
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = false
local spawn_grass = table.copy(spawn)
spawn_grass.nodes = mobs_mc.spawn.grassland
spawn_grass.on_spawn = function(self, pos)
local texture
local r = math.random(1, 100)
-- 50% brown fur
if r <= 50 then
texture = "mobs_mc_rabbit_brown.png"
-- 40% salt fur
elseif r <= 90 then
texture = "mobs_mc_rabbit_salt.png"
-- 10% black fur
else
texture = "mobs_mc_rabbit_black.png"
end
self.base_texture = { texture }
self.object:set_properties({textures = self.base_texture})
end
local rabbit = {
description = S("Rabbit"),
type = "animal",
spawn_class = "passive",
passive = true,
reach = 1,
rotate = 270,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.49, 0.2},
visual = "mesh",
mesh = "mobs_mc_rabbit.b3d",
textures = textures,
visual_size = {x=1.5, y=1.5},
sounds = sounds,
makes_footstep_sound = false,
walk_velocity = 1,
run_velocity = 3.7,
follow_velocity = 1.1,
floats = 1,
runaway = true,
jump = true,
drops = {
{name = mobs_mc.items.rabbit_raw, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_hide, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_foot, chance = 10, min = 0, max = 1, looting = "rare", looting_factor = 0.03,},
},
fear_height = 4,
animation = {
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20,
run_start = 0, run_end = 20,
},
-- Follow (yellow) dangelions, carrots and golden carrots
follow = mobs_mc.follow.rabbit,
view_range = 8,
-- Eat carrots and reduce their growth stage by 1
replace_rate = 10,
replace_what = mobs_mc.replace.rabbit,
on_rightclick = function(self, clicker)
-- Feed, tame protect or capture
if mobs:feed_tame(self, clicker, 1, true, true) then return end
end,
do_custom = do_custom_rabbit,
spawn = spawn_rabbit
}
mobs:register_mob(mob_name, rabbit)
-- The killer bunny (Only with spawn egg)
local killer_bunny = table.copy(rabbit)
killer_bunny.description = S("Killer Bunny")
killer_bunny.type = "monster"
killer_bunny.spawn_class = "hostile"
killer_bunny.attack_type = "dogfight"
killer_bunny.specific_attack = { "player", "mobs_mc:wolf", "mobs_mc:dog" }
killer_bunny.damage = 8
killer_bunny.passive = false
-- 8 armor points
killer_bunny.armor = 50
killer_bunny.textures = { "mobs_mc_rabbit_caerbannog.png" }
killer_bunny.view_range = 16
killer_bunny.replace_rate = nil
killer_bunny.replace_what = nil
killer_bunny.on_rightclick = nil
killer_bunny.run_velocity = 6
killer_bunny.do_custom = function(self)
if not self._killer_bunny_nametag_set then
self.nametag = S("The Killer Bunny")
self._killer_bunny_nametag_set = true
end
end
mobs:register_mob("mobs_mc:killer_bunny", killer_bunny)
-- Mob spawning rules.
-- Different skins depending on spawn location <- we customized spawn function
mobs:spawn_setup({
name = mob_name,
min_light = 9,
chance = 1000,
aoc = 8,
biomes = biome_list,
group_size_max = 1,
baby_min = 1,
baby_max = 2,
})
mobs:spawn(spawn_grass)
]]--
-- Spawn egg
mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0)

View File

@ -87,11 +87,11 @@ mobs:register_mob("mobs_mc:sheep", {
swap_y_with_x = false,
reverse_head_yaw = false,
head_bone_pos_y = 0,
head_bone_pos_z = 0,
head_bone_pos_y = 3.6,
head_bone_pos_z = -0.6,
head_height_offset = 1.2,
head_direction_offset = 0,
head_height_offset = 1.0525,
head_direction_offset = 0.5,
head_pitch_modifier = 0,
--end head code
@ -117,7 +117,7 @@ mobs:register_mob("mobs_mc:sheep", {
},
animation = {
speed_normal = 25, run_speed = 65,
stand_start = 0, stand_end = 0,
stand_start = 40, stand_end = 80,
walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40,
},
@ -330,24 +330,6 @@ mobs:register_mob("mobs_mc:sheep", {
return false
end
end,
on_spawn = function(self)
if self.baby then
self.animation = table.copy(self.animation)
self.animation.stand_start = 81
self.animation.stand_end = 81
self.animation.walk_start = 81
self.animation.walk_end = 121
self.animation.run_start = 81
self.animation.run_end = 121
end
return true
end,
on_grown = function(self)
self.animation = nil
local anim = self.current_animation
self.current_animation = nil -- Mobs Redo does nothing otherwise
mobs.set_mob_animation(self, anim)
end
})
mobs:spawn_specific(
"mobs_mc:sheep",

View File

@ -2,8 +2,6 @@
--################### SILVERFISH
--###################
local PLAYER_SCAN_RADIUS = 5
local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:silverfish", {
@ -48,20 +46,6 @@ mobs:register_mob("mobs_mc:silverfish", {
view_range = 16,
attack_type = "punch",
damage = 1,
do_custom = function(self, dtime)
self.do_custom_time = (self.do_custom_time or 0) + dtime
if self.do_custom_time < 1.5 then return end
self.do_custom_time = 0
local selfpos = self.object:get_pos()
local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS)
for _, obj in pairs(objects) do
if obj:is_player() and not minetest.is_creative_enabled(obj:get_player_name()) then
self.attacking = obj
mobs.group_attack_initialization(self)
return
end
end
end
})
mobs:register_egg("mobs_mc:silverfish", S("Silverfish"), "mobs_mc_spawn_icon_silverfish.png", 0)

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@ -712,11 +712,6 @@ local trade_inventory = {
elseif listname == "output" then
if not trader_exists(player:get_player_name()) then
return 0
-- Begin Award Code
-- May need to be moved if award gets unlocked in the wrong cases.
elseif trader_exists(player:get_player_name()) then
awards.unlock(player:get_player_name(), "mcl:whatAdeal")
-- End Award Code
end
-- Only allow taking full stack
local count = stack:get_count()

View File

@ -9,95 +9,6 @@ local S = minetest.get_translator(minetest.get_current_modname())
--################### ZOMBIE
--###################
local husk_biomes = {
"Desert",
"SavannaM",
"Savanna",
"Savanna_beach",
}
local zombie_biomes = {
"FlowerForest_underground",
"JungleEdge_underground",
"StoneBeach_underground",
"MesaBryce_underground",
"Mesa_underground",
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",
"ExtremeHills_underground",
"MegaSpruceTaiga_underground",
"BirchForestM_underground",
"SavannaM_underground",
"MesaPlateauFM_underground",
"Desert_underground",
"Savanna_underground",
"Forest_underground",
"SunflowerPlains_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
}
local drops_common = {
{name = mobs_mc.items.rotten_flesh,
chance = 1,
@ -204,7 +115,6 @@ local zombie = {
attack_type = "punch",
punch_timer_cooloff = 0.5,
harmed_by_heal = true,
spawn_with_armor = true,
}
mobs:register_mob("mobs_mc:zombie", zombie)
@ -256,36 +166,230 @@ baby_husk.child = 1
mobs:register_mob("mobs_mc:baby_husk", baby_husk)
-- Spawning
mobs:spawn_setup({
name = "mobs_mc:zombie",
biomes = zombie_biomes,
max_light = 7,
chance = 2000,
})
mobs:spawn_specific(
"mobs_mc:zombie",
"overworld",
"ground",
{
"FlowerForest_underground",
"JungleEdge_underground",
"StoneBeach_underground",
"MesaBryce_underground",
"Mesa_underground",
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",
"ExtremeHills_underground",
"MegaSpruceTaiga_underground",
"BirchForestM_underground",
"SavannaM_underground",
"MesaPlateauFM_underground",
"Desert_underground",
"Savanna_underground",
"Forest_underground",
"SunflowerPlains_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
},
0,
7,
30,
6000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- Baby zombie is 20 times less likely than regular zombies
mobs:spawn_setup({
name = "mobs_mc:baby_zombie",
biomes = zombie_biomes,
max_lignt = 7,
chance = 100,
})
mobs:spawn_specific(
"mobs_mc:baby_zombie",
"overworld",
"ground",
{
"FlowerForest_underground",
"JungleEdge_underground",
"StoneBeach_underground",
"MesaBryce_underground",
"Mesa_underground",
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",
"ExtremeHills_underground",
"MegaSpruceTaiga_underground",
"BirchForestM_underground",
"SavannaM_underground",
"MesaPlateauFM_underground",
"Desert_underground",
"Savanna_underground",
"Forest_underground",
"SunflowerPlains_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
},
0,
7,
30,
60000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_setup({
name = "mobs_mc:husk",
biomes = husk_biomes,
max_light = 7,
chance = 2000,
})
mobs:spawn_setup({
name = "mobs_mc:baby_husk",
biomes = husk_biomes,
max_light = 7,
chance = 100,
})
mobs:spawn_specific(
"mobs_mc:husk",
"overworld",
"ground",
{
"Desert",
"SavannaM",
"Savanna",
"Savanna_beach",
},
0,
7,
30,
6500,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_specific(
"mobs_mc:baby_husk",
"overworld",
"ground",
{
"Desert",
"SavannaM",
"Savanna",
"Savanna_beach",
},
0,
7,
30,
65000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- Spawn eggs
mobs:register_egg("mobs_mc:husk", S("Husk"), "mobs_mc_spawn_icon_husk.png", 0)

View File

@ -229,23 +229,19 @@ mobs_mc.override.spawn = {
}
-- This table contains important spawn height references for the mob spawn height.
local get_local_settings = function()
mobs_mc.override.spawn_height = {
water = tonumber(minetest.settings:get("water_level")) or 0, -- Water level in the Overworld
-- Overworld boundaries (inclusive)
overworld_min = mcl_mapgen.overworld.min,
overworld_max = mcl_mapgen.overworld.max,
-- Nether boundaries (inclusive)
nether_min = mcl_mapgen.nether.min,
nether_max = mcl_mapgen.nether.max,
-- End boundaries (inclusive)
end_min = mcl_mapgen.end_.min,
end_max = mcl_mapgen.end_.max,
}
end
get_local_settings()
mcl_mapgen.register_on_settings_changed(get_local_settings)
mobs_mc.override.spawn_height = {
water = tonumber(minetest.settings:get("water_level")) or 0, -- Water level in the Overworld
-- Overworld boundaries (inclusive)
overworld_min = mcl_mapgen.overworld.min,
overworld_max = mcl_mapgen.overworld.max,
-- Nether boundaries (inclusive)
nether_min = mcl_mapgen.nether.min,
nether_max = mcl_mapgen.nether.max,
-- End boundaries (inclusive)
end_min = mcl_mapgen.end_.min,
end_max = mcl_mapgen.end_.max,
}

View File

@ -238,8 +238,8 @@ after(5, function(dtime)
end)
minetest.register_chatcommand("lightning", {
params = "[<X> <Y> <Z> | <player name>]",
description = S("Let lightning strike at the specified position or player. No parameter will strike yourself."),
params = "[<X> <Y> <Z>]",
description = S("Let lightning strike at the specified position or yourself"),
privs = { maphack = true },
func = function(name, param)
local pos = {}
@ -247,21 +247,21 @@ minetest.register_chatcommand("lightning", {
pos.x = tonumber(pos.x)
pos.y = tonumber(pos.y)
pos.z = tonumber(pos.z)
local player_to_strike
if not (pos.x and pos.y and pos.z) then
pos = nil
player_to_strike = minetest.get_player_by_name(param)
if not player_to_strike and param == "" then
player_to_strike = minetest.get_player_by_name(name)
end
end
if not player_to_strike and pos == nil then
if name == "" and pos == nil then
return false, "No position specified and unknown player"
end
if pos then
lightning.strike(pos)
elseif player_to_strike then
lightning.strike(player_to_strike:get_pos())
else
local player = minetest.get_player_by_name(name)
if player then
lightning.strike(player:get_pos())
else
return false, S("No position specified and unknown player")
end
end
return true
end,

View File

@ -1,4 +0,0 @@
# textdomain: lightning
@1 was struck by lightning.=@1 fuguèt pica·t·da per lo tròn
Let lightning strike at the specified position or yourself=Pica lo tròn vès una posicion mencionada o sobre vosautr·e·a·s-mema
No position specified and unknown player=Pas de posicion mencionada e jogair·e·a pas conegu·t·da

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